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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 Creator/{{Nintendo}} with the [[NintendoGameCube GameCube]] (typically given the acronym "GCN"), their first console to use optical discs, albeit based on [=mini-DVDs=] rather than the standard 8-inch size used by the other consoles.

to:

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 Creator/{{Nintendo}} with the [[NintendoGameCube [[UsefulNotes/NintendoGameCube GameCube]] (typically given the acronym "GCN"), their first console to use optical discs, albeit based on [=mini-DVDs=] rather than the standard 8-inch size used by the other consoles.



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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}}-DD, but this generation saw the rise of online gaming as a standard for consoles. The UsefulNotes/SegaDreamcast 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 TooGoodToLast. 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 sweeping the adapter into obscurity and releasing an UpdatedRerelease of the game that made hacking possible: ''VideoGame/PhantasyStarOnline''. Thus, the GameCube was rendered as the only console of the generation without online features.

In this generation, teenagers and young adults (rather than children) became the majority demographic for video games. The industry as a whole had already been undergoing a steady shift towards DarkerAndEdgier since the 16-bit era, but it was this generation where demographics really changed. Dark and violent video games like ''VideoGame/GodOfWar'', ''VideoGame/ResidentEvil4'', and ''VideoGame/GrandTheftAuto'' redefined the medium as primarily for the older crowd rather than for kids. Nintendo's reputation (particularly with the nascent gaming press) 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 (and their subsequent adoration by the press) because of the many darker games released on their consoles.

to:

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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}}-DD, but this generation saw the rise of online gaming as a standard for consoles. The UsefulNotes/SegaDreamcast 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 TooGoodToLast. 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, [=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, [=GameCube=], leading to piracy. Nintendo, having a long-standing fear of piracy, responded by sweeping the adapter into obscurity and releasing an UpdatedRerelease of the game that made hacking possible: ''VideoGame/PhantasyStarOnline''. Thus, the GameCube [=GameCube=] was rendered as the only console of the generation without online features.

In this generation, teenagers and young adults (rather than children) became the majority demographic for video games. The industry as a whole had already been undergoing a steady shift towards DarkerAndEdgier since the 16-bit era, but it was this generation where demographics really changed. Dark and violent video games like ''VideoGame/GodOfWar'', ''VideoGame/ResidentEvil4'', and ''VideoGame/GrandTheftAuto'' redefined the medium as primarily for the older crowd rather than for kids. Nintendo's reputation (particularly with the nascent gaming press) 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 [=GameCube=]'s toylike appearance. Sony and Microsoft, on the other hand, developed a more "core" reputation (and their subsequent adoration by the press) because of the many darker games released on their consoles.



* GameBoyAdvance
* NintendoGameCube
* PlayStation2

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* GameBoyAdvance
UsefulNotes/GameBoyAdvance
* NintendoGameCube
UsefulNotes/NintendoGameCube
* PlayStation2 UsefulNotes/PlayStation2

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The first out of the gate this time was Creator/{{Sega}}. The UsefulNotes/SegaDreamcast was touted for its online features, with online play and downloadable games, as well as reviving the ''Franchise/SonicTheHedgehog'' series that was strangely on hiatus during the [[TheFifthGenerationOfConsoleVideoGames fifth generation]]. However, Creator/SonyComputerEntertainment, fresh off a huge victory in last generations UsefulNotes/ConsoleWars, was gearing up to release the PlayStation2. 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 Creator/{{Nintendo}} with the [[NintendoGameCube 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 MultiPlatform 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, 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=] (''VideoGame/ResidentEvil4'' 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 Disaster}}s.

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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, but this generation saw the rise of online gaming as a standard for consoles. The UsefulNotes/SegaDreamcast 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 sweeping the adapter into obscurity and releasing an UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''. 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 DarkerAndEdgier since the 16-bit era, but it was this generation where demographics really changed. Dark and violent video games like ''VideoGame/GodOfWar'', ''VideoGame/ResidentEvil4'', and ''VideoGame/GrandTheftAuto'' 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 games 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 ActionGame, to ActionAdventure, to PlatformGame, to RPG, to Sports game, to ThirdPersonShooter, and even several [[GenreBusting that didn't fit any established genre]] saw equal measure of success. This lead to the SixthGeneration to be the most diverse era in terms of game variety. That is, until the large amount of followers trying to follow the new Franchise/{{Halo}} franchise late into the sixth generation, leading to its massive popularity into the [[SeventhGeneration next era.]]

