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Messages - adadad

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76
Podcast Discussion / Re: Mother 3 - RetroActive #13 Discussion Thread
« on: August 03, 2010, 03:14:38 PM »
what I didn't realise was that you do receive money for fighting enemies that you can withdraw from frogs!

I don't understand why Nintendo chose to even have the frogs act as ATMs.  There's no gameplay-mechanic that makes it beneficial to not carry all your DP with you at all times.  And it doesn't fit into the story like it did in EarthBound.  It makes no sense.

Yes, I was wondering if there was some sort of penalty for dying, such as losing DP you haven't deposited.  If there is, I haven't noticed it so far.

There is, if you die you lose half the DP you have on your person.

77
Podcast Discussion / Re: Mother 3 - RetroActive #13 Discussion Thread
« on: August 03, 2010, 12:31:07 PM »
Wow, just had stupid realisation. I, like Yankee, was really struggling on certain bosses (I'm well into chapter 5 currently), and I was wondering why all the new equipment from vending machines was so expensive when there didn't seem to be any source of DP. Of course what I didn't realise was that you do receive money for fighting enemies that you can withdraw from frogs! I had to check an FAQ to find this out, and I don't think the game does a good enough job of informing the player about this. Now I know and the stats of the characters have just jumped up considerably so I think things are about to get a whole lot easier.

78
Podcast Discussion / Re: Mother 3 - RetroActive #13 Discussion Thread
« on: July 21, 2010, 11:46:38 AM »
Just finished chapter 1 last night and was wondering/hoping, do the Magypsies play a large role in the story? They seem funny and they appeal on a purely geek level since they're named after the musical modes.

79
Podcast Discussion / Re: Episode 201: Refractory Period
« on: July 13, 2010, 10:15:45 PM »
Well congrats to Bboy for winning the contest! As for what to do when you get the game, surely there's nothing for it other than to take your balls and go home! I have to say I was expecting there to be dramatic readings of the winning entry at least, but I'm guessing some of the stories were quite lengthy? Still Bboy if you wanted to you I'm sure it'd be ok for you to post your story on here for all to admire. I agree that the drunkcast was somewhat tamer than I had been led to expect but it still managed to be plenty better than the inoffensive story I sent in! Clearly I don't possess the dirtiest mind in the forums by a long shot. All this Victorian erotica I have lying around at the moment is clearly not having the effect I thought it would...

80
Podcast Discussion / Re: Episode 200: Up Where We Belong
« on: July 05, 2010, 05:55:31 PM »
Wow, you guys always make me feel terrible for not owning a DS, but especially so today listening to the podcast. Also any clue as to when the precious few of us listeners who sent in our creative attempts should expect to receive the precious audio file of the true tale we butchered in text form?

Oh, and great episode by the way, congrats on making it to 200 and many more to come I hope!

81
Podcast Discussion / Re: Radio Free Nintendo: Episode 196
« on: May 31, 2010, 11:13:40 AM »
I don't feel the same enthusiasm for the Godfather that you guys did on the podcast - the motion controls are very good but I didn't feel much affinity for the story, and the gameplay becomes very repetitive. All the rewards that come your way are monetary even when you take over an entire district (although the process of taking them over can be very fun, albeit intense and sometimes frustrating). Also as a big Vice City fan I can't get behind Jonny's comparison - Godfather pales compared to the personality and breadth of GTA's cities. Maybe you see the latter aspect as a plus, but in the case of the former I found the experience of hopping into my first car to be greeted by Billie Jean on the radio set up the tone perfectly for the entire game. On the Godfather side I don't think I can ever listen to that theme song ever again.

82
Podcast Discussion / Re: Reset Button 2: The Lion King
« on: May 23, 2010, 06:07:15 PM »
Thanks for this Karl, it made for a really enjoyable listen.

83
Podcast Discussion / Re: Radio Free Nintendo: Episode 195
« on: May 23, 2010, 06:06:47 PM »
What has the sudden heatwave in the UK done to Greg that has made this episode come out earlier than usual?

84
Podcast Discussion / Re: Radio Free Nintendo: Episode 192
« on: May 04, 2010, 10:43:21 PM »

Greg seemed so uncomforatble answering that question which equals to podcast gold!

Great show!

