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The Gamer's Quarter - Issue #6 - TextFiles.com

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the obvious hardware issues prior to<br />

launch and gotten a decent installed<br />

user base. It’s not always a good idea to<br />

listen to gamer opinion when releasing<br />

a game or game console, but in this<br />

case Nokia could have benefited from<br />

responding to their critics. Side talkin’<br />

and removing the battery to change<br />

games were <strong>com</strong>plained about as early<br />

as March 2003, when developers and US<br />

Press first got their hands on the system<br />

at the Game Developers’ Conference. If<br />

Nokia had listened to the criticisms that<br />

arose here they would have saved a lot<br />

of money and ridicule, but instead they<br />

chose to wait until it was obvious that<br />

these things were affecting sales to do<br />

something about them.<br />

On July 26, 2004, less than a year after<br />

the original N-Gage’s introduction, Nokia<br />

released a revised version of the N-Gage<br />

that fixed nearly every aspect of their<br />

ill-fated system: the N-Gage QD. With<br />

this release, the design was modified so<br />

that the player was no longer forced to<br />

remove the battery in order to change<br />

game discs, and, much to the chagrin of<br />

side talkers everywhere, the phone could<br />

now be held like a normal phone. <strong>The</strong>y<br />

also reduced the size, making the outer<br />

edge and buttons rubberized and more<br />

durable in the process. This updated<br />

design wasn’t all pluses though, Nokia<br />

also removed some of the less used<br />

and more costly features, such as the<br />

FM radio, the MP3 player/recorder, and<br />

stereo output from the device’s speakers.<br />

Strangely, despite removing the radio<br />

and music player buttons, an “accept”<br />

button was added, reducing the number<br />

buttons on the QD to a total of twenty<br />

instead of the original’s twenty-one.<br />

With this cheaper-to-manufacture<br />

device the cost of the system was also<br />

reduced. Offering rebates for new cellphone<br />

contracts was explicitly forbidden<br />

by Nokia prior to the release of the QD—<br />

perhaps as a way to make the device<br />

more appealing for standard game stores<br />

to stock—but with the release of the QD,<br />

Nokia actively pushed service-contract<br />

rebates, which would bring the device’s<br />

cost down to $99 from the standard $199<br />

if taken advantage of.<br />

<strong>The</strong> QD also brought with it the N-<br />

Gage’s most unique feature, the N-Gage<br />

Arena. <strong>The</strong> Arena was Nokia’s network for<br />

playing N-Gage games online. In order to<br />

start up the service they actually bought<br />

Sega.<strong>com</strong>, a force that had been instrumental<br />

in bringing the Dreamcast online<br />

just a few years prior. Nokia very clearly<br />

took the Arena seriously, and ended up<br />

creating a service very similar to Xbox<br />

Live; with friends lists, online rankings<br />

and tournaments, game demos, chat, and<br />

message boards all accessible directly<br />

from the phone twenty-four hours a day.<br />

This was Nokia’s greatest achievement<br />

yet, but few games took advantage of it<br />

right away.<br />

With its lower price and vast hardware<br />

improvements Nokia’s system sales<br />

improved. In September of 2004, they<br />

sold their millionth device; far from the<br />

six million they estimated, but much<br />

better than the five thousand systems<br />

sold at launch. Improved hardware alone<br />

would not be enough to turn around the<br />

system’s successes. <strong>The</strong>y would need<br />

better games. <strong>The</strong> platform continued to<br />

receive nothing but ports of games from<br />

other systems right up until the release of<br />

the QD. Thankfully, around the time the<br />

QD hit shelves, Nokia began to release<br />

internally designed games that seemed<br />

tailor-made for the system. It is unknown<br />

whether the influx of new titles was by<br />

design or by lack of developer support,<br />

but during the N-Gage’s second year,<br />

Nokia finally began creating games that<br />

couldn’t be found or wouldn’t be possible<br />

on other handheld platforms, and some<br />

of them were surprisingly good.<br />

Shortly after their millionth system<br />

sold, the N-Gage had its biggest influx of<br />

games yet. In November of 2004, eight<br />

new N-Gage games were released: Call of<br />

Duty; Requiem of Hell; Pocket Kingdom:<br />

Own the World; <strong>The</strong> Elder Scrolls Travels:<br />

Shadowkey; Asphalt: Urban GT; Fifa<br />

Soccer 2005; Colin McRae Rally 2005;<br />

and Pathway to Glory. This marked the<br />

first time that Nokia showed a clear focus<br />

on original games, and some of these<br />

games, Pathway to Glory in particular,<br />

were actually very good.<br />

Finally realizing that “if you build it<br />

they will <strong>com</strong>e” only works for baseball<br />

stadiums, Nokia began to show off their<br />

renewed focus on quality to people<br />

who could get the word out, sending<br />

advance copies of the new device and its<br />

up<strong>com</strong>ing games to a broader range of<br />

major magazines and websites. Sites like<br />

Penny Arcade, who seemed to have done<br />

nothing but mock the system relentlessly<br />

from the beginning, were given a chance<br />

to see how the N-Gage’s faults had been<br />

rectified. Penny Arcade’s Jerry Holkins<br />

summed up the marked change in <strong>com</strong>petency<br />

in his news post for November 26,<br />

2004: “Are they finally figuring something<br />

out? That they have created a platform<br />

with strengths and weaknesses, and<br />

that development can accentuate one of<br />

those and downplay the other? I’ll be God<br />

damned.”<br />

Nokia had finally weeded out all of<br />

their mistakes and the N-Gage seemed to<br />

be doing everything right. Unfortunately,<br />

November 2004 also marked the US<br />

16 <strong>The</strong> Gamer’s <strong>Quarter</strong> <strong>Issue</strong> <strong>#6</strong><br />

<strong>The</strong> N-Gage is Dead; Long Live the N-Gage<br />

17

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