The Sixth Generation of Console Video Games was a time of the maturing of the video game industry. It was a time when many trends were started that would reach their height in the Seventh Generation
The first out of the gate this time was Sega
. The Sega Dreamcast
was touted for its online features, with online play and downloadable games, as well as reviving the Sonic the Hedgehog
series that was strangely on hiatus during the fifth generation
. However, Sony Computer Entertainment
, fresh off a huge victory in last generations Console Wars
, was gearing up to release the PlayStation 2
. The hype surrounding this console, as well as many dubious or bad decisions on Sega's part in previous generations leaving them with a shaky public opinion, led to insufficient sales to keep Sega afloat, leading to the quick end of the Dreamcast in early 2001, and the former console maker going third-party.
Software giant Microsoft made the surprising announcement that they were going to enter the video game industry with a console based on PC hardware: the Xbox
. It released shortly after the Dreamcast's demise, in November 2001. Coming in a scant few days later was Nintendo
with the GameCube
, their first console to use optical discs, albeit based on mini-DVDs rather than the standard 8-inch size used by other consoles.
It was in this generation where Multi-Platform
games started to become much more common. Unlike previous generations, the consoles were much more alike in terms of their basic design philosophies and capabilities (though the GCN and Xbox were somewhat more graphically advanced than the PS2), so games could now be more easily produced for the PS2
, Xbox, and GCN all at once, though this was later just reduced to PS2
and Xbox due to such reasons as Nintendo's kiddie reputation and the GameCube's low memory capacity on its disks. Multi Platform releases in this generation generally tended to fall into two categories; those which were designed with the PS2 in mind and only slightly upgraded for the other two consoles, and those which were designed with the GCN and/or Xbox in mind and later downsampled for the PS2 (Resident Evil 4
being the biggest example). Fortunately for Sony, the former type examples of Multi Platform games vastly
outnumbered the latter types, meaning that the gulf in capabilities between its console and the other two generally wasn't obvious, though the examples of the latter type did lead to the system suffering its share of Porting Disasters
Online gaming for consoles emerged in this era. Online gaming was already prevalent on PCs, and there were some early experiments with online with the Satellaview for the Super Famicom
and the Nintendo 64
DD, but this generation saw the rise of online gaming as a standard for consoles. The Sega Dreamcast
was noted for its highly detailed online services that were ahead of its time, but, as mentioned above, the Dreamcast's short lifespan rendered it too good to last. The most successful online system of the sixth generation was Xbox
Live, which was supported by several games both first-party and third-party because of its ease of setup. Its success spurred Sony to boost support for the PS2
's online features, which didn't do as well as Xbox Live but still did reasonably well. Nintendo also had the intention of entering the online space with the GameCube
, using a broadband and modem adapter for this purpose instead of built-in features. Unfortunately, it was discovered rather quickly that the cable could be used to hack into the GameCube
, leading to piracy. Nintendo, having a long-standing fear of piracy, responded by quickly discontinuing the adapter and releasing an Updated Re-release
of the game that made hacking possible: Phantasy Star Online
. Thus, the GameCube
was rendered as the only console of the generation without online features.
In this generation, teenagers and young adults became the majority demographic for video games. The industry as a whole saw a steady shift towards Darker and Edgier
since the 16-bit era, but it was this generation where demographics really changed. Dark and violent video games like God of War
, Resident Evil 4
, and Grand Theft Auto
redefined the medium as primarily for the older crowd rather than for kids. Nintendo's reputation for being the uncool kid's game company put them in a bad position because of these trends, which wasn't helped by the GameCube
's toylike appearance. Sony and Microsoft, on the other hand, developed a more "core" reputation because of the many darker game released on their consoles.
Genre-wise, this generation is notable in that there was no few "defining" genres for most of the era. Games from all sorts of genres, from Action Game
, to Action Adventure
, to Platform Game
, to RPG, to Sports game, to Third-Person Shooter
, and even several that didn't fit any established genre
saw equal measure of success. This lead to the Sixth Generation
to be the most diverse era in terms of game variety. That is, until the large amount of followers trying to follow the new Halo
franchise late into the sixth generation, leading to its massive popularity into the next era.
Lastly, on the handheld front Nintendo's Game Boy Advance
dominated the market, being essentially a portable Super Nintendo. When compared to the non-portable consoles of the era it lagged only behind the Playstation 2 in terms of sales. It would be Nintendo's last 2D system, and the last of the Game Boys (notably backwards compatible to even games for the first Game Boy, at least in its original model), as it would be replaced by the Nintendo DS.
Consoles of this era
New IPs on these consoles
Games of Previous IPs