Author Topic: How subtley will affect "new-gen" software - fascinating article  (Read 15512 times)

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Offline Smash_Brother

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #25 on: March 15, 2006, 07:08:19 AM »
They HAVE to release them along with it.

If not, they alienate so many developers who will know that gamers will have to have bought additional hardware to use their games.

This is also the reason why the Rev should be the shoe-in console for EVERY lightgun game created: because every Revmote doubles as a lightgun.
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Offline Karl Castaneda #2

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #26 on: March 15, 2006, 07:19:06 AM »
You guys wanted more Dream Games? You got 'em...

Here's "Handy Man:"

"Story:

Privileged information is not the key to happiness, but it does make life seem a little more like a dream.  In my career, I've learned to find peace in the fact that someday I will wake up and it will all be over.  But each day brings me closer to the day I will break.  The day
I accept that what I do has meaning.  That the things I've seen have also seen me.  I don't want to know why you are asking me these questions, but please let my family know that I am alright.

I guess the beginning you seek is the same one I do.  I really don't know what happened, but I can tell you what I remember.  I was called in to repair a hole in a wall.  Seems that there was a little domestic disturbance, but that's none of my business.  Anyway, when I got there, everything was pale and my feet had trouble finding the floor.  I'd been doing that work for so long that I just started fixing the wall by instinct.  I didn't even pay attention to the thing that bit me in there.  The wall was fixed and a fee paid for my services.  It was a very generous fee.

I awoke to find my hand black and the skin peeling off.  My wife freaked out and took me to the emergency room.  They didn't know what it was, but had seen it before.  They had to remove the hand to keep it from spreading.  In my line of work, that's a ticket straight to homelessness, but I just complied and told my wife that we'd find a way.

I grew back my hand over the next few days.  It was hard to see at first with all of the bandages, but I felt it growing even before the old one was gone.  The new hand worked better than the old one.  So well that I forgot to even question how it existed.  Big mistake.

A few months later, I got a call from the government.  That's you, right?  What is it that you want?  I mean, you've told me that you want me to make some repairs, but it can't be that simple.  Can I call my family?

[It isn't that simple, of course.  As the game progresses, the "government" sends our handy man on repair jobs involving paranormal phenomena.  As he becomes less willing to take on the dangerous and unseemly jobs, they reveal more and more of how he attained his gifts and teach him more ways to hone them.  They also tell his wife, who pushes him to continue.  She wants to know who he is more than he does. She's afraid that he isn't the man she married.]

Gameplay:

The hand can change forms to become different tools.  For example, the hand can become a hook if the player swings the controller out, and then pulls it up quickly in a curling motion.  The trigger can be pressed to shoot it out like a hookshot and latch onto things.  Or, the player can use it to hold onto a ceiling beam and slide across to another area. Another hand shape could be a hammer. If the player swings it at the floor, he can kill the odd insects that are around a drainpipe. By pushing the trigger, he can make it inflate and use it to knock out walls or break down doors.  Of course, there is also the flashlight hand. It emits a strange glow that illuminates dark basements.  The special function is a flash of light that makes certain creatures visible for a few moments or scares away others.  Some of the hands are not so obvious.  The player would have to think carefully before understanding what they do.  For example, one hand may look like an old fashioned fluted speaker.  Upon shaking it in a certain pattern, the controller may shake (rumble) back in a different pattern.  By playing with this for a while, a language can be learned to communicate with a creature that can help the player solve a puzzle.

The emphasis of the gameplay is on finding ways to do repairs rather than staying alive.  While there are some dangers, they are mainly an aid to the atmosphere or part of puzzles rather than a focus of the game.  The player may choose to do a botchy job of certain tasks on purpose.  This can be a means of leverage for the player to find out more information (hand forms or story advancement) faster or to keep some of the supplies to use in other repairs.  The wife is also an issue, as she pushes the player to do certain things that are not totally necessary.  This can lead to alternate endings, including keeping or losing his family at the end.  Losing the wife also means losing some nice tools as the game progresses, but it is mainly an emotional loss."

