Miyamoto on Wiimakes, Dead-End Design 81
GameDaily is reporting on an interview that Nintendo Dream scored with legendary designer Shigeru Miyamoto. Mr. Miyamoto spoke about the future of design and Wii gaming during the interview, touching on several interesting topics. Older Gamecube titles, for example, may be remade for the Wii at some point in the future to take advantage of the console's unique control scheme. There are no announcements of which titles might see this treatment, but he seemed confident that if it does happen the pricepoint would be rather low. In some more high-level comments, Mr. Miyamoto stated that game designers have come to a dead-end as regards gaming today. Not sparing his own company, the designer thinks that future titles will have to come at gaming from a very different perspective if they are to succeed.
Use the original disc (Score:4, Interesting)
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I think that crowd will pick up the cheap Wii remakes if the new controls positively add to the experience...and we have no reason to think they will just go around remaking any old cube game. I'm sure they will only pick ones that will be better for it. Especially if it is comparably priced to the used games.
Nothing stopping them from adding wifi su
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If the new zelda game is alot of fun on the Wii, I can totally see people saying "gee I wish Ocarina of Time could use
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As it stands, I don't think the GC games can take advantage motion sensitivity of the Wii controller. And simply putting a layer between the controller and the game to translate controller movement into what the game expects would yeild less than desirable results.
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It depends on how they do it. I wouldn't mind them offering GC games with more feautures (such as Wiimote controls) and Widescreen support (or even multiple games bundled), for a reasonable price. From a development stand point it wouldn't be difficult.
I would re-buy Metroid Prime 1 & 2 for that for say $20. Even better if it was on 1 disk.
Could be awesome... (Score:1)
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My message to Miyamoto-san... (Score:5, Insightful)
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From the fact that they will let you *use* the SDK, it does not follow that they must allow you to sell licensed games for their system. They can allow people to experiment and share their games with friends, while at the same time maintaining creative control.
Nintendo is not waiting for a bunch of hobbyists to goof around and have them "maybe"
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Re:My message to Miyamoto-san... (Score:4, Insightful)
Miyamoto-san's Reply (Score:3, Funny)
Love,
Shigeru "Important People Don't Read Slashdot" Miyamoto
Nintendo Treading On Thin Ice (Score:1, Interesting)
There, I said it. Nintendo is really on dangerous ground in the console market if they really intend to make the Wii controller the centerpiece of their entire console strategy. Almost every Wii game shown so far shows that all gaming input comes down to a set of continuous(joystick,mouse,pointer(Wiimote)) and discrete(button,(Wii gestures)) input.
The Wii controller talk about 'actually swinging your controller like a sword' or 'use the controller like a fishing rod
Re:Nintendo Treading On Thin Ice (Score:5, Insightful)
I'm curious to what dictionary you got your definition of 'innovative' out of...
(innovative = characterized by, tending to, or introducing innovations, yeay for recursive definitions)
http://www.m-w.com/dictionary/innovations [m-w.com]
Main Entry: innovation
Pronunciation: "i-n&-'vA-sh&n
Function: noun
1 : the introduction of something new
2 : a new idea, method, or device : NOVELTY
Seems to me this controller fits that definition to a T. What I don't find innovative is simply increasing resolution or texture depth or triangles per second. It's not *new* it's just an improvement, like going from a 20" TV to a 32" TV.
It might not be an innovation that works, or appeals to the entire crowd, but you can't have a success without some failures. (Virtual Boy...ugg) Personally, I'm excited by it. I don't need a new console to play games with a control pad; I've got emulators and a Gravis. I don't need spiffy shiny console games, I can get a new system with an X1950 for that.
However, this is a bonifide innovation, and it might actually be fun.
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Re:Nintendo Treading On Thin Ice (Score:5, Insightful)
Nintendo will encourage developers to make use of the unique capabilities of the Wii but they will not force feed it to the public. If Nintendo feels that a game is better experienced with a standard gamepad they'll run with it.
You're wrong and poorly informed. (Score:2, Interesting)
1 - Full 3D spatial location tracking
2 - Accelerometer
3 - Gyroscope
It is the combination of all these things that make the controller TRULY innovative, not just innovative in the sense that it is going against the current grain of "more buttonz everywherez". Imagine the effects this controller can have on a game - Splinter Cell's lockpicking mini-game is no longer a matter of jiggling joysticks. You ac
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Bleah, no thanks. Reality >>>> Wiimote, but not in every situation.
