View Full Version : New Nintendo Patent Hints at Potential Design Changes.
Variable Gear
01-09-2009, 04:24 PM
Via Kotaku (http://kotaku.com/5127251/nintendo-kind-code-patent-reveals-potentially-paradigm-shift-in-design) (via NeoGAF (http://www.neogaf.com/forum/showthread.php?t=348177&highlight=shigeru), via the US Patent Office (http://appft1.uspto.gov/netacgi/nph-Parser?Sect1=PTO2&Sect2=HITOFF&p=1&u=%2Fnetahtml%2FPTO%2Fsearch-bool.html&r=1&f=G&l=50&co1=AND&d=PG01&s1=Nintendo.AS.&OS=AN/Nintendo&RS=AN/Nintendo)):
While the patent doesn't describe how the automated gameplay (referred to as "digest moving image" in the patent) would be presented to gamers, either as a true cut-scene or as a recorded play-through, it does state that the playthrough will likely come from a game developers playing of the game.
In a game, this new play style would be broken up into three options: Game, digest and scene menu, according to the patent.
Game allows gamers to play the game in the normal way, though they can bring up video hints whenever they get stuck. These hints will appear in a screen that pops up in the top right corner of the screen.
Digest allows gamers to watch a video of a game developers play through of the game, which lays out the storyline and "flow of the scenario" from beginning to the end. At any time a player can press a button to jump into the action of the scene currently being shown. This is done by loading game saves downloaded automatically through a network.
Players will start the scene with the appropriate character attribute boosts and items for that part of the game. Saving is not allowed in digest mode.
The scene menu allows gamers to skip directly to a specific scene to play, without having to watch the digest or load a saved game.
Kind of an odd patent. At first, I worried that such a change in design would make a game feel like a giant QTE, but the concept has potential implementations that I would be interested in. What do you think?
Update 1: Developers respond to Nintendo's "hint system" patent (http://kotaku.com/5127816/developers-respond-to-nintendos-hint-system-patent):
Ben Mattes, Producer of Ubisoft's Prince of Persia
"I read through it quickly, but I'm not sure I fully understand it yet. It makes sense to me in a purely linear game, but as soon as we get sand-box, or even remotely open ended, the number of variables would seem to invalidate the potential of this system.
"ie: I'm in Fallout3 and have focused energy on sneak and unarmed combat. If I'm in a particular point in the game I can't pass, and I use this system, what 'recording' could the game know to use? It can't possibly have developer walkthroughs of all possible configurations of a character and strategies to pass through each in-game challenge. More likely as not, it would have one 'right' way to pass through a particular challenge...
"That said, as I think our work on POP probably helps demonstrate, we're all for the idea of finding ways to help non-core gamers experience (and finish) the type of games that have traditionally only been available to a select 'few' (relatively speaking, of course). If everyone out there who owns a Wii were to play and love RE5, you can bet that the budget Capcom would have available for RE6 would allow them to create something even more spectacular."
Todd Howard, Game Director, Bethesda
"Most people stop playing a certain game because they get frustrated or confused by what the game wants them to do. It becomes work and frustration, as opposed to ‘playtime.’ This idea clearly tries to alleviate that. It’s much like passing the controller to someone who knows the game really well, so you can move ahead or simply enjoy the story. It’s the classic ‘challenge or entertain’ issue that designers often deal with. I think there’s a lot of ways around that, and remained confused by what people are actually allowed to patent these days."
Jonathan Blow, Creator, Braid
"Based just on reading your posting... I don't know. I mean, it's an okay idea for a developer to have a way to show you through various parts of the game I guess, to show you side-quests you missed or whatever. I'd like to see someone try that. But as a general paradigm for playing games there are a lot of problems.
"The defining characteristic of a game is that you play it. If, in order for games to be accessible to a wider audience, we need to make it so that most people can skip over the playing it part, then what that really means is that our medium sucks. If you have to elide the basic property of your medium to make experiences in that medium desirable, then the medium itself is questionable at a very deep level.