And another one, with a similar flight-based concept to the other one that I posted:

"My Revolution game would be an action-adventure title revolving around physically and graphically realistic exploration and combat in an enormous sky-based world through flight. The human protagonists of the game would progress through the adventure employing various highly customizable fantastic flying creatures -- say, a dragon, a giant eagle, a winged horse, and a number of others that could be bought or earned -- all with different strengths, weaknesses and abilities. Progressively more impressive rides would become available as the game bears on, affording more powers, speed, and the like with each more powerful ride. In the meantime, the player could improve their ride by winning battles, feeding it and taking good care of it (it would be a living creature after all!), decking it out with armor, finding/winning items would provide statistical boosts to offensive/defensive power, and using other items to customize its appearance and abilities. As the player explores their vast aerial world, they will encounter treasures to collect, puzzles to be solved, and enemies to defeat in real-time. Some of the game action could take place on floating islands, giving the protagonist a chance to dismount and explore the world separate from their mount, but the majority of the action would occur mid-air.

Now, the part where the Rev controller comes in. This game would require the player to use the remote and the analog "nunchuck" attachment in tandem. The analog thumbstick of the nunchuck would be used to control direction in flight and the big sexy A button would be pressed to move forwards in the air, while the Direct Pointing Device of the remote would essentially represent the "eyes" of the creature presently being used. Whichever way the remote is turned, that's which way your mount will look (although you, the player, will continue looking ahead). So, how will this be used? Let's say your 3-dimensional, globe-like radar is detecting enemies approaching from behind at various angles. While using the thumbstick to fly in the opposite direction, physically turn the remote back towards you and press the remote's trigger to fire an attack (or combine this with quick taps or charge-ups of the trigger on the nunchuck for other special attacks). This way, your continual forward motion and the attack radius of your animal would be completely independent, and yet completely under your precise control at all times.

Imagine dodging away from an approaching enemy, then seamlessly aiming back towards it with the remote to return fire... or navigating through a fully 3-D maze with the thumbstick within a time limit, shooting objects to complete a puzzle or take out baddies as you simultaneously race to the finish. Also, to avoid getting disoriented, in addition to a 3-D radar, part of the screen would always show the world through the eyes of the creature you are riding. Then the player would be able to accurately track their enemies and targets on all fronts and capitalize upon the precision of the Direct Pointing Device. In addition, players would be given the option to view the action in 1st person or 3rd person view (in reference to the human protagonist) at any point throughout the game. There could also be epic battles where the player leads a group of other airborne NPCs in a team to confront enemy troops.

Finally, this game would feature a comprehensive multiplayer battle mode. With up to four players each controlling their own custom ride (which would be imported in via a memory card attachment for the remote, much in the same way that players could import custom data for Perfect Dark with the N64 controllers), the battles that ensued would be a true test of the players' skill in flight and creating/honing the best "battle" ride. Furthermore, the game would allow the player to own and use at least one of every type of creature currently available (depending on how far they have progressed through the game). These would all be available for selection in battle mode as well, allowing each player a large assortment of rides to choose from and ensuring that the time and attention they've put into each one in the main game wouldn't go to waste. By pitting different creatures with different strengths and weaknesses against each other, this mode would offer immense replay value and plenty of hectic unpredictable multiplayer frenzy.

Overall, I believe the unique depth-perceiving properties of the Revolution controller would enable airborne dogfights and precision shooting the likes of which we've never seen before, and a game taking place in the air could perfectly demonstrate the potential of the controller. Personally, I would love to see an action-adventure styled game which capitalized upon these intriguing features."

And here's one more:

"Name: Providence

Type: God / RTS

Backdrop:

There are two factions of humanoids on a tiny planetoid. Both are looking for resources to advance their society. Being simple folk, they need guidance and inspiration to meet their goals. Various environments on the globe provide the resources they are seeking.

Goal: Prevent the opposition from gaining their resources while collecting your own.

