Author Topic: Launch Titles: What must we have.  (Read 29309 times)

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Offline ShyGuy

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RE:Launch Titles: What must we have.
« Reply #75 on: October 24, 2005, 12:18:05 PM »
I always thought the Cube was the party-game genre console. It has "teh kiddie" market cornered too!

DS is the non-game genre portable. I guess it's the doctor or lawyer game system as well.

Offline mjbd

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RE:Launch Titles: What must we have.
« Reply #76 on: October 24, 2005, 03:03:01 PM »
I agree with Ian Sane, its important for Rev to instantly be know as the system for certain genre's.  Can you imagine if Nintendo launches with Metroid, and it soon after becomes accepted that Rev is the system for FPS games.  It would strike a major blow to Xbox360, and possible bring in alot of PC gamers.  Rev doesnt have to be the best in all area's, but is important to dominate in vertain genre's.
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Offline Kairon

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RE:Launch Titles: What must we have.
« Reply #77 on: October 24, 2005, 03:29:51 PM »
I'm actually surprised to see Ian proposing the idea that Nintendo pay a good amount of attention to niche markets, lol.

Of course, you understand that the Rev could never become the platform for FPS'. Nintendo has virtually no tradition of competitive deathmatch FPS', and Microsoft has already claimed kingship in this genre because they're going to launch Halo 3 at precisely the moment when they can do the most damage to the competition.

And although the revolution controller teaser obviously suggests that the Rev would be perfect for party games, this is a segment that Nintendo already has a significant hold on.

Personally, I wonder if the Revolution could launch with Mario Paint and become a console known for allowing users to express their creativity and design their own assets, and the console upon which the online community has the most meaningful interaction: not just a community of deathmatches, but also a community to exchange Mario paint creations or through which Animal Crossing players can interact.

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Offline wandering

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RE: Launch Titles: What must we have.
« Reply #78 on: October 24, 2005, 06:03:05 PM »
Quote

Of course, you understand that the Rev could never become the platform for FPS'. Nintendo has virtually no tradition of competitive deathmatch FPS'

Goldeneye? Perfect Dark?
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Offline Kairon

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RE:Launch Titles: What must we have.
« Reply #79 on: October 24, 2005, 07:41:09 PM »
Quote

Originally posted by: wandering
Quote

Of course, you understand that the Rev could never become the platform for FPS'. Nintendo has virtually no tradition of competitive deathmatch FPS'

Goldeneye? Perfect Dark?



Rare? Rare? Microsoft?

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A glooming peace this morning with it brings;
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Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
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Offline zakkiel

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RE:Launch Titles: What must we have.
« Reply #80 on: October 24, 2005, 09:48:40 PM »
Quote

Originally posted by: Kairon
Quote

Originally posted by: wandering
Quote

Of course, you understand that the Rev could never become the platform for FPS'. Nintendo has virtually no tradition of competitive deathmatch FPS'

Goldeneye? Perfect Dark?



Rare? Rare? Microsoft?

~Carmine M. Red
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...which has nothing to do with whether a Nintendo console could become the platform for FPS. Whether or not Nintendo can develop the games in house (which I think they should definitely attempt, but some strongly disagree) it can certainly offer far and away the best platform for FPSs in the console market and they can find a great second-party relationship to support that. I would like to see a version of Geist that actually fulfilled the promise of the premise, for instance. I think it could become a huge phenomenon if they moved away from Quake-like deathmatch and into more sophisticated modes.

Actually, since this is the "dream launch" thread, I'll elaborate a bit on that. Geist 2 should feature multiplayer modes that have you

a) Conduct a free-for-all in a war zone, starting as ghosts. Ghosts cannot see other ghosts. If you behave too suspiciously while possessing someone, you  make soldiers on the same side as the guy you possessed suspicious, and they might open fire on you. As well, another player watching you would be alerted (you could tell what NPCs are possessed while in ghost mode, but not when you yourself are possessing someone). Players would thus have to focus their play on staying under cover while identifying possessed NPCs and managing enemy troops. You could figure out what NPCs are possessed by seeing strange behavior, by realizing that another ghost is trying to possess that NPC and waiting for it to be successful, or getting very close to the NPC(would set off a rumble pattern).