"The proper solution is to start producing games that don't have this kind of problem — not to create the problem, then band-aid over it and hope people still have a good experience.
Telefrog
01-09-2009, 04:28 PM
It sounds like a picture-in-picture or on demand "gaming for dummies" instructional video. I guess that's fine, but I thought the idea of the Wii was for actions to be intuitive or instinctual enough to not need this kind of thing.
Hemalin
01-09-2009, 04:34 PM
It sounds like a picture-in-picture or on demand "gaming for dummies" instructional video. I guess that's fine, but I thought the idea of the Wii was for actions to be intuitive or instinctual enough to not need this kind of thing.
Who said it was only about controls? Just because there are walkthroughs for Mario Galaxy doesn't mean the game is unintuitive.
Widgetcraft
01-09-2009, 04:39 PM
I read about this early this morning, and I have to say, it is one of the worst ideas that I've ever heard. If people feel the need to put your game on auto-pilot then either you have done something wrong in the design process, or those people just aren't meant to be gamers.
Also: Brady Games totally just shit their pants.
Urizen
01-09-2009, 05:43 PM
I'll wait to see how it's implemented. I do like the fact that you can't save progress when you put the game into auto-pilot.
In some ways, it's like having Staff Ghosts in Mario Kart unlocked from the start. You load them up and watch them do what they do, but you'll have to it yourself if you want to accomplish something.
Telefrog
01-09-2009, 05:44 PM
Who said it was only about controls? Just because there are walkthroughs for Mario Galaxy doesn't mean the game is unintuitive.
Well, sure there's Mario Galaxy or whatever, but you can just go to the web to look up walkthroughs as well. Why not just have an easily enabled cheat mode for people that can't get through a certain area. Or better yet, why not just get rid of that area altogether? I think Johnathan Blow said what I'm thinking.
I guess I just don't see the point of this other than creating more work for the developer that is already being done by users on the web.
Urizen
01-09-2009, 06:01 PM
I guess I just don't see the point of this other than creating more work for the developer that is already being done by users on the web.
Fact is people become frustrated with and walk away from their games in spite of and despite GameFAQs. Obviously, the GameFAQs model is not desirable, feasible or optimal for many people. Some might say this is more fun than stopping your console, going to the computer, finding an amateur explanation and then trying to mimic that success.
I don't think I'd use it myself, but I'd love to fool around with this.
Hemalin
01-09-2009, 06:02 PM
Well, sure there's Mario Galaxy or whatever, but you can just go to the web to look up walkthroughs as well. Why not just have an easily enabled cheat mode for people that can't get through a certain area. Or better yet, why not just get rid of that area altogether? I think Johnathan Blow said what I'm thinking.
It's just a video walkthrough. You can't save the game so you would still have to play through that part. And what Dax said.
Or better yet, why not just get rid of that area altogether? I think Johnathan Blow said what I'm thinking.Surely you're not suggesting developers cut out parts of their games because my mom playing Wii Sports can't pass that part.
I guess I just don't see the point of this other than creating more work for the developer that is already being done by users on the web.I'm guessing it will get worked into the SDK so developers would just have to place bookmarks in the playthrough video.
Variable Gear
01-09-2009, 06:12 PM
And what Dax said.
Surely you're not suggesting developers cut out parts of their games because my mom playing Wii Sports can't pass that part.
Blow's point is that a game should be elegantly designed. That if such a hint system is necessary, the developers should instead rethink the way they've designed their game instead of simply allowing frustrated gamers access to some quick hints. I agree with him. Even without Nintendo's hint system, there are tons of examples of games in the modern age that rely on features which attempt to hide their failures. Fable II's golden trail belies it's lack of navigational clues. Bioshock's lack of a flashlight necessitated the presence of a helpful arrow on the HUD. I'm sure that you can think up a few examples of your own.