Gameplay:

Choose a 'team', the CPU (or online competitor) with have the other. The game starts on a simple grass field with a simple goal: the little guys need food. The 'people' will chase various wildlife around the field for a limited time. Use the wand to deform the landscape. Build up mountains, build down valleys, anything to help trap the wildlife so the characters can move in for the kill. Anything that kills the wildlife before the characters do will not count. Affect your opponents structures to kill the trapped animals, or change the landscape to affect how the opponent's characters reach the animals.

Other landscapes: ocean, jungle, desert, ice and snow. Each landscape has particular goals and resources that need to be found. As resources are found and society advances, previous landscapes can be revisited for different resources that were not usable without the new skill sets.

How It Works:

Use the wand to draw a selection box on the landscape, holding the 'A' button while the box is dragged out. Release the 'A' and pull the trigger to affect the selection. Push toward the screen to push the ground in, pull away to pull up. The resulting animation should reflect the action in real-time. Want an avalanche? Pull away then twist the wrist in the direction you want the rocks to fall. While it is intuitive for left/right action, turning the wand to face away from the screen and then twisting will result in rocks falling in any direction you choose. On the ocean, pull up a wall of water and send it crashing down (or watch it fall back into the ocean affecting everyone around it). The jungle will grow or die with the same movements, cause a giant tree to topple. Each landscape will have its own particular hazards for players to explore. The limits for how much can be pushed in or out will be reached when lava appears. A volcano will happen, but the lava will burn it to the ground. And lava will fill a hole. Other limits include water tension and how tall a tree can get before it falls under its own weight.

Watch out for your actions, for the characters have a mood meter. If they know they are being helped, they become enthusiastic. If they notice things going wrong, they'll become lethargic. Just think about the jungle, too much and they get frustrated by not being able to move forward, kill off too much and they get sad for the loss of habitat.

The d-pad on the wand can give simple commands (inspiration) to the characters on screen, a general direction to move, or group together, fan out, based on the level and goal. Rapid presses of the d-pad can help the mood (when the time is right).

If there ends up a microphone with the wand (not separate) blow to bring the speed of the wind up. When a certain speed is reached, draw a circle with the wand and if its good enough, a tornado is formed. Select the tornado to drag it across the screen for a small period of time. A limited number of tornadoes can be used. Sand storms on the desert, water spouts on the ocean.

The optional thumb stick will control the camera, turning left and right, up and down, zoom in, zoom out.

Break up the gameplay:

Occasional mini-game of smacking meteors out of the atmosphere. One will throw, one will hit. Target area provides something to aim for while limiting where the meteors can be thrown. Positions will switch so each will have a chance to play both sides. Action is wand based. There are no points, only whether or not the meteor hits the target area, though trophies can be awarded for great throws and hits. Throw your arm like throwing a baseball, adding a twist at the end to spin it if so desired. Alternate method so people won't feel like chumps swinging their arm around: setup like a pinball. A meter on the screen indicates when to press the button. The same will hold true for the batter. Either swing like a bat or rely on a meter based system. The drawback is you lose the control on how the swing is made.

Replay Value:

Play at home for practice against online players, as well as viewing an unfolding story of how the society is progressing. Mood from game play affects the story, and any tension in the story is apparent on the game field (characters occasionally stopping to beat each other or whatever else might arise). Choose to play a particular landscape for practice or go for story mode.

Online competition, choose a limited number of landscapes to compete on, or engage in a full out world domination. The online play will keep opponents on equal levels and track who you've played against so play can pause and be restarted later.

Pros:

Takes advantage of the features of the controller
Puts you in control of a world and its landscapes
Online play

Cons:

Learning curve of controls
Some people may feel uncomfortable swinging the controller around like a bat
Only 2 player (but try to imagine all the madness with more players) "

Again, if you guys want more, just ask.
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Offline MaryJane

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #27 on: March 15, 2006, 01:18:02 PM »
Quote

Originally posted by: Smash_Brother
They HAVE to release them along with it.

If not, they alienate so many developers who will know that gamers will have to have bought additional hardware to use their games.