b) Somewhat like a), but now in a team game where you try to defeat the opposing army. You do not have to scare NPCs on your side in order to possess them, but you still have to for enemy NPCs. There could be a variety of victory conditions, depending on the level, such as take the position, capture the [object], etc.

c)Provide spectral support to an unsuspecting agent assaulting a fortress. We're all familiar with FPSs featuring the Lone Hero who takes on the Fortress of Evil and slaughters the bad guys. How he does this is left unexplained. Now, you and your teammates get to be the explanation, as you frantically race to possess and kill guards before they can overwhelm the hero on his suicidal mission.

d)Assassinate. One team tries to kill a selected NPC by possessing his guards, and the other tries to stop them. Both teams are ghosts. Ghosts cannot see ghosts from other teams. The defending team cannot possess anyone, but they can spot possessed guards and try to kill them with energy attacks. If they succeed before the possessing player can leave the body, then the defending team scores a point. If the attacking team succeeds in killing the critical guy, they score a point. Note that many of the guards would be spread out; some might be patrolling, while others would be providing sniper cover from a distance.

For all these modes except b) you have to scare the NPCs to possess them. This is a game I would love to see launch with the Rev (impossible, I know) or come out in the first six months after launch (also fantastically unlikely). The concept of Geist has so much multiplayer potential, and so little implementation.
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Offline Kairon

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RE:Launch Titles: What must we have.
« Reply #81 on: October 24, 2005, 11:06:54 PM »
Quote

Originally posted by: zakkiel
Quote

Originally posted by: Kairon
Quote

Originally posted by: wandering
Quote

Of course, you understand that the Rev could never become the platform for FPS'. Nintendo has virtually no tradition of competitive deathmatch FPS'

Goldeneye? Perfect Dark?



Rare? Rare? Microsoft?

~Carmine M. Red
Kairon@aol.com


...which has nothing to do with whether a Nintendo console could become the platform for FPS. Whether or not Nintendo can develop the games in house (which I think they should definitely attempt, but some strongly disagree) it can certainly offer far and away the best platform for FPSs in the console market and they can find a great second-party relationship to support that. I would like to see a version of Geist that actually fulfilled the promise of the premise, for instance. I think it could become a huge phenomenon if they moved away from Quake-like deathmatch and into more sophisticated modes.

Actually, since this is the "dream launch" thread, I'll elaborate a bit on that. Geist 2 should feature multiplayer modes that have you

a) Conduct a free-for-all in a war zone, starting as ghosts. Ghosts cannot see other ghosts. If you behave too suspiciously while possessing someone, you  make soldiers on the same side as the guy you possessed suspicious, and they might open fire on you. As well, another player watching you would be alerted (you could tell what NPCs are possessed while in ghost mode, but not when you yourself are possessing someone). Players would thus have to focus their play on staying under cover while identifying possessed NPCs and managing enemy troops. You could figure out what NPCs are possessed by seeing strange behavior, by realizing that another ghost is trying to possess that NPC and waiting for it to be successful, or getting very close to the NPC(would set off a rumble pattern).

b) Somewhat like a), but now in a team game where you try to defeat the opposing army. You do not have to scare NPCs on your side in order to possess them, but you still have to for enemy NPCs. There could be a variety of victory conditions, depending on the level, such as take the position, capture the [object], etc.

c)Provide spectral support to an unsuspecting agent assaulting a fortress. We're all familiar with FPSs featuring the Lone Hero who takes on the Fortress of Evil and slaughters the bad guys. How he does this is left unexplained. Now, you and your teammates get to be the explanation, as you frantically race to possess and kill guards before they can overwhelm the hero on his suicidal mission.

d)Assassinate. One team tries to kill a selected NPC by possessing his guards, and the other tries to stop them. Both teams are ghosts. Ghosts cannot see ghosts from other teams. The defending team cannot possess anyone, but they can spot possessed guards and try to kill them with energy attacks. If they succeed before the possessing player can leave the body, then the defending team scores a point. If the attacking team succeeds in killing the critical guy, they score a point. Note that many of the guards would be spread out; some might be patrolling, while others would be providing sniper cover from a distance.

For all these modes except b) you have to scare the NPCs to possess them. This is a game I would love to see launch with the Rev (impossible, I know) or come out in the first six months after launch (also fantastically unlikely). The concept of Geist has so much multiplayer potential, and so little implementation.