Lastly, on the handheld front Nintendo's GameBoyAdvance 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.

to:

The first out of the gate this time was Creator/{{Sega}}. The UsefulNotes/SegaDreamcast was touted for its online features, with online play and downloadable games, as well as reviving the ''Franchise/SonicTheHedgehog'' series that was strangely on hiatus during the [[TheFifthGenerationOfConsoleVideoGames fifth generation]]. [[note]] Aside from the third-party games ''VideoGame/SonicR'' and ''VideoGame/Sonic3DBlast''. Sega had attempted to develop a main-line Sonic game for the Saturn – ''Sonic Xtreme'' – but it had a very TroubledProduction. [[DevelopmentHell Originally slated for release in 1996, its release was pushed back to 1998 before the game was dropped completely]]. Apparently the programmers (based in America rather than Japan) had trouble getting the camera and physics to work properly.[[/note]] However, Creator/SonyComputerEntertainment, Creator/{{Sony|ComputerEntertainment}}, fresh off a huge victory in last generations generation's UsefulNotes/ConsoleWars, was gearing up to release the PlayStation2. 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, 2001[[labelnote:†]] (in the West; like the Saturn, it lasted a little longer in Japan)[[/labelnote]], and the former console maker going third-party.

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 Creator/{{Nintendo}} with the [[NintendoGameCube GameCube]], GameCube]] (typically given the acronym "GCN"), their first console to use optical discs, albeit based on [=mini-DVDs=] rather than the standard 8-inch size used by the other consoles.

consoles.

It was in this generation where that MultiPlatform 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, so games could now be more easily produced for the PS2, Xbox, and GCN all at once, though this was later just often reduced to PS2 and Xbox due to such reasons as Nintendo's kiddie "kiddie" reputation and the [=GameCube=]'s low memory capacity on its disks. Multi Platform disks.[[note]] However, its ''graphical'' capabilities were by far the best of this generation's consoles.[[/note]] Multiplatform releases in this generation generally tended to fall into two categories; 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=] (''VideoGame/ResidentEvil4'' being the biggest example). Fortunately for Sony, the former type examples of Multi Platform Multiplatform 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 Disaster}}s.

Despite its deficiencies, the PS2 was the undisputed "winner" of this generation (the most lopsided victory since the original NES), due in large part to Sony's decision to include DVD-playback capabilities within the console's hardware. This resulted in the system being purchased by many people who did not necessarily care about the vast library of games, but wanted a DVD player they could justify spending money on.

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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, 64}}-DD, but this generation saw the rise of online gaming as a standard for consoles. The UsefulNotes/SegaDreamcast was noted for its highly detailed online services that were ahead of its time, time… but, as mentioned above, the Dreamcast's short lifespan rendered it too good to last.TooGoodToLast. 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 sweeping the adapter into obscurity and releasing an UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''.''VideoGame/PhantasyStarOnline''. Thus, the GameCube was rendered as the only console of the generation without online features.

In this generation, teenagers and young adults (rather than children) became the majority demographic for video games. The industry as a whole saw had already been undergoing a steady shift towards DarkerAndEdgier since the 16-bit era, but it was this generation where demographics really changed. Dark and violent video games like ''VideoGame/GodOfWar'', ''VideoGame/ResidentEvil4'', and ''VideoGame/GrandTheftAuto'' redefined the medium as primarily for the older crowd rather than for kids. Nintendo's reputation (particularly with the nascent gaming press) for being the uncool "uncool kid's game company 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 (and their subsequent adoration by the press) because of the many darker games released on their consoles.

consoles.

Genre-wise, this generation is notable in that that, at least initially, there was no few "defining" genres for most of genre that absolutely "defined" the era. Games from all sorts of genres, from ActionGame, to ActionAdventure, to PlatformGame, to RPG, to Sports game, to ThirdPersonShooter, and even several [[GenreBusting that didn't fit any established genre]] saw equal measure of success. This lead to the SixthGeneration to be Sixth Generation being the most diverse era in terms of game variety. That variety… that is, until ''Franchise/{{Halo}}'' happened partway through the large amount of followers trying to follow the new Franchise/{{Halo}} franchise late into the sixth generation, spawning countless imitators and leading to its the massive popularity and dominance (at least in the West) of the FirstPersonShooter at the end of this generation, which carried over even more so into the [[SeventhGeneration [[UsefulNotes/TheSeventhGenerationOfConsoleVideoGames next era.]]

era]].