This is also the reason why the Rev should be the shoe-in console for EVERY lightgun game created: because every Revmote doubles as a lightgun.


They don't have to include it. IMO including the shell controller is saying the revmote was a half-assed idea. For all game genre I think the revmote + nunchuck will work. combined they have 6 buttons, one less than a GC controller and 2 less than the competition, not a big deal i think. The shell will be for those games that are released on all consoles, which from the looks of things won't be too many this generation. at e3 last year it was mentioned numerous times by the press how big exclusivety was going to be next-gen. I believe it, and don't care about the shelll too much. It takes away a lot from the revmote, and I don't believe it too be essential, only occasionally used, otherwise, like i said it says the revmote is just a sparkling innovation.  
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Offline Smash_Brother

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #28 on: March 15, 2006, 01:25:50 PM »
I'm on the fence with the idea.

On one hand, I agree with what you're saying.

On the other, I feel it'd kinda be like releasing a DS with buttons and D-pad sold separately.

Know what I mean?
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline MaryJane

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #29 on: March 15, 2006, 03:35:04 PM »
Now we're sitting on the same fence, cuz ur argument also makes a lot of sense.
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Offline mantidor

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #30 on: March 15, 2006, 03:44:34 PM »
In a perfect world, this game would see a revolution installment ( I was reminded of this game by the first dream game posted), of course, it wont happen T_T    
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Offline Smash_Brother

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #31 on: March 15, 2006, 03:46:56 PM »
They DO want to push the controller concept, but at the same time, they DON'T want to make 3rd parties shy away from making multi-console ports for the Rev because they fear Rev owners will need to purchase additional hardware to play their game.

I guess the DS is, again, the best argument here: it has all the same buttons the GBA had (more even) but the touchscreen and microphone were not ignored. They started as simple ideas but eventually came to be used a great deal in gameplay to the point where the games couldn't exist without them.

That considered, I'd say bundle the shell (unless the Revmote gets more buttons) and let 3rd parties learn at their own pace. I largely suspect games like SSB:Rev will still play with the standard control layout, leaving other games sell the Rev concept. Ideally, Nintendo wants enough of the old style to not make it look like they're abandoning the old control styles (another of Ian's fears).
"OK, first we need someone to complain about something trivial. Golden or S_B should do. Then we get someone to defend the game, like Bill or Mashiro. Finally add some Unclebob or Pro666 randomness and the thread should go to hell right away." -Pap64

Offline trip1eX

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #32 on: March 15, 2006, 05:31:18 PM »
I think the difference between the DS and the REv is that the remote controller is better suited for 3d games than the touchscreen and that the REv will do 3d graphics alot better because it has more power.  PLaying on a television won't hurt either.  3d on such a tiny DS screen isn't the best thing on that platform imo.

PLus when you use the stylus on the DS you give up control over 5 buttons.  With the Rev you'll have alot more functionality still because  your 'stylus' will have buttons on it and be able to tilt and turn and spin and zoom in and out.

Offline IceCold

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #33 on: March 15, 2006, 05:35:47 PM »
They'll probably include the shell with the console, so single player games will be covered. But including the shell with every controller is a stretch.. First, the controllers would be expensive. They will likely be quite expensive anyway, with the motion sensing tech (unless Nintendo takes a hit), but to include the shell with each NRC would drive up the price a lot I would assume. And if they do include it, then there would be another problem; too many accessories. Since the controller was revealed and they said there could be various attachments, I have been worried about this. With all those parts, it would be easy to misplace them, and it would be a hassle to find them and attach them for each different game you play. Of course, this is an extreme scenario, but it's still a problem..
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Offline Rancid Planet

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #34 on: March 15, 2006, 08:53:33 PM »
I'd just like to add that a well made game by Lucas Arts where I get to use a lightsabre is not only a good idea but it is the only reason I need to buy the Rev.