I said that Nintendo has virtually no tradition for competitive deathmatch and you're forgetting that this is what modern FPS' are about. Halo 2, Half Life/Counter Strike, Quake, Unreal, these FPS kings are remembered today because of their simple unadulterated deathmatch mode.

The only Nintendo branded FPS' are Metroid Prime, which doesn't play AT ALL like an FPS and is instead a first person ADVENTURE title, and Geist, which borrows directly from FPS gameplay but plays more directly like a puzzle title itself. Neither of these games can truly be considered FPS' in the eyes of true hardcore FPS fans, it's ridiculous to even think so.

But anyways, let's assume that Nintendo even hopes to leverage these properties to pursue the FPS market. Metroid Prime 2 showed that Metroid Prime's FPA style gameplay can be converted to deathmatch form, but that it simply lacks the draw of real adrenaline-pumping FPS' like Halo. In fact, this is why as awesome as yoiur suggestions for Geist 2 are, I doubt that they'd have any impact on the market at all. Metroid 2 already offered a more complex version of PvP OTHER than deathmatches and King-of-the-hill and CTF and it simply never caught on: FPS players have spoken and they want hardcore, non-revolutionary deathmatches and team deathmatches. They want Halo 3 and then after that, more Halo 3.

And Geist..well... as much as I must credit N-Space for their work, Geist was a flawed game in terms of gameplay and game control that would pale in comparison to the same standards as today's top notch FPS'. Besides, Geist wasn't really designed as an FPS at all, it was a puzzle game first and foremost.

Simply put, Nintendo is stuck with Metroid, which has NEVER played like a FPS (in fact, we're still waiting for Hunters on the DS more than a year after the demo!), and they're stuck with N-Space, whose ability to create a title to compete with a Halo 3 quality game is highly suspect.

Even though the Revolution controller is perfect for the FPS genre, neither Nintendo nor their second parties has a chance to make any inroads in the genre either through lack of experience, lack of appropriate intellectual properties, or both.

Nintendo's only hope to make a name for itself in the FPS genre with the revolution is for a third party to come in and develop a FPS for the Rev exclusively. This generally does not happen unless that third party is bought up ala Bungie: no third party is going to pour Halo 3 type money into a game that will only be on the Revolution and cannot be ported to the PS3 and X360. I even doubt that there are any companies out there fit to compete in the top tiers of FPS development who aren't already competing, or gearing up to compete on their own without being so desperate as to seek Nintendo's backing.

I see no reason to be optimistic about FPS' on the Revolution at this point: this situation is completely at the mercy of third parties who have the ability and experience in this area that Nintendo lacks.

I say that instead of aiming to become established in the FPS genre off the bat, the Revolution should aim at establishing a name for itself within 6-12 months as the home for arcade-style Time Crisis-esque games. These games are basically slightly evolved versions of Duck Hunt, and their simplicity of concept and socially cooperative nature actually have a very broad appeal. I've watched my younger 10-12-14 year old cousins play Dino Crisis at arcades, and these were girls playing!

FPS games wouldn't be able to pull these people in beause of their innate hardore competitive nature that would repel casual players and beause of their need for complex, non-casual 3D spatial awareness and tactical thinking. But games like Duck Hunt, Dino Crisis and that-firefighting-game-sega-made could.

This is what the Revolution was built for after-all: pulling in the people who would play games except for the fact that the entire scene has become too hardcore for them. The entire FPS genre has already become hardcore and Nintendo would be facing a huge uphill battle against Halo 3 and whatever game Sony spends its money on. But corner the market on arcade-style easy-pickup Time Crisis type games and the Revolution actually has a good shot at establishing itself at something.

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A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline wandering

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RE: Launch Titles: What must we have.
« Reply #82 on: October 25, 2005, 07:02:23 AM »
I just don't agree. I have no doubt that Nintendo could acquire all manner of exclusive FPSes from all manner of companies if they wanted to. They could get Retro to develop a traditional fps, or they could strike a deal with zoonami. I'm sure Nintendo has many options are available to them - remember that neither Nintendo nor Rare had any history of fpses before Goldeneye, either.

And since they've made frequent mention of how the rev controller is perfect for fpses, I have little doubt that REV fpses are in the works.