Re:Nintendo Treading On Thin Ice (Score:4, Interesting)
I really cannot say I agree with that. I've recently been playing San Andreas. Though I enjoy the game, the controller is a big hinderance. Not only is aiming the gun a pain in the butt, but it isn't hard to hit the wrong button at an inopportune time. A number of times I've gone to hit the targetting button and changed weapons instead. After I build up some muscle memory on it, it won't matter as much, but it's still frustrating. If the Wii were to get a port of this (blah, I don't expect that, but man I'd love it) I'd be able to point the remote at the target and hit the trigger button to fire. If I want to go jack a car, I'd thrust the nunchuck controller ahead in a punching motion instead of hitting the action button. If those were the only upgrades to the game with the remote, I'd not only have a much better time controlling it, I'd also have a more intuitive interface.
This is the sort of scheme Nintendo is pushing ahead with. In light of what Sony and Microsoft have for their 'next-gen' systems, I'd say 'thin-ice' is the last thing I'd use to describe Nintendo's controller. I went to a 360 kiosk and tried to play a demo of a WWII game. Trying to aim the gun was clumsy at best, and who knows what the other buttons did. I wouldn't mind, but 'running around and shooting stuff' is what most of these games are based on.
Respectfully, I disagree with your post. Partly because I've found FPS gaming (even games like Metroid Prime) frustrating with traditional controls and partly because I'm really enjoying my DS. I'm welcoming the Wii with open arms.
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Which is one of the reasons designers are at a "dead end". With a few notable exceptions, video/PC games are based on Sports or Combat of some type. Even "Adventure" or the badly-mischaracterised computer "Role Playing" games usually involve lots of fighting. Designers can't seem to think of anything else.
Re:Nintendo Treading On Thin Ice (Score:5, Interesting)
I don't think it's that they can't think of anything else, it's that they can't implement anything else.
Take Nethack. Now, make a magnificent modern AAA 3D game out of it that sacrifices absolutely nothing. Every spell effect, every creature, every action, everything. It is probably theoretically possible, but it would be a monstrous undertaking. Nethack casually does very advanced things because the graphics, perhaps ironically, support those advanced things as well as they do anything else.
Angband is simpler in many ways, but it also does some things with terrain and detection spells that a modern 3D graphics engine could hardly dream of.
Graphics have shot well ahead of our ability to actually represent things with them. Combat's all that's left, and honestly, it tends to suck; if my sword was actually going straight through that orc, shouldn't it be in two pieces now? But it's easily fakable. Most other things aren't. So we're left with games consisting of the things that are sorta, kinda fakable in 3D.
Who knows how many wonderful features have been cut because there was no way to render them in breathtaking 3D? We end up with only the games we can represent in 3D, which is a horrific subset of the games we could do in 2D. There's still room for 2D games because we aren't as advanced in 3D as we think we are.
The Wii at least attacks one problem, that of the fundamentally binary input of buttons and a directional pad being your only interface into a complicated world. (I am aware that the directional pads are technically analog, but they aren't really very good at it.) But it doesn't do anything to attack the graphics problem.
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Just reach reach out like you jiggle a door handle.
Compared with what? (Score:3, Insightful)
The Wii controller talk about 'actually swinging your controller like a sword' or 'use the controller like a fishing rod' reminds me of the race back in the late 80s rpg/adventure games where developers kept adding more and more real world actions to their games. Feeding, equipping items, moving/manipulating objects in the world. In the end it became tedious.
I have not one idea how you think those two things are comparable. If it were somehow the case that games would, by definition, use the Wiimote to m
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I believe he is recalling that phase where he stopped playing simplified hack-and-slash RPGs and started playing real ones that actually made you worry about items that had been part of PnP RPGs since their creation. Honestly, this is another one of those trolls who wants his pretty graphics and could care less about real gameplay. There is something I really dislike about how
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That's a hell of a lot more innovative than Sony cou
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Hand 1: joystick.
Hand 2: buttons such as A or B
"Hand" 3: Movement of the controller
The movement input from the controller thankfully being far more robust than just tilt sensing.... I think involving such fancy things as acceleration and possib
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I'm afraid I have to agree with this. First of all, Nintendo themselves have done this before. It was called the Power Glove [wikipedia.org] last time.
Obviously the Wiimote is quite a step up in technology, but not enough to call it "innovative'.
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What makes you think that Nintendo needs to be saved?