(Goes back to pretend lightsabre fighting with a mop handle while wearing his bedsheet as a Jedi robe)

Offline wandering

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #35 on: March 15, 2006, 09:40:42 PM »
Good article. I like his point about how, while today's games have to compromise their control schemes to fit all-in-one game pads, the rev's expandability will mean that the controller will be perfect for nearly every type of game. I also liked his idea that the movement would be used to compliment actions that you'd set-off by pressing a button.

One thing, though: I don't think the controller will be very good for movement. Why would Nintendo make an analogue attachment if it was? And I don't see his problem with using the revmote as a sword: sure it's obvious, but I think that's the kind of thing this controller is best suited for. Direct control of actions instead of indirect control, I mean. He can have his subtlety all he wants, I want to be able to wield swords and splash water and ring bells with the rev.

Quote

"The best part of all your posts Ian is the relentless bemoaning of 'missing features' that are completely and irrevocably satisfied by the shell and/or nunchaku attachment."

Nintendo hasn't annouced if these are included with every console yet and they need to be or they won't be widely supported. And we haven't even seen the shell. Nintendo's interpretation of a traditional shell and our interpretation might be completely different.

You're a real "glass is half empty" kind of guy, you know.

...actually, you're a real "Yes, the glass looks half-empty, but is it really? The water could just be painted on the glass. Okay, it probably isn't, but still. How do I know the water isn't salt water? What if the water is completley undrinkable and unable to quinch my thirst? We don't know whether it is even capable of quenching our thirst because none of us have even tasted it yet!" kind of guy.
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Offline MaryJane

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #36 on: March 16, 2006, 03:35:25 AM »
Quote

Originally posted by: wandering

One thing, though: I don't think the controller will be very good for movement. Why would Nintendo make an analogue attachment if it was?


I believe it's because that only proprietary games will use only the remote. For current genre's you need dual analog control, more buttons, and more control options. Also, going back to just how need the shell really is, a really good developer (hopefully nintendo does this first and does it well so that other follow) would use only the nunchuck and motion sensing for movement, and have the d-pad for four extra buttons, now, with those buttons, the a and trigger on the remote, and the two z buttons on the nunchuck you have 8 buttons. sounds good enough for me. If anything I believe that the console itself might come with the shell, but we'll probably see different bundlings of controllers. 1. just the revmote 2. revmote+nunchuck 3. revmote+shell 4. nunchuck+shell 5. revmote+nunchuck+shell 6-1,000 would be different combos of the aforementioned add-ons and new attachment for other games. Which is what I personally love about the Rev, the massive number of options. And don't start bitching about price, cuz with the money you save buying a rev to an xbox360 or a ps3 you could afford many many many controllers.

More game ideas please, those were good, not as good as the first ones imo, but good.  
Silly monkeys; give them thumbs they make a club and beat their brother down. How they survive so misguided is a mystery. Repugnant is a creature who would squander the ability to lift an a eye to heaven conscious of his fleeting time here.

Offline eljefe

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #37 on: March 16, 2006, 03:55:18 AM »
Quote

Originally posted by: trip1eX
...When you use the stylus on the DS you give up control over 5 buttons.  With the Rev you'll have alot more functionality still because  your 'stylus' will have buttons on it and be able to tilt and turn and spin and zoom in and out.
very true

Quote

Originally posted by: wandering
You're a real "glass is half empty" kind of guy, you know.

...actually, you're a real "Yes, the glass looks half-empty, but is it really? The water could just be painted on the glass. Okay, it probably isn't, but still. How do I know the water isn't salt water? What if the water is completley undrinkable and unable to quinch my thirst? We don't know whether it is even capable of quenching our thirst because none of us have even tasted it yet!" kind of guy.
no offense Ian, but he's really spot on..
..:    I just noticed WTF is FTW backwords. Sometimes when you think things are going bad, they suddenly turn around. Much like this thread. For the win.  :.   MJRx9000

Offline SixthAngel

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #38 on: March 16, 2006, 05:08:52 AM »
I think packing in the shell with the console is a bad idea too.  The new controller offers all the functionality needed to play older games.  The only games I can think of right now that use dual analog are FPS and maybe some others for camera control, both probably improved with the remote.  The emphasis of the rev is not on these older games and gameplay types though and the controls should reflect that.  Packing in the shell just makes it look sparkling innovationy (I guess this word is taboo), takes away the consumers focus, and will make games no longer focus on the remote.  Nintendo is not focusing on old gameplay types but making them an afterthought and the shells availability should reflect that.  

