Hello Player 1
Remember the term “third pillar”? That term meant that at one time even Nintendo wasn’t certain that their bold deviation from the Gameboy line of handhelds would be a success. When the device was first being hinted at way back in 2003 this was Nintendo’s pitch:
“[It] will enable fun and movement not seen before… I expect it to become the third pillar, next to GameCube and Game Boy.” (Source)
What I think is most memorable about this statement is that the third pillar was exactly what the DS did not become. In fact, the idea of “fun and movement not seen before” was so unbelievably successful that Nintendo carried it over to the also-ridiculously-successful Wii. And so, looking back at this turning point I have to wonder what it was in the case of the DS that made it the device which would blow the gaming market wide open.

Nintendo’s previous third pillar, the much maligned Virtual Boy, is the perfect example of what could’ve happened if the DS didn’t catch. It was an exotic piece of hardware that did not find a home even among the hardcore gamer and it was ultimately discontinued within a year. Yet, in those few short months the Virtual Boy at least had a small library of solid, vivid red releases (Nester’s Funky Bowling FTW!). In the first year of the DS there were a few good games like the Mario 64 re-release, Yoshi Touch & Go, and then a few dozen titles like Ping Pals and Sprung. It seems that Nintendo must have had the foresight to predict the onslaught of shovelware because many early adopters like myself were spending more time using the Gameboy Advance back-compatibility feature than actually playing new games on the DS.

So, then, if it was not the software that was responsible for the success, or at least, sustainability of DS sales in those early years, what other factors could possibly be held responsible? Well certainly there’s the aforementioned back-compatibility, but with the popularity of the GBA SP it’s doubtful that too many people would’ve been swayed to buy a heavier, uglier, more expensive GBA player for that feature alone. The biggest draw of the DS during its early years may have been the two fold combination of novelty and the lack of an alternative device for new Nintendo games. The DS was Nintendo’s first competent implementation of an alternative input method since the Zapper and Super Scope. Having a device capable of providing the same novel enjoyment that those peripherals offered and at the same time displaying greater variety of functions while being built directly into the system made the touch and dual screen features of the DS seem pretty savory. Also, while there was some competition for Nintendo in the handheld market with the newly released PSP, the $100 price difference in the devices plus slightly more expensive games served to separate the audience they were going after. Furthermore, it became quite clear early on that all the “third pillar” jive was not at all Nintendo’s long term plan for the DS. Seemingly, the post-DS release of the Game Boy Micro was the last Game Boy product we’d ever see.

The novelty in the features of the new device and the fact that it was indeed the successor system to the GBA and not an alternative may explain its popularity among gamers, but the DS is known for being one of the first pieces of game hardware that had appeal beyond the typical gaming market. This is a device that, as our televisions constantly remind us, BeyoncĂ© plays with. In which case, maybe the other aspect contributing to the unbridled success of the DS system is the chic factor. Something happened to Nintendo’s hardware design mantra between the release of the original DS and the DS Lite. Sturdy bulk and silver bevels were suddenly exchanged for a slightly less durable and lighter device with white, rounded edges. Someone very high up at Nintendo must have taken a look at Apple’s hardware one day and said “yeah, we’re gonna do that now.” The emulation became more evident with the subsequent releases of the Wii and DSi. On the software side, the uprise of casual titles like Brain Training made the DS look more and more appealing to the new market of gamers. Perhaps for the first time ever, a gaming device was considered to be the cool new thing to have, not just among nerds, but among people in general.