Agreed, this week's was a great episode! Lot of laughs mixed with some good discussion too, really hit the spot. Greg almost seemed to be channelling Charlie Brooker when answering that final question, very funny indeed.

Incidentally if anyone hasn't seen it I'd seriously recommend watching Brooker's one-off programme on videogames, Gameswipe. You can find it on youtube, and it sort of attempts to give a broad overview of gaming as a whole and some of its history, at least in Britain, and while some of the things like explaining gaming genres are probably slightly redundant to people like us it's done in a very amusing, tongue-in-cheek way, and it even includes a segment on some of those legendary British indie computer games like Jet Set Willy that Jonny referred to, which being British I have to admit it brings back fond memories of the Amiga when those titles get mentioned!

85
Podcast Discussion / Re: Radio Free Nintendo: Episode 191
« on: April 21, 2010, 02:27:07 PM »
RFN is apparently a great podcast to clean to. I needed to do some major cleaning of my dorm room, and last night I turned on RFN and put on my wireless headphones and cleaned for the full 2 hours. Now that I think of it, I did the same thing last time I did major cleaning. Thanks, guys; I don't know if I would have been able to buckle down and do it if not for you distracting me.

Ha ha, this is typical for me too. Generally not so much with cleaning, but for big loads of washing up RFN is a lifesaver.

86
Podcast Discussion / Re: Radio Trivia: Podcast Edition - Episode 70
« on: April 04, 2010, 06:59:01 PM »
The first song from the final game was very strange, am I the only one who could very distinctly make out a sped up soundalike of a melody from Pilotwings 64?

87
Podcast Discussion / Re: Radio Free Nintendo: PAX East Special #3
« on: March 31, 2010, 12:39:42 AM »
Cheers, you guys have been awesome about getting things done really quickly. I can't believe how much content you've put up already and yet I'm still waiting on the Retronauts guys when all they have is a single episode to put out, not to mention the fact that they are actually paid employees rather than enthusiasts. Very much looking forward to listening to both this and the panel.

88
Podcast Discussion / Re: Radio Free Nintendo: PAX East Special #2
« on: March 30, 2010, 08:18:41 PM »
Christ almighty. I'd better prepare myself.

89
TalkBack / Re: Nintendo Asks: What would YOU like 93% bigger?
« on: March 30, 2010, 02:49:58 PM »
Nintendo is doing this sort of thing too often, I am really starting to get the impression they are doing this intentionally, knowing full well what is going to go through peoples' heads when they read this.

Do you think Nintendo are putting out stuff with the purpose of embarrassing all their fans with tiny penises? Funny thing is that Nintendo is able to get away with their urinary puns, whereas when Sony tried their toilet-based PSP advert campaign it was slated as juvenile.

90
Best of luck guys, I'm sure you're all shitting bricks today but all will go well in the end!

91
Podcast Discussion / Re: Radio Free Nintendo: Episode 186
« on: March 08, 2010, 03:39:53 PM »
Aha, I heard Johnny eating at one point but didn't notice anyone else doing it. That must've been some pretty stealthy snacking Jon! Anyway I don't think it's bad at all, eat all you like as far as I'm concerned (so long as it doesn't interfere with speech, like it does with me when I eat flapjack at work and end up coughing down the phone, unable to speak). Does the person who was disgusted never eat meals with other people?

92
The most surprising result is how poorly Resident Evil 4 did, with only 8% of the vote.  That seems low for a game that is so carefully polished, that was tremendously successful across multiple platforms, that changed the course of a popular franchise, that provided more action-filled set pieces than I could've imagined, and that has been replayed dozens of time by countless gamers over the years.

I suppose as we've seen, there are a number of Nintendo fans who didn't appreciate the unexpected PS2 port, which perhaps might have had some influence? Seems slightly ridiculous to me, but then again at the same time I can appreciate that RE4 is perhaps slightly lacking in reasonance with Nintendo platforms - the vast majority of games based on the RE4 formula have turned up on the HD consoles. To me at least, that makes it feel a little more nebulous. With Metroid Prime there're at least the other two games in the series and the compilation that help to extend the winning formula, and keep it current.