Offline RiskyChris

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #39 on: March 16, 2006, 05:47:51 AM »
Ok, the controller absolute needs to be packaged with the console to prevent the Rev's demise as the "gee-wiz" next-gen console.  Providing it allows uneasy developers to make normal games for the system (not everything needs to use the remote to keep me happy).

Offline Hostile Creation

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #40 on: March 16, 2006, 06:34:28 AM »
I think it needs to be packaged with the console.  I mean, what about  the virtual console?  You should be able to play those games when you get it out of the box.
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Offline Pittbboi

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #41 on: March 16, 2006, 06:36:56 AM »
And don't forget porting. With the shell packaged with every controller, it'll be a lot easier and even more tempting for 3rd parties to port over games that are successful on other consoles with a traditional controller style.

Offline Ian Sane

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #42 on: March 16, 2006, 07:41:54 AM »
"They don't have to include it. IMO including the shell controller is saying the revmote was a half-assed idea."

This makes sense but I don't think there's a way around it.  To me including the shell with every controller says that Nintendo is being flexible and allowing developers to do whatever they want.  Flexibility is probably the most important thing to offer a game developer (aside from the potential to make good money of course).

Normally I wouldn't think it would give anyone the message that remote is g!mmick but Nintendo flapped their gums about it being this new standard and all this stuff that honestly would probably make them look like totally idiots if they backpeddled and said "oops I guess we need to have those old doodads there after all."  There is a way they could save face by suggesting they did it because at the request of third parties.  It's kind of a "damned if you do, damned if you don't situation."  I think it's more important that they have a flexible controller though.  No one will think the remote is a g!mmick if they have an amazing game that really sells the remote's features.  They're probably only screwed if the remote really IS a g!mmick.  If it truly is as amazing as they say it is they'll be fine.

Offline MaryJane

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #43 on: March 16, 2006, 07:58:06 AM »
I still don't see it as being 100% necessary. This generation is going to be high on exclusives. Ports will be far and few between. If ninty is smart they'll just throw some dollars in the devs face and say hey when make our port make sure it can work without the shell. I see the shell as being a back-up plan. It's like hey 98% of our games won't need it all, and 99 percent of our userbase won't use it, but for those 2% of games and 1% of complainers we'll make this. I just don't see a need for it with the nunchuck, it's only one less button, and with the motion sensor working on the x,y,and z axis, the d-pad, and analog stick on the nunchuck, I don't even see a need to use it. I think it really is just a safety net for those few people who wouldn't be satisfied with the remote, and I think those people are going to have to pay extra for their peace of mind. Nintendo needs to show everyone, devs, gamers and press alike, that the remote really is a stand alone controller, if it isn't then why even make it?  
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Offline SixthAngel

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #44 on: March 16, 2006, 01:51:02 PM »
The remote and analog combo has a lot of buttons.  I here a lot of people say it won't work with some games but no one ever mentions the games.  I can only think of fighters that have four attack buttons (Soul Calibur).  Can someone give me any other example ?

Offline jasonditz

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #45 on: March 16, 2006, 02:31:18 PM »
Quote

Originally posted by: SixthAngel
The remote and analog combo has a lot of buttons.  I here a lot of people say it won't work with some games but no one ever mentions the games.  I can only think of fighters that have four attack buttons (Soul Calibur).  Can someone give me any other example ?


Sports games, adventure games (baldur's gate, etc), Vehicle Combat Sims (Rogue Leader), Squad-based Combat Games (Freedom Fighter)

Offline Rancid Planet

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #46 on: March 16, 2006, 09:20:38 PM »
I want the standard shell included with the Rev just so I don't have to buy it seperate. Screw what kind of "message" that sends to other people. It would send ME the message that now I have to shell out another 25-30 bucks after the fact.  

