This article explores eight revolutionary console features that were designed, announced, or even shipped, but ultimately went largely unused by developers and players. From the Dreamcast’s VMU to the Wii U’s GamePad, these features promised to change gaming but failed to gain traction.
What Makes a Console Feature “Unused”?
A console feature is considered “unused” when it is technically present but rarely supported by games or apps, making it a novelty rather than a standard tool. This can happen for many reasons: high development costs, poor implementation, lack of developer interest, or simply because the feature was ahead of its time. The result is a feature that exists in the hardware but never becomes a meaningful part of the gaming experience.
The Dreamcast’s VMU: A Screen in Your Controller
The Sega Dreamcast (1998) shipped with the Visual Memory Unit (VMU), a memory card with a small 32×47 pixel LCD screen and a directional pad. It was designed to show game info, play mini-games, and act as a portable device. However, only a handful of games used it meaningfully. Sonic Adventure showed a Chao pet on the VMU, and Skies of Arcadia let you play a mini-game, but most titles treated it as a simple save card. The screen’s low resolution, short battery life, and the fact that it was an extra accessory to manage meant developers rarely invested time in it.
Nintendo’s Virtual Boy: 3D That Hurt
The Virtual Boy (1995) was a tabletop console that displayed red monochrome 3D graphics using a spinning mirror and LED array. It was meant to deliver true 3D depth without glasses. But the 3D effect caused eye strain and headaches, the red-only display was unappealing, and the awkward stand made it uncomfortable to play. Only 22 games were ever released, and Nintendo discontinued it within a year. The technology was revolutionary, but the execution made it impractical for long sessions.
PlayStation 3’s Cell Processor: Power That Was Hard to Use
The PS3’s Cell microprocessor (2006) was a radical design: one PowerPC core plus seven “Synergistic Processing Elements” (SPEs). In theory, it offered massive parallel processing power. In practice, developers found it notoriously difficult to program. Many early cross-platform games ran worse on PS3 than on Xbox 360 because studios couldn’t optimize for the SPEs. Sony eventually added a software library to help, but most games used only a fraction of the Cell’s capability. The architecture was so complex that even first-party studios struggled, and the feature—the unique processing power—remained largely untapped.
Wii U GamePad: A Second Screen Without a Reason
The Wii U GamePad (2012) included a 6.2-inch touchscreen, motion controls, and a camera, designed for asymmetric gameplay and off-TV play. The idea was that the TV and the GamePad could show different things simultaneously. However, most games used the GamePad as a map or inventory screen, rarely as a true second viewpoint. Off-TV play (playing the full game on the GamePad) was popular, but that’s not what the feature was marketed for. Developers found it hard to design games that worked well with two screens, and the GamePad’s short battery life and high cost made it a hard sell. The console sold poorly, and the GamePad’s unique features were abandoned.
Kinect: Motion Control Without a Controller
Microsoft’s Kinect (2010 for Xbox 360, 2013 for Xbox One) was a depth camera that tracked full-body motion and voice. It was a massive success at launch, but the novelty wore off. Most games used it for simple gestures or voice commands, and “core” games rarely integrated it meaningfully. The Kinect’s accuracy was good, but the required physical space, the lack of tactile feedback, and the difficulty of designing games that were both fun and physically active led to its decline. Microsoft eventually bundled the Kinect with the Xbox One, but later removed it from the package and discontinued it in 2017.
Nintendo 3DS’s 3D Slider: A Feature You Turn Off
The Nintendo 3DS (2011) included a slider that adjusted the intensity of the autostereoscopic 3D effect. The feature was meant to be a key selling point, but many players turned it off entirely. Reasons included eye strain, the need to hold the console at a precise angle, and the fact that the 3D effect didn’t add much to gameplay. Some games, like Super Mario 3D Land, used 3D for depth perception in platforming, but most titles were designed to be playable with the 3D off. The “New Nintendo 3DS” (2015) added face-tracking to improve the effect, but it still didn’t become essential. By the time the Nintendo Switch launched in 2017, the 3D feature was gone.
Why Do These Features Fail?
Several common factors lead to a feature being unused:
- High development cost: Creating content for a unique feature takes time and money that most studios aren’t willing to spend.
- Poor ergonomics: If the feature causes discomfort (eye strain, arm fatigue), players will avoid it.
- Lack of a killer app: Without a flagship game that demonstrates the feature’s value, developers and players ignore it.
- Short battery life: Portable features that drain batteries quickly are often left off.
- Competing standards: If the feature isn’t on all consoles of a generation, developers won’t target it.
Frequently Asked Questions
Was the Dreamcast’s VMU the first handheld with a screen?
No, but it was the first memory card with a screen. Earlier handhelds like the Game Boy had screens, but the VMU was unique in being a memory card that could display game data and run simple games. It was a precursor to the Wii U GamePad and the Switch’s handheld mode.
Why did the Virtual Boy fail?
The Virtual Boy failed due to a combination of factors: the red-only display caused eye strain, the 3D effect was not comfortable for long sessions, the price was high, and the library was tiny. It was also marketed poorly, with many consumers not understanding what it was.
Is the Kinect still used today?
No, Microsoft discontinued the Kinect in 2017. However, the technology lives on in other products, such as the Azure Kinect for developers and in some VR headsets that use similar depth-sensing cameras.
Did any game use the PS3’s Cell processor well?
Yes, some first-party titles like God of War III and Uncharted 2 were praised for their graphics and performance, likely using the Cell effectively. However, these were exceptions. Most third-party games did not fully utilize the processor.
Could the Wii U GamePad be used as a standalone console?
No, the GamePad was not a standalone console. It required the Wii U console to function, and its range was limited to about 25-30 feet from the console. Off-TV play only worked within that range.
Will we see these features return in future consoles?
Some features have already returned in different forms. The Switch’s handheld mode is similar to off-TV play, and VR headsets use 3D depth. However, the specific implementations that failed—like the VMU or the GamePad—are unlikely to return in the same way, as the market has moved toward simpler, more integrated designs.
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