93
And even though the Wind Waker was a more straightforward Zelda than Majora's Mask, I found it significantly more interesting; plus the fact that it pulls you into the adventure immediately rather than hitting you with bizarre fits of Japanese-ness (that I think prevented me from really feeling a part of the world) seems like Wind Waker gives you the kind of exploring-the-woods-in-your-backyard experience that Zelda was always intended to be.

I'm quite curious as to what you mean by this? I distinctly remember on my first time booting up Wind Waker finding myself underwhelmed by the faux-mythological intro. Thoroughly uncinematic couple of minutes with just the text playing oh-so-slowly across static images of primitive cave art. In fact the game's entire mythos, presented as it was in that Japanese folkloric way, didn't sit very well with me at all.

Wind Waker aside, in what sense would you consider Majora's Mask as being filled with "Japanese-ness"? I think it's been well-established that one of its primary influences is David Lynch's Twin Peaks, and the typical legend aspects of the Zelda franchise (which are not exclusive to the Zelda franchise of course but a common Japanese trope - see Okami for example) are downplayed in comparison to its immediate successors and predecessors.

94
I am not pissed that they ported RE4. I am pissed that they decided to burn Nintendo fans by announcing the port 2 weeks before release. It was spiteful and something that made no businesses sense by burning your own release.

I still can't decide which game to vote on. But I am glad RE4 made it

Regardless of the lack of tact in Capcom's manoeuvre, it really doesn't have anything to do with the game itself.

Also I completely agree that the co-star mode is a different game. SMG looks great to a gamer who has a seen-it-all-done-it-all attitude to games and is looking for a fresh approach, and as such it really speaks to people like us who have played a great deal of platformers and know the tropes etc., whereas NSMBWii is a fully fledged traditional throwback, that adds multiplayer functionality without changing or complicating the basic gameplay with too many new mechanics.

95
To that end, Super Mario Galaxy is the ultimate representation of this philosophy.  Gone away is the relative sandlot feel of Dolphino Island and arrived is a "glorified menu" in the spaceship.  This makes the taks of getting to each galaxy streamlined and easy.  Everything is neatly compartmentalized and represented.  The game offers the player 120 total stars to acheive but a casual player can succeed in the game with only 60, while the hardcore can go after the last 60 and go through some of the wildest most imaginative 3D platforming I have seen.  Add to it the co-star mode for super casual players and it leaves no one behind.  Super Mario Galaxy is the representation of the Nintendo philosophy of the 2000's to have something for every gamer.  That is why it is my game of the decade.

Super Mario Galaxy for the Super Casual Player. I'm not so sure to be honest, because, and this is purely anecdotal, in my personal experience SMG is far more effective at enticing experienced gamers than people not versed in the hobby. Co-star mode is a nice accessible addition though.

Anyway, my vote is still firmly on the fence. Having thought about it I don't think Majora's Mask, as great as it is, really does enough to define the 2000s for me. As was noted on RFN, it's more original aspects haven't been expanded upon by future games (perhaps understandably so due to MM's abstactness). I'm leaning towards either RE4 or Metroid Prime as my pick, but I'm not sure which. RE4 clicked a good deal more for me personally, and I got a huge amount of enjoyment out of it. It's an incredibly slick, well crafted experience, and Mercenaries is a fantastic post-game bonus. Metroid Prime connected with me in a far less immediate way, however I have a great appreciation for the construction of the world, and I can't help but feel as though it gives a supreme example of how to do non-linear exploratory environments that are designed to be negotiated differently at various points in the player's journey. All too often games will give their dungeons/levels a seemingly meaningless, linear design that leads from room to room to room with no re-traversal. I don't mean backtracking necessarily, but re-encountering the same environments in a different capacity helps tie the player to the game's world. It also gives a sense of realism in my opinion - walking around London I love seeing familiar streets and buildings from a different perspective, and noticing something I didn't see when I was on the opposite side of the road.

Additionally I remember just when I found Prime to be overly meandering, along came the section of the game inside the Space Pirate's base, which suddenly amped things up considerably with epic firefights against the Pirates with jetpacks and tense encounters with security bots who would scramble your visor.