Images in this article were pulled from the 4cr Flickr Pool.
So, there’s this idea of consonance in Nintendo’s cycle of innovation. The Virtual Boy was a failed experiment in presentation, but then Nintendo hit the bulls-eye by trying to innovate our interaction with games instead. This success was repeated with their subsequent home console and now, fifteen years after the Virtual Boy, they’re taking another stab at advancing the means by which games are presented to us with the impending reveal of the 3DS. Will better technology make all the difference this time around? Maybe Nintendo has more surprises yet to reveal about the system. We’ll all just have to wait and see what comes to pass after these few short weeks until E3.
Michael Tucker - May 27th, 2010 -
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A.J. Petix on May 28, 2010 at 1:14 am
I still love looking at the original DS Phat. While it may have been bulky and not particularly attractive, it sure had a style that said “Nintendo.”
These new consoles are nice, and I LOVE the new designs, but they just don’t say Nintendo the way they used to.
But maybe that’s why Nintendo changed their formula. It was all for the better.
Ghoti on May 28, 2010 at 2:15 am
My first DS–and that’s really interesting to say, because the Nintendo DS is the first system I’ve had more than one of–was a DS Phat, and though eventually I somehow got water into it and totally short-circuited it, it remains in an exalted place in my video game collection. My DS Lite, of course, has supplanted it, but the spirit of Old Man Phat will always be there for me :’)
I knew the DS was something crazy when people in my high school English class would have one–people who, in any other case, would totally be making snide comments about anything but Guitar Hero and Dance Dance Revolution, and even then tried really hard not to be -too- good at those games in case they be seen as (gasp) a gamer. But in senior year of high school, instead of texting under desks, they’d have their DS Lites out and PictoChatting with each other. Sure, it wasn’t a game per se, but it definitely was something different.
TheMaverickk on May 28, 2010 at 3:21 am
Don’t leave a comment on every article but this one is something that caught my attention. The talk of the “Third Pillar”. People always talk about how Nintendo took the cheap way out with the Nintendo DS (and to a stronger degree the Wii). They point out that the DS costs less to produce then say the PSP and is weaker (again comparably to the Wii VS. PS3/360). Whenever someone mentions such absurd things I always have to bring up the 3rd pillar comments.
The 3rd pillar comments were the indicator that even Nintendo new that the Nintendo DS was a gamble. They new they needed to have a powerful enough system to be appealing and show that the tech was a step up… but it couldn’t be so high tech that it brought the cost of the system up (especially since money was spent in the area of touch screens and dual screen gameplay). Even more so they had to do all this because there was no guarantee that the gaming elite or the public would by into touch screen based video games. It could’ve been Virtual Boy all over again… which is why they never gave the system the Game Boy name… for fear of tarnishing the name if the product failed (much to my dismay… as to me the Nintendo DS is still very much a Game Boy as far as I’m concerned).
People can hark on the fact that touch controls aren’t that great, or that not every game use them… they can call it casual or whatever. The truth is that the Nintendo DS did it right… providing basically more options in terms of gameplay. What makes the Nintendo DS great is that I can play a game with touch controls oriented, like Spirit Tracks for example… and then on the flip side play something like Mega Man ZX which is deep rooted in old school button precision. I have the option to play a variety of different games, that not only feature different game concepts, but different methods of input.
To me this is why the Nintendo DS and Wii are successes. There are not only different games to play, but different ways to play those games. I can play Super Mario 64 DS with touch controls, or with the d-pad. I can play Super Mario Galaxy with motion controls… or I can play Super Mario Bros. Wii with a Wii remote held sideways. Basically these systems provide actually a more malleable means of control. I can get different experiences out of a single system. To me the DS wasn’t just about Touch Screens… it was about having the ability to touch the screens. It was an option, and when I wanted I could embrace it when I wanted. It’s hard to express this feeling but it’s why I’ve enjoyed these systems so much.
EdEN on May 28, 2010 at 11:13 am
@TheMaverick: An a gamble that paid of and big. The last two generations past have proved to us that it’s not the most powerful hardware that takes first place (PS and PS2) but the one with the most diverse games around. The DS and the Wii fall into that category and Sony and Microsoft decided to create two very similiar (aside from Bluray) consoles.
As for me, I got a Phat at launch, a Lite at launch, a DSi at launch and would love it if somehow I got a hold of an XL without having to pay for it. That way my DSi would be my DSiware handheld and the XL would be my DS and DSi enhanced cartridges handheld.
The Ugly One on May 29, 2010 at 11:00 am
The DS being the third pillar was like the three handles on the N64 controller. They took a gamble on something new, making sure that they could fall back on the familiar if it failed. Once it became successful, it took over, which is what they always wanted. Nintendo never entertained any notions of the DS and the Game Boy coexisting. Neither could live while the other survived.