Offline animecyberrat

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RE:How subtley will affect "new-gen" software - fascinating article
« Reply #47 on: March 17, 2006, 04:02:15 PM »
MOST fighting games actualy use 6 attack buttons, you either have three punches and three kicks or you have two punches two kicks and a block or throw button. The Remote on its own will make fighitng games impposible, even the nunchuck and remote wont be good for fighting games. For those alone yo will NEED the shell. Nintendo of coruse does not care one bit about fighitng games as they sold thier only fighting game off along with rare. (Smash bros is not a fighting game its  brawler or wrestling type game so does not count)

As for GC games thet already solved that by allowing you to use your Game Cube controllers! They will keep those on the market for a long time just because of that.



But I guess fighting games still follow into that D-pad category and therfore are outdated concepts as far as Ninty is concerned anyways.


I can see how the remote will help some genres out and how it will create new genres but I dont HAVE to play with the remote to know that certain things wont be fun and I dont HAVE to touch the damn thing to know that fighting games are impossible as they stand.


It sucked ass that GC got so few fighting games and It will suck a lot worse if Rev has even fewer or none at all.

I will garuntee you that not only myself but a lot fo people I know will be getting a Ps3 or 360 just because of the fighting game situation if they cant find a workable solution.


I had to get Xbox already for fighting games because GC had so few.



Now I am NOT saying the remote sucks, I can see how certain genres will benefit and I certainly look forward to trying some FPSes out if they are good. I can also see how adventure games and action games and sports games will work, but I am having trouble figuring out how to do some of my favorite genres also.


Persoanly I would prefer it if the shell was included with the system just for fighting games or at least bubdled with a couple big name fighters liek Mortal Kombat or Street Fighter or something.


Also I still have doubts about Racing games, I mean I dont play racing games with a traditional pad anyways I always buy a racing wheel, but if the rev held sideways acts as  steering wheel dev arent even going to bother making steering wheels and i dont want that at all. I like the realism it provieds playing with a racing wheel. thats a serious concern I have also.


Now I knwo some igroant people are going to say wait till e3 adn see how it works or I dont know what I am talking about cuz i never usedf it but to those people I trun it around, YOU DONT KNOW it will be fun either, none of us do, yeah we can all imagine how fun it could be but you NEED to also imagine how unbearable it MIGHT be. I defend ther evolution to death and I have faith in the system and concept and am already planning on buying one for the virtual console alone.

BUT I, justifiably, and nervous about the new way of playing because I know what kinds of games I like and I have trouble seeing the revmote making them fun let alone better. Its same with GC I have gotten broed with the new games so i mostly but old compilations or sequels to games I already like, I try new stuff out but a lot of the new stuff just sucks. Its going to be same with rev I will try new things before making a judegment but if I decide its NOT fun for me I sure a hell dont want someone telling me I dont knwo anything cuz I dont enjoy something. I didn't enjoy, Luigis Mansion, Mario Sunshine, Paper mario, or Wind Waker at all. Others did.  



Right now all anyone can do is accept the FACT that the controller is still a concept and NO ONE Knows if it will suck or not.










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Offline wandering

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #48 on: March 17, 2006, 07:30:27 PM »
Quote

I can see how the remote will help some genres out and how it will create new genres but I dont HAVE to play with the remote to know that certain things wont be fun and I dont HAVE to touch the damn thing to know that fighting games are impossible as they stand.

The nice thing about the remote is that it's expandable. An attachment with six face buttons and a large d-pad or joystick will make the xbox 360 controller, with its four face buttons and d-pad in the non-primary position, look like crap for fighting games.
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Offline Ceric

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RE: How subtley will affect "new-gen" software - fascinating article
« Reply #49 on: March 18, 2006, 12:17:48 PM »
Nintendo is pushing the whole custom attachment thing.  So I wouldn't worry about any of the current attachments.  Racing wheels will still be there, DDR pad, Guitars, Cameras, etc.   Its nice to hear Ian being reassuring if not just plain weird.
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