Purple Santa
01-09-2009, 09:39 PM
The help system seems like a natural extension what Nintendo is trying to do, luring in the non-gamers from previous gaming generations. If they brought to the masses the Wii and the Wiimote etc, now to help these gamers even further in more complex games is a help system. I know we "hardcore" gamers don't like to hear this but...Nintendo has a larger audience than us. It's been discussed how will Nintendo continue to keep these new gamers and have them become more toward the seasoned gamers. This may be their way to do this. If this is true, I think this is a brilliant move on their part.
Hemalin
01-09-2009, 11:05 PM
Blow's point is that a game should be elegantly designed. That if such a hint system is necessary, the developers should instead rethink the way they've designed their game instead of simply allowing frustrated gamers access to some quick hints. I agree with him. Even without Nintendo's hint system, there are tons of examples of games in the modern age that rely on features which attempt to hide their failures. Fable II's golden trail belies it's lack of navigational clues. Bioshock's lack of a flashlight necessitated the presence of a helpful arrow on the HUD. I'm sure that you can think up a few examples of your own.
I was referring to Telefrog's comment specifically, I probably shouldn't have quoted Blow. It's kind of odd hearing that from Blow since I bet quite a lot of people got stuck and went seeking some sort of help for his game. He also kind of missed where you can't save so you still have beat that boss all it does is show you how it's done.
mister slim
01-09-2009, 11:16 PM
This is kind of similar to what's been increasingly showing up in multiplayer modes, the kill-cam. Basically, if you die, the game camera shows you who killed you and follows them for a bit. I think Valve did some research on it and found that one of the best ways for people to learn is to see how the person who killed them plays the game periodically.
Variable Gear
01-10-2009, 02:52 AM
The help system seems like a natural extension what Nintendo is trying to do, luring in the non-gamers from previous gaming generations. If they brought to the masses the Wii and the Wiimote etc, now to help these gamers even further in more complex games is a help system. I know we "hardcore" gamers don't like to hear this but...Nintendo has a larger audience than us. It's been discussed how will Nintendo continue to keep these new gamers and have them become more toward the seasoned gamers. This may be their way to do this. If this is true, I think this is a brilliant move on their part.
I disagree. I'd argue that Nintendo has had some of the most elegantly designed games in history, and I would worry that this new support function would reduce the importance of a well-designed experience. If they want to utilize this functionality specifically in games for casual gamers, it's a different story, but I'd like to see no more reduction from Nintendo in terms of dilution of their hardcore franchises. We've lost enough already.
Ancalagon
01-10-2009, 02:55 AM
He he, I'd love to see something like this for a MegaMan game. Suddenly Mega Man would go from a clumsy git (when controlled by me) to a masterful combatant who easily evades all attacks while dealing out maximum damage (when controlled by devs). Could be an interesting thing to see.
Purple Santa
01-10-2009, 04:00 AM
I disagree. I'd argue that Nintendo has had some of the most elegantly designed games in history, and I would worry that this new support function would reduce the importance of a well-designed experience. If they want to utilize this functionality specifically in games for casual gamers, it's a different story, but I'd like to see no more reduction from Nintendo in terms of dilution of their hardcore franchises. We've lost enough already.
But your reply is exactly my point. I will agree that yes, Nintendo and game design, like peanut butter and jelly :). But you knowing about such things, about what is good game design and what isn't (or have an interest in to discuss such an element) is beyond the scope of gamer that Nintendo had hoped and succeeded to introduce to the Wii. I'm not arguing they don't want a gamer like you. Of course they wish to keep you. And as argued before, in their strategy they keep you with more "veteran" gamer stuff. But the new function that may appear is less about game design and more about bridging the gap to the new audience they have. This new help system is something that is easily turned off in a game if it were offered so not to impinge on Nintendo's old buying audience, the veterans of game playing.
For example, let's use a game that is coming out and that is by no means made for the "mainstream" as they are referred, Conduit. To a veteran gamer, you don't need assistance. You have played games similar there is no need for assistance. Someone new to the Wii, who now wants to experience possibly something like this, might not because it might be to "difficult". Going from playing more "casual" fare