As for the competition....Halo is the mother of all console fpses right now, sure, but, really, ONE franchise that doesn't even come close to touching the PC greats isn't what I'd call unbeatable competition. Nintendo could mop the floor with Halo with an awesome new exclusive fps that makes good use of the Rev controller.  

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Offline Ian Sane

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RE: Launch Titles: What must we have.
« Reply #83 on: October 25, 2005, 08:07:50 AM »
I see what Kairon means regarding Nintendo not having enough experience with deathmatch gaming and I somewhat agree with it.  He's right in that Metroid Prime and Geist are not "traditional" enough to compete with Halo and I don't think they should be treated as competition nor reworked into something more traditional.  I think Nintendo should keep Metroid as it is and just make a new FPS with great multiplayer and single player modes.  Giest they can probably just drop outright since the game didn't do all that well critically or financially.  There's not really a big Giest fanbase to keep happy when resources could be made available for something more like a traditional FPS.

Beating Halo is not that hard because Halo is not that good.  It doesn't even have bots.  Dual wielding which was in Goldeneye back in 1997 was a promoted feature in Halo 2.  Halo is popular because there isn't really anything else like it on consoles.  The FPS genre is always weak on consoles so often just being okay is good enough to be considered a big deal.  The first Turok game was huge when it was released because at the time games like that just weren't on consoles.  It wouldn't be that hard to make a better console FPS than Halo.  And Nintendo doesn't even really have to make an FPS that kills Halo.  At the very least they can make a good FPS that keeps Rev owners from buying an X360 to get their FPS fix.  They can "cancel out" competing exclusives by offering something similar.  That doesn't sell systems but it at least keeps the existing userbase happy.

Things can turn around in a generation however and there's no assurance of who is going to be the strongest in what genre.  On the N64 Nintendo was the absolute king of 3D platformers.  The Cube however was not the king of the platformer.  Aside from Super Mario Sunshine it didn't have much of the genre.  The PS2 was the king of platformers thanks to Jak, Ratchet & Clank, and Sly Cooper.  You would never guess that sort of change ahead of time but it happened.  So MS might have Halo and Perfect Dark but you never know.  They could flub on a big FPS while Nintendo totally nails it on a different FPS and the tables could turn.

Offline couchmonkey

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RE: Launch Titles: What must we have.
« Reply #84 on: October 26, 2005, 06:19:25 AM »
I find it weird that Halo is so popular when Timesplitters is available (not to mention a million PC FPS ports on the XBox).  I guess it's partially a matter of taste, because I do know people who don't like Timesplitters, and there are clearly a lot of people who think Halo is great, but I disagree with those people.  I guess my point is, Ian is right about the FPS genre being weak on consoles, but there are better games than Halo out there.

I like Kairon's idea of releasing arcade shooters such as Time Crisis, but I see no reason why it should ignore the FPS genre while it's at it.  Why let go of a genre that the system could do a far superior job of (compared to other consoles)?  Of course, Ninendo may not become the "King" of the console FPS, I agree with Kairon that that would be a hard task, but I also agree with Ian that Nintendo can at least offer an alternative to the 360 lineup.  I'd rather have a couple of good games in many genres than 30 good games in two or three genres.  That's the problem with Xbox, in my opinion - tons of FPSs and racing and sports games, not much else.

Of course the other question is, who's going to make a Revolution FPS?  I don't think Nintendo has much interest in it.  Perhaps Retro or NST would be interested in the genre...I'd actually really like to see Retro work on something other than Metroid, and I think they could pull of an interesting FPS...but does Retro have time to work on two games?  And if not, would a new FPS from them in 2008 be too little too late?  I'd like to see Nintendo go after Timesplitters, but it probably doesn't want to tick off EA.
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Offline Artimus

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RE: Launch Titles: What must we have.
« Reply #85 on: October 26, 2005, 08:27:02 AM »
Nintendo seriously needs to get Valve.

Offline Hawkeye_a

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RE: Launch Titles: What must we have.
« Reply #86 on: October 30, 2005, 07:59:54 PM »
Mario128
Super Smash Brothers:Revolution
Metroid Prime III

Shadow the hedgehog
King Kong
Final Fantasy:CC
Rogue Squadron 5
At least ONE sports gamefrom EA

Nintendo needs to have at least one game in each of the major genres at launch to appeal to almost everyone.