The 12 artifacts at the end of the game were rather disappointing in my opinion, although compared with Echoes' ridiculously obtuse keys I think in hindsight I should've been thankful. That was one aspect of Prime I feel Prime 3 bested, as it's final quest was far more manageable and less esoteric. Prime still holds a soft spot for me, and with the possible exceptions of Portal and Deus Ex, I'm struggling to think of games that have pushed first person games beyond the Doom FPS model to a greater degree (successfully that is - I'm still waiting for the verdict on Jumping Flash!).

96
Podcast Discussion / Re: Radio Free Nintendo: Episode 181
« on: February 02, 2010, 06:44:02 AM »
I'm in agreement with everyone else, listener mail has been very good these past few weeks, and there have been some really interesting discussions in the segment. Enjoyed hearing everyone's thoughts (except for the tired James!) on the questions. There's an interesting study about the challenges of teaching games at a university standard that inspired my question about the gaming media, which can be found here: http://gamestudies.org/0802/articles/zagal_bruckman

One of the most interesting points raised for me was this one:
Quote

We experience games at a very visceral level and don't have, as a culture, a strong literacy in discussing games. You might go to a movie and someone who's not a filmmaker can discuss with you, at a deep level, the character motivations, or the editing of the film. The same can't really be said about gameplay.

I think Greg is quite right that to say that there is a supply and demand relationship between the media and fans, and Johnny makes a good point too that variety in games, and games that escape the typical confines of a review will be what make the current practices of numerical scores out of 100 and listing a games features less relevant, and help to tease out further methods of critically analysing games. That's not to say that the current review model doesn't serve a purpose and I don't mean to sound elitist by implying that it should all disappear in favour of in-depth critical analysis, however I think there ought to be a greater diffentiation between media outlets, just like there are in many other areas of journalism.

In my opinion, a strong literacy when it comes to analysis of gaming will benefit all involved, from gaming arm-chair analysts to the staff of behemoths like IGN. As it stands however I don't feel as though many media outlets are making particularly good use of reviews in order to solve an issue like literacy, something which is characterised by the frequent over-reliance on the quantitive scoring method. It seems to me that sites like Metacritic hinder progress by formalising the process whereby a double digit number summates the merit of any given game and suggest that that is the only worth of a game. As Johnny mentioned, it is now editorials, podcasts, blogs etc. that are being used in order to initialise critical dialogues that might eventually lead to a decline in the use of scores in reviews for certain outlets. I suppose it's on its way.

97
Podcast Discussion / Re: Radio Free Nintendo: Episode 180
« on: January 30, 2010, 01:18:10 AM »
I quite like this definition of "art" as a starting point but I do have one fundamental qualifier: I think the purpose of art is indeed very practical. Maybe we (like Johnny and James) will be arguing over semantics and/or the definition of "practical". But what I mean is, I think some of the purposes of art are to illuminate or reflect the human condition and to provoke a feeling of "elevation". When I use the term "elevation," I am here pilfering the concept of "elevation" from Roger Ebert. He wrote of "elevation in his blog here:http://blogs.suntimes.com/ebert/2009/01/i_feel_good_i_knew_that_i_woul.html
 
The irony of stealing an idea from Ebert is not lost on me for it is he who has flamed the fires of the videogames-as-art debate by stating unequivocally and on many occasions that he does not think videogames are art. On that point, he is, in my opinion, simply dead wrong.
 
Ebert, and others, describe "elevation" as the sensation one gets when we see good people doing good things or things that are "right" (morally speaking, I suppose). These moments can be profoundly sad, but they move us in a specific way. I think this definition of "elevation" is a bit narrower than what I think of as "art." Rather art, to me, speaks to me about what it is to be human and alive. This, to me, includes moments of "elevation" but also moments that remind us of the darkness of humankind. Is it not true, for example, that humans are the only of Earth's creatures that murder, rape, commit crimes of passion and are deliberately cruel? Communicating those aspects of "humanity" is important in art as well. When I experience moments of "art" that reflect or illuminate humanity, I get that tingly feeling that Ebert talks about in his article of "elevation." That's why I've cited it here. I can also get that tingly feeling simply from artistic works that are praised primarily for their beauty and not much else. I am moved by the beauty alone. I think that feeling is specifically human, too.
 
But back to "practicality". All I am saying is that I think it is eminently practical, necessary even, for humans to seek to illuminate, elevate, touch, whatever, through "art." We all know videogames can and regularly do this. Videogames are art. Its a no-brainer. Maybe not all videogames are "art" but certainly many qualify.