Lastly, on the handheld front front, Nintendo's GameBoyAdvance 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.
DS.



** ''Animal Crossing'' (UpdatedRerelease; [[RemadeForTheExport this is the version which made it outside Japan]])

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** ''Animal Crossing'' (UpdatedRerelease; (UpdatedRerelease… [[RemadeForTheExport this is the version which made it outside Japan]])
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** ''VideoGame/ShenmueII''
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* ''VideoGame/MarcEckosGettingUpContentsUnderPressure''
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* ''Franchise/KingdomHearts''

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* ''Franchise/KingdomHearts'' ''Kingdom Hearts''
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* ''Franchise/FinalFantasy''

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* ''Franchise/FinalFantasy'' ''Final Fantasy''
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* TeamICOSeries

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* TeamICOSeries VideoGame/TeamICOSeries
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[[fodler:Games of older [=IPs=]]]

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[[fodler:Games [[folder:Games of older [=IPs=]]]

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[[fodler:Games of older [=IPs=] ]]

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[[fodler:Games of older [=IPs=] ]][=IPs=]]]
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!!New [=IPs=] on these consoles

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!!New [[folder:New [=IPs=] on these consoles of this era]]



!!Games of Previous [=IPs=]

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!!Games [[fodler:Games of Previous older [=IPs=] ]]


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In this generation, teenagers and young adults became the majority demographic for video games. The industry as a whole saw a steady shift towards DarkerAndEdgier since the 16-bit era, but it was this generation where demographics really changed. Dark and violent video games like ''VideoGame/GodOfWar'', ''VideoGame/ResidentEvil4'', and ''VideoGame/GrandTheftAuto'' 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.

to:

In this generation, teenagers and young adults became the majority demographic for video games. The industry as a whole saw a steady shift towards DarkerAndEdgier since the 16-bit era, but it was this generation where demographics really changed. Dark and violent video games like ''VideoGame/GodOfWar'', ''VideoGame/ResidentEvil4'', and ''VideoGame/GrandTheftAuto'' 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 games released on their consoles.
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Not quite ready for a Franchise page just yet.


* ''Franchise/{{Suikoden}}''

to:

* ''Franchise/{{Suikoden}}''''VideoGame/{{Suikoden}}''
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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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, but this generation saw the rise of online gaming as a standard for consoles. The UsefulNotes/SegaDreamcast 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 UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''. Thus, the GameCube was rendered as the only console of the generation without online features.

to:

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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, but this generation saw the rise of online gaming as a standard for consoles. The UsefulNotes/SegaDreamcast 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 sweeping the adapter into obscurity and releasing an UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''. Thus, the GameCube was rendered as the only console of the generation without online features.
Is there an issue? Send a MessageReason:
None


It was in this generation where MultiPlatform 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=] (''VideoGame/ResidentEvil4'' 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 Disaster}}s.

to:

It was in this generation where MultiPlatform 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=]), capabilities, 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=] (''VideoGame/ResidentEvil4'' 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 Disaster}}s.
Is there an issue? Send a MessageReason:
None


* StarOcean
** [[StarOceanTillTheEndOfTime Star Ocean: Till the End of Time]]

to:

* StarOcean
''Franchise/StarOcean''
** [[StarOceanTillTheEndOfTime ''[[StarOceanTillTheEndOfTime Star Ocean: Till the End of Time]] Time]]''



* VideoGame/{{Suikoden}}
** VideoGame/SuikodenIII
** VideoGame/SuikodenIV
** VideoGame/SuikodenV

to:

* VideoGame/{{Suikoden}}
''Franchise/{{Suikoden}}''
** VideoGame/SuikodenIII
''VideoGame/SuikodenIII''
** VideoGame/SuikodenIV
''VideoGame/SuikodenIV''
** VideoGame/SuikodenV ''VideoGame/SuikodenV''
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None