I don't have the link to the analysis anymore but I have seen people who looked into the financial statements of Sony, Microsoft and Nintendo over the past 5 years and Nintendo made as much of a profit as Sony (the whole company, not just the games division) over that time frame; on the other hand, Sony has been seeing declining profits (or increasing losses) in practically every division except for their financial
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I'd add some things to what you say though - the fact that the Wii is NOT truly a next gen console, but rather a last gen console with gimmick a controller (even if it winds up being a great gimmick), is going to catch up with it. This is a system just slightly more powerful than the XBOX, note that that's the XBOX not the XBOX 360. This is probabably fine for Christmas 2006, but it's goin
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You seem to be forgetting that Wii only needs to push around a quarter of the pixels the other next-gen consoles need to push around, since it doesn't support HD. In other words, you get vastly improved graphics - they just aren't HD.
I know that you are probably a Sony
Wind Waker Wiimake (Score:1)
Eternal Darkness would also be a really cool game for a Wiimake.
Just gimme a bean burrito and I'll wake some wind. (Score:1)
I don't see many people bringing this up... (Score:4, Interesting)
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not to counter the great miyamoto (Score:2)
Things are not so simple. (Score:2, Insightful)
Gaming may be a bit stagnant, but that's the fault of excessive budgets, marketing departments and the gamers themselves who seem to thrive on more of the same.
It definitely isn't because of technological limitations and an unconventional controller isn't going to change everything. The Wii controller allows for some new variations on gameplay but ultimately it's just another control device.
Re:Lack of CPU power on the Wii could became an is (Score:2)
Well, I would say that
1 - Nintendo has not released hardware specs yet
2 - We've seen in-game videos and they certainly look good enough for me
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This is not about look, but about "feel". Sure a Wii game can look good, the question however is will it behave realistically, ie. will there be physic simulation to handle your Wiimote sword swings and such? No matter how good the graphics are, if the feedback you get from the game world is nothing more then a pre-scripted animation all you Wiimote sword swings will be basically useless, since they don't influence the world in an ind
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Sorry, I realize that I expressed myself poorly. What I meant was the realism of animations and such. I'm not interested so much in simulation, I want games. I work between 40 and 80 hours a week at my job, I don't need another 20 as a spy or managing a theme park. Not everything has to be life-like.
ie. will there be physic simulation to handle your Wiimote sword swings and such? (...
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Word has it (unconfirmed of course) that the Wii houses a Physics processing unit... this is only speculation at this stage in the game, but I do seem to remember reading interviews with a few developers who are working on Wii titles, and they mentioned working with the PPU.
To further this speculation, I would say that if there is a PPU, we can expect all sorts of cool rag-doll-esque physics effects in coming Wii games.
Re:Lack of CPU power on the Wii could became an is (Score:2)
For example, Project HAMMER looks like it does a lot of what you're talking about, turning freeform controller movement into big action/reaction stuff on-screen. There's probably not an ultra-sophisticated physics engine calculating impacts, modeled using complex inertia and friction attributes, but rather much simpler algorithms that plug the angle and velocity of the user
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Project Hammer actually looks like a regual current generation hack&slay game, it doesn't seem to make all that much use of the Wiimote, you juggle around a bit here and there with the Wiimote, but all stuff gets translated into generic standard actions, at least as far as I can tell from the few videos that are around from the game.
SuperMarioGalaxy doesn't look different either, juggling the controller lets Mario s
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Mario Galaxy includes some funky gravity hubs that, when pointed to, attract Mario according to the game's own playful sense of physics. More interestingly, though, hop onto a springy tree-looking thing and you can use the Wiimote to slingshot Mario off of it, quite accurately aiming and determining force within the game's own world. That's the
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Yep, that sounds exactly like the thing I want to have, even without all the dynamic animation stuff that would at least be a step in the right direction. Wiimote really needs to map 1:1 into the game, else a lot of the intuitiveness could be lost. ProjectHammer for example looks like it has a quite large delay between swinging the Wiimote and actually swinging the H
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However, your argument was that it cost $50 for a new PC game, but consoles were $50 plus the price of a console. You aren't factoring in the cost of the computer.
I think there are very few individuals who only use a computer for gaming and nothing else - so most folks have a PC for "internet stuff" and gaming.
Your average gamer, the Madden 07 type, is not going to build thier own customized PC - they are going to buy the
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I doubt I'll be as good at the new one as the old one. I used to be able to roll the round counter a few times.
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