This is quite an Aristotelian way to go about defining art and its purpose, and while I cannot speak with any great deal of certainty on the topic, I would argue that while I can get behind a substantial portion of this definition, there needs to be a distinction drawn between art, and what games typically offer. In other words, if games are not currently considered to be art by a substantial number of people who also happen to see cinema and literature as being art, then the question is less one of semantics. Instead it is a question of what qualities games lack - if any - that would factor into this choice. I don't care to get into Ebert's past comments on the topic of games as art (because it's been done to death, because he's only one voice in a sea, and other factors involving some tiredness on my part), but one of the primary troubles games give critics, in my opinion, is the game's interactivity. Typically art is composed of some form of narrative, to be digested in a linear fashion in the case of a film or a book (by which I mean the story has a set, linear order to be observed from beginning to end, even if the actual narrative takes place out of chronological order). In the case of a painting or similar work of art, critics often attempt to describe and evaluate the way the viewer's eye is drawn, as if it the piece were, to an extent, linear. Obviously this is a problematic approach and games offer even more difficulties in this vein, especially when looking at non-linear games with open environments, when it is not easily predictable what any given player will do. One way of getting across a linear in a non-linear experience that is frequently used is the cutscene. It is my opinion that the cutscene gives critics like Roger Ebert an easy reason to look at games derisively, since a cutscene can be said to acknowledge the inferiority of games by deferring to cinema. An example from cinema is the voiceover, a frequent component of films, even today. Why would I want to go to the cinema, a visual medium, in order to hear a talking book telling me the story? Likewise we saw in the 50s the French Auteurs setting out to move cinema out of its subservient role to literature, by downplaying the role of the screenwriter in favour of the director. In recent years we've seen some games edging away from the cutscene model, a veritable "feature" of the original Half-Life, but ultimately, while admirable, most of the time the game will constrict the player enough to the extent it provides non-interactive cutscenes in which you can do aught but jump around while the dialogue plays out whilst having no effect on the events taking place.

Now, obviously, games have the potential to present a good story to the extent that it should, at the very least, achieve the famous "Oscar-worthy writing" promised by GTA4. I haven't watched any cutscenes from the game (nor played it in fact!) so I couldn't see how ably it managed to reach, or miss, its target. Regardless, if cutscences and dialogue are all games have to offer and the Oscar aim is shared by the remainder of the industry then the medium should be declared dead in the water in my opinion. Ultimately games have to offer more than art-worthy cinematics in order to justify their continued existence. To draw on a game I haven't personally experienced, both Jon on RFN and Garnett Lee spoke highly of the vaguely interactive cutscenes in Metal Gear Solid 4. I particularly liked the sound of one part of the game which involved button mashing to make the elderly Snake crawl - and there we have a primitive example conforming to Aristotle's generalised aspirations for art. I won't go into it too much, however Aristotle is a hell of a lot of easier to read than Hegel, and probably more influential, so I might as well mention it quickly (quoting from the Aristotle's 'Poetics' by the way). Aristotle says that the task of the poet when writing Greek tragedy, is to depict 'the kind of events which could occur, and are possible'. By depicting conceivably real characters and plausible actions, we are able to emphathise with characters and their situations, and as such are primed to experience the sort of emotion Ebert wrote about in his blog, the so-called Elevation. Now I can only speculate on the effectiveness of the MGS scene on the player, having not experienced it beyond YouTube, however as melodramatic as it looked to me, it does seem to be, at least to my eyes, a representation 'which is serious, complete, and of a certain magnitude [...], in the mode of dramatic enactment, not narrative', and works with the goal of arousing emotions in a similar vein to those 'of pity and fear'. Whether MGS4 accomplished the end goal of a great artistic endeavour is all matter of taste, which I would argue in large part is potentially marred for the player by some of the game's qualities; melodramatic and over the top drama characterise the MGS series and I'm not a big fan, which goes some way to preventing me (and likeminded players) from becoming overly emotionally invested. The phrase "I don't buy it" sums it up well I think, and it's a phrase that can be meted out to an overwhelming number of films, games and books that lack the spark of empathy that inspires emotions in the viewer, player and reader respectively.