The first out of the gate this time was Creator/{{Sega}}. The UsefulNotes/SegaDreamcast was touted for its online features, with online play and downloadable games, as well as reviving the ''Franchise/SonicTheHedgehog'' series that was strangely on hiatus during the [[TheFifthGenerationOfConsoleVideoGames fifth generation]]. However, Creator/SonyComputerEntertainment, fresh off a huge victory in last generations ConsoleWars, was gearing up to release the PlayStation2. 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.

to:

The first out of the gate this time was Creator/{{Sega}}. The UsefulNotes/SegaDreamcast was touted for its online features, with online play and downloadable games, as well as reviving the ''Franchise/SonicTheHedgehog'' series that was strangely on hiatus during the [[TheFifthGenerationOfConsoleVideoGames fifth generation]]. However, Creator/SonyComputerEntertainment, fresh off a huge victory in last generations ConsoleWars, UsefulNotes/ConsoleWars, was gearing up to release the PlayStation2. 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.
Is there an issue? Send a MessageReason:
None


The first out of the gate this time was Creator/{{Sega}}. The SegaDreamcast was touted for its online features, with online play and downloadable games, as well as reviving the ''Franchise/SonicTheHedgehog'' series that was strangely on hiatus during the [[TheFifthGenerationOfConsoleVideoGames fifth generation]]. However, Creator/SonyComputerEntertainment, fresh off a huge victory in last generations ConsoleWars, was gearing up to release the PlayStation2. 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.

to:

The first out of the gate this time was Creator/{{Sega}}. The SegaDreamcast UsefulNotes/SegaDreamcast was touted for its online features, with online play and downloadable games, as well as reviving the ''Franchise/SonicTheHedgehog'' series that was strangely on hiatus during the [[TheFifthGenerationOfConsoleVideoGames fifth generation]]. However, Creator/SonyComputerEntertainment, fresh off a huge victory in last generations ConsoleWars, was gearing up to release the PlayStation2. 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.



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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, but this generation saw the rise of online gaming as a standard for consoles. The SegaDreamcast 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 UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''. Thus, the GameCube was rendered as the only console of the generation without online features.

to:

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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, but this generation saw the rise of online gaming as a standard for consoles. The SegaDreamcast UsefulNotes/SegaDreamcast 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 UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''. Thus, the GameCube was rendered as the only console of the generation without online features.



* SegaDreamcast

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* SegaDreamcast UsefulNotes/SegaDreamcast

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* ''VideoGame/{{Metroid}}''
** ''VideoGame/MetroidPrime''
** ''Metroid Prime 2: Echoes''
** ''Metroid Fusion''
** ''[[VideoGameRemake Metroid: Zero Mission]]''

to:

* ''VideoGame/{{Metroid}}''
''VideoGame/{{Metroid}}''
** ''VideoGame/MetroidPrimeTrilogy''
***
''VideoGame/MetroidPrime''
*** ''VideoGame/MetroidPrime2Echoes''
** ''Metroid Prime 2: Echoes''
''VideoGame/MetroidFusion''
** ''Metroid Fusion''
** ''[[VideoGameRemake Metroid: Zero Mission]]''
''VideoGame/MetroidZeroMission]]''
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* ''VideoGame/EnterTheMatrix''
** ''VideoGame/TheMatrixPathOfNeo''
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* ''[[ExtremeG Extreme-G]]''

to:

* ''[[ExtremeG Extreme-G]]''''VideoGame/ExtremeG''
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* ''VideoGame/KnightsOfTheOldRepublic''
** ''VideoGame/KnightsOfTheOldRepublicIITheSithLords''


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* ''VideoGame/TheElderScrollsIIIMorrowind''
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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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, but this generation saw the rise of online gaming as a standard for consoles. The SegaDreamcast 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 spurned 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 UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''. Thus, the GameCube was rendered as the only console of the generation without online features.

to:

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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, but this generation saw the rise of online gaming as a standard for consoles. The SegaDreamcast 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 spurned 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 UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''. Thus, the GameCube was rendered as the only console of the generation without online features.
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Lastly, on the handheld front Nintendo's GameBoyAdvance 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.
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* ''VideoGame/CelDamage''
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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 [[TheSeventhGenerationOfConsoleVideoGames Seventh Generation]].

