Sony on why 3DS has struggled

Ben Parfitt
Sony on why 3DS has struggled

It’s a weird world we live in where a person has to explicitly say they’re not commenting on a rival’s device before they’re able to comment on a rival’s device.

Nonetheless, SCEE’s senior studio director Mick Hocking did exactly that when asked about the early struggles of the 3DS.

“So I wouldn't comment directly on 3DS,” he told GameSpot before continuing to do so. “But I think what we've seen over the last 12 months is a strong correlation between good-quality 3D content and great response from our fan base.

“The opposite is also true. When people see 3D that doesn't work very well, or content that isn't very compelling, I think quite naturally they're not as interested in it.”

Indeed, Hocking argues that 3D and portable gaming simply aren’t good bedfellows – hence the decision not to include the tech in PlayStation Vita.

“At the time we were looking at Vita, there were several issues. One was the quality of the glasses-free 3D screens,” he added. “It can work very well on small screens, but to get the best effect, you need to keep your head very, very still.

“Now with a handheld gaming device and Vita having Sixaxis motion control in it, there may be gameplay where you're moving the Vita around. And if you're doing that and having glasses-free 3D, the two things don't sit very well together. We wanted to offer a really, really high-resolution OLED screen, and the best way to do that was in 2D. At least for the first one.”


Tags: Nintendo , Sony , PlayStation , 3ds , Vita , handheld , portable , 3d

Follow us on

  • RSS

Add a new comment

You need to be logged in to post comments. If you do not have an account then please register.



There are no comments yet, be the first to add one!