But back to "practicality". All I am saying is that I think it is eminently practical, necessary even, for humans to seek to illuminate, elevate, touch, whatever, through "art." We all know videogames can and regularly do this. Videogames are art. Its a no-brainer. Maybe not all videogames are "art" but certainly many qualify.

When I started writing this message I initially disagreed with this idea of art being practical, however the more I think on it the more noticeable it is that everyone I've ever met or heard of, as far as I know, is partial to some form of fiction, whether it be in games, films, books or plays etc., and this consumption of fiction is of course widespread and unquestioned. It strikes me as strange that we as humans should be unquestionably drawn to lies. When we're extremely young we learn moral and practical lessons through stories, and narrative provides a basis for understanding the world around us. Yet when we grow up, the narratives continute, only they have grown more complex and large, and for what purpose exactly? I couldn't possibly comment any longer in this message, except to second the possibility that art might somehow be more practical in its purpose and use than is immediately apparent.

98
Podcast Discussion / Re: Radio Free Nintendo: Episode 180
« on: January 24, 2010, 10:50:33 PM »
EDIT: Whoops, thanks for the clarification Greg, I definitely should've listened before I preached.

Onto the actual topic at hand then!

Regarding the question of games as art, there are all sorts of arguments going on as to the specifics and definitions of terms which I don't particularly care to delve into, however I would say that beyond technical definitions that seek to categorise what is and isn't art, it is far easier to conclusively debate when there is a salient example in the medium being referred to. By this what I mean is that in the case of literature for example, there is a large canon of "classic" authors who can be quickly and easily referenced in a debate concerning art. I'd be surprised to find much contention over whether Shakespeare's plays or Dickens' novels are art or not, while I am more likely to find wildly diverging opinions when asking the same question concerning a page in a phonebook. As far as I'm concerned, people can quibble all they like over the latter example but it is scarcely relevant when it comes to enjoyment - just because someone believes that Pokemon Mystery Dungeon can be called art does not make it any way shape or form deserving of merit or my attention, art or not. Also, since the games as art concept is contested by some of its biggest fans and most prominent creators, then without further progress in the medium I don't see how this debate can ever be conclusive.

Personally I believe that games have the potential to provide experiences with great artistic merit (some might say that this has already happened - but if it has then it hasn't been widely recognised which makes it considerably more awkward to argue the point). Games certainly have not made good on their vast potential as of yet. Still the medium is extremely young and undeveloped, with constantly changing standards. Just as film critics have spoken about the grammar of their medium, there is a grammar to videogames. This of course is founded on the initial basis of a language - which presumably in the case of a game covers the controls and basic mechanics. It follows then that the grammar of a medium is to do with the actual usage and construction of the language forming a coherent or satisfying product. However the grammar of games is, broadly speaking, rather basic, whilst difficulties concerning basic controls are still regular afflictions in finished products, which arguably serve only to prevent games from adequately delivering a compelling experience of any artistic depth. An example of language and grammar in a videogame is in something like Braid, which overtly plays with aspects of Super Mario's core design. Based on the sheer accessibility and mass appeal of 2D Mario, you might call Mario, and consequently the generalised 2D sidescrolling platformer the first language of many modern games players. Based on the acclaim Braid garnered, it is evidently considered in some respects to be an unusually exemplary game for its unique reappropriation of the basic mechanics of Super Mario into a significantly different context, thus rewriting the conventional grammar of the game, which lacks cohesion and artistic vision (it is well documentated that Mario is the product of technical limitations). Portal is similar too, introducing a unique blend of first person shooter and puzzle conventions and mechanics, introducing a new grammar in doing so.

Finally, I do think a case could be made for games offering especially cohesive game experiences that might at least be vaguely equivalent to aesthetic beauty in their construction - Super Metroid, or Ocarina of Time, or Portal are all examples that spring to my mind. As Zach posited, art is non-practical in its purpose, and whether or not games fall under the mantle of art, clearly games share this particular trait. So the argument is certainly there to be made for games, just whether or not it rings true with a wide audience's definition of art I currently doubt. One other obvious reason it is sufficiently tough to argue in favour of games as art is that when taken on the same terms as other mediums widely recognised as art, most games are comparatively mindless and shallow. This is primarily in reference to a game's writing or its story, often the most immediately visible component, if there is an intro for example.