The first out of the gate this time was Creator/{{Sega}}. The SegaDreamcast was touted for its online features, with online play and downloadable games, as well as reviving the ''Franchise/SonicTheHedgehog'' series that was strangely on hiatus during the [[TheFifthGenerationOfConsoleVideoGames fifth generation]]. However, Creator/SonyComputerEntertainment, fresh off a huge victory in last generations ConsoleWars, was gearing up to release the PlayStation2. 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 Creator/{{Nintendo}} with the [[NintendoGameCube 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 MultiPlatform 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=] (''VideoGame/ResidentEvil4'' 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 Disaster}}s.

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 [[SuperNintendoEntertainmentSystem Super Famicom]] and the {{Nintendo 64}} DD, but this generation saw the rise of online gaming as a standard for consoles. The SegaDreamcast 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 spurned 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 UpdatedRerelease of the game that made hacking possible: ''PhantasyStarOnline''. 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 DarkerAndEdgier since the 16-bit era, but it was this generation where demographics really changed. Dark and violent video games like ''VideoGame/GodOfWar'', ''VideoGame/ResidentEvil4'', and ''VideoGame/GrandTheftAuto'' 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 ActionGame, to ActionAdventure, to PlatformGame, to RPG, to Sports game, to ThirdPersonShooter, and even several [[GenreBusting that didn't fit any established genre]] saw equal measure of success. This lead to the SixthGeneration to be the most diverse era in terms of game variety. That is, until the large amount of followers trying to follow the new Franchise/{{Halo}} franchise late into the sixth generation, leading to its massive popularity into the [[SeventhGeneration next era.]]

[[index]]
!!Consoles of this era
* GameBoyAdvance
* NintendoGameCube
* PlayStation2
* SegaDreamcast
* {{Xbox}}

!!New [=IPs=] on these consoles
* ''VideoGame/BatenKaitos''
* ''VideoGame/BeyondGoodAndEvil''
* ''VideoGame/CallOfDuty''
* ''Franchise/DevilMayCry''
** ''Devil May Cry 2''
** ''Devil May Cry 3: Dante's Awakening''
* ''VideoGame/EternalDarkness: Sanity's Requiem''
* ''VideoGame/GodHand''
* ''VideoGame/GodOfWar''
** ''God of War 2''
** ''God of War 3''
* ''VideoGame/GoldenSun''
** ''Golden Sun: The Lost Age''
* ''Franchise/{{Halo}}''
** ''VideoGame/HaloCombatEvolved''
** ''VideoGame/{{Halo 2}}''
* ''VideoGame/HauntingGround''
* ''VideoGame/{{Headhunter}}''
* ''VideoGame/JakAndDaxter''
** ''VideoGame/JakAndDaxterThePrecursorLegacy''
** ''VideoGame/JakIIRenegade''
** ''VideoGame/Jak3Wastelander''
** ''Jak X: Combat Racing''
* ''VideoGame/JetSetRadio''
** ''Jet Set Radio Future''
* ''VideoGame/KatamariDamacy''
* ''VideoGame/{{Killer7}}''
* ''Franchise/KingdomHearts''
** ''VideoGame/KingdomHeartsI''
** ''VideoGame/KingdomHeartsChainOfMemories''
** ''VideoGame/KingdomHeartsII''
* ''VideoGame/{{Okami}}''
* ''VideoGame/{{Pikmin}}''
** ''Pikmin 2''
* ''VideoGame/PowerStone''
* ''VideoGame/{{Psychonauts}}''
* ''Franchise/RatchetAndClank''
** ''VideoGame/RatchetAndClank''
** ''VideoGame/RatchetAndClankGoingCommando''
** ''VideoGame/RatchetAndClankUpYourArsenal''
** ''VideoGame/RatchetDeadlocked''
* ''VideoGame/{{Shenmue}}''
* ''VideoGame/SkiesOfArcadia''
** ''[[VideoGameRemake Skies of Arcadia: Legends]]''
* ''Franchise/SlyCooper''
** ''VideoGame/SlyCooperAndTheThieviusRaccoonus''
** ''VideoGame/Sly2BandOfThieves''
** ''VideoGame/Sly3HonorAmongThieves''
* ''VideoGame/SpaceChannel5''
* TeamICOSeries
** ''VideoGame/{{ICO}}''
** ''VideoGame/ShadowOfTheColossus''
* ''{{Timesplitters}}''
* ''VideoGame/ViewtifulJoe''
* ''VideoGame/WarriorsOfMightAndMagic''

!!Games of Previous [=IPs=]
* ''1080º: Snowboarding''
** ''1080º: Avalanche''
* ''VideoGame/AnimalCrossing''
** ''Animal Crossing'' (UpdatedRerelease; [[RemadeForTheExport this is the version which made it outside Japan]])
* ''BloodyRoar''
** ''Bloody Roar 3''
** ''Bloody Roar: Primal Fury''
** ''Bloody Roar 4''
* ''VideoGame/EccoTheDolphin''
** ''Ecco the Dolphin: Defender of the Future''
* ''[[ExtremeG Extreme-G]]''
** ''Extreme-G 3''
** ''XGRA''
* ''Franchise/FinalFantasy''
** ''VideoGame/FinalFantasyX''
** ''VideoGame/FinalFantasyXI''
** ''VideoGame/FinalFantasyXII''
* ''VideoGame/FZero GX''
* ''VideoGame/GrandTheftAuto''
** ''VideoGame/GrandTheftAutoIII''
** ''VideoGame/GrandTheftAutoViceCity''
** ''VideoGame/GrandTheftAutoSanAndreas''
* ''Franchise/TheLegendOfZelda''
** ''VideoGame/TheLegendOfZeldaTheWindWaker''
** ''VideoGame/TheLegendOfZeldaFourSwords'' (multiplayer-only pack-in with GBA port of ''VideoGame/TheLegendOfZeldaALinkToThePast'')
** ''VideoGame/TheLegendOfZeldaFourSwordsAdventures''
** ''VideoGame/TheLegendOfZeldaTheMinishCap''
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' (technically released first during the following generation, but was originally planned as part of this gen).
* ''VideoGame/MarvelVsCapcom''
** ''VideoGame/MarvelVsCapcom2''
* ''Franchise/MegaMan''
** ''VideoGame/MegaManX''
*** ''VideoGame/MegaManX7''
*** ''VideoGame/MegaManX8''
** All the ''VideoGame/MegaManBattleNetwork'' titles
** All the ''VideoGame/MegaManZero'' titles
* ''Franchise/MetalGear''
** ''VideoGame/MetalGearSolid2SonsOfLiberty''
** ''VideoGame/MetalGearSolid3SnakeEater''
* ''VideoGame/{{Metroid}}''
** ''VideoGame/MetroidPrime''
** ''Metroid Prime 2: Echoes''
** ''Metroid Fusion''
** ''[[VideoGameRemake Metroid: Zero Mission]]''
* ''Franchise/{{Pokemon}}''
** ''VideoGame/PokemonRubyAndSapphire''
** ''VideoGame/PokemonColosseum''
** ''Pokémon XD: Gale of Darkness''
* ''Franchise/ResidentEvil''
** ''VideoGame/ResidentEvilCodeVeronica''
** ''VideoGame/ResidentEvil0''
** ''VideoGame/ResidentEvil4''
* ''Franchise/SonicTheHedgehog''
** ''VideoGame/SonicAdventure''
** ''VideoGame/SonicAdventure2''
** ''VideoGame/SonicHeroes''
** ''VideoGame/ShadowTheHedgehog''
* ''VideoGame/SNKVsCapcom''
** ''VideoGame/CapcomVsSNKMillenniumFight2000''
** ''VideoGame/CapcomVsSNK2MarkOfTheMillennium''
* StarOcean
** [[StarOceanTillTheEndOfTime Star Ocean: Till the End of Time]]
* ''Franchise/StreetFighter''
** ''Street Fighter EX 3''
** ''VideoGame/StreetFighterIII''
* VideoGame/{{Suikoden}}
** VideoGame/SuikodenIII
** VideoGame/SuikodenIV
** VideoGame/SuikodenV
* ''Franchise/SuperMarioBros''
** ''VideoGame/LuigisMansion''
** ''VideoGame/MarioAndLuigi''
*** ''VideoGame/MarioAndLuigiSuperstarSaga''
** ''VideoGame/SuperMarioSunshine''
** ''VideoGame/MarioKartDoubleDash''
** ''VideoGame/WarioWorld''
* ''VideoGame/SuperSmashBros''
** ''Super Smash Bros. Melee''
* ''VideoGame/WaveRace''
** Wave Race: Blue Storm
[[/index]]

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