Ugh, why is it that what starts out as a short post always turns into an extended argument. Just my overly long take on things anyway.

99
Podcast Discussion / Re: Radio Free Nintendo: Episode 176
« on: December 29, 2009, 08:55:09 PM »
I really enjoyed the discussions this week surrounding the mysterious casual gamer and the multilateral voice of the lapsed gamer. It got me thinking a lot about the idea of there being a collective cultural consciousness that to an extent defines what is popular; a vague mass awareness surrounding a title or brand such as Mario Kart that helps make it such a commercial success.

Something I heard one my elder relatives saying the other day was that the Wii is a success story due to its ability to appeal to all ages, and the more I think about it the more I believe this to be true - it's cliched to call Nintendo a brand aimed at kids, but Mario is of course heavily linked with kids. It was a clever move to leave Mario or any other established Nintendo franchise out of Wii Sports in my opinion, as it seems to me that in much the same way as I might be put off going to see a film due to its Disney branding (and Disney know it - that's why they have Miramax), there is something inherently connected to children's appeal in Mario's image and what he represents, which might be offputting to those who either had no experience of Mario as a child, or were too old or disengaged from gaming to be involved or engaged by any of his outings. By leaving out the typical Nintendo franchise elements from Wii Sports (overtly at least) and engaging with sports which have universally known rules and conventions, Wii Sports became an even more accessible product, particularly for those with no interest in Mario or videogames in a broader sense. Perhaps this can go some way to explaining the relatively lacklustre commercial reaping of Mario Super Sluggers compared with that of Tiger Woods 09 - the tropes of the Mario world placed in a baseball context cannot be a logical expansion on Wii Sports' Baseball to an audience such as the Wii's who evidently weren't willing to buy Gamecubes in droves based on the strength of Nintendo's marquee franchises.

As for what Greg was saying about Mario Kart Wii selling so incredibly well to the people who own the system, it seems to me that once the initial barrier of ownership has been broken down (by an incredible system seller like Wii Sports for example) then selling individual games for the console is far less of a challenge to overcome. When I was young (during the late SNES/N64 period) franchises including Mario Kart achieved a great deal of playtime, and notoriety with the more hardcore-ey youngsters I knew (let's face it - hardcore is a pure synonym for geek) and that spread through their siblings and friends to the extent where pretty much everyone I know, game player or not, has, when they were young, played MK64 with their cousins or something. Another example was several years ago, when I remember a guy at school bringing in his X-Box and getting a crowd of about 15 people to play splitscreen Halo during the school break and lunchtime. I'd never played Halo before or since, but the fond memory of that experience means that if I were ever to be persuaded to buy a Microsoft console - and current offerings haven't done that - I would almost certainly pick up whatever Halo game was readily available for it because the name has a positive reasonance with me.

So basically what I'm trying to argue is that the glut of sales for Mario Kart Wii, far exceeding that of previous Mario Kart entries, is due in part to more people having gotten past the huge hurdle that is the console purchase. This of course, severely limits the choice of game purchasing options for all but the slim percentage of people who will only buy more than one home console per generation. Hence with Nintendo's foot in the door, certain properties have been able, in various isolated examples (with NewSuper Mario Bros Wii looking to be the next prime candidate, in Japanat least), to leverage collective cultural memories and experiences inorder to push sales figures that branch out beyond the blood allegianceof Nintendo fans, to all the brothers and sisters, the cousins and theschoolmates. This is one of the key differences between the Wii and what we saw with the Gamecube, which couldn't succeed commercially with its stable of first party franchises alone.

It seems to me that the Wii's motion controls are sometimes falsely accorded praise as being the sole contributing factor that made and continues to make the Wii successful. Not to say that motion controls are not a part of the Wii's identity, however we are about to see Sony and Microsoft attempt entry into the motion control space, yet if they can't capitalise on the tastes of a particular audience in the same way Nintendo has, then I suspect things shan't go too comfortably.

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Podcast Discussion / Re: Radio Free Nintendo: Episode 175
« on: December 20, 2009, 08:47:24 PM »
Phew, at last! I was beginning to worry there wasn't going to be any RFN this week. Congrats for having kept it so regular, it makes a big difference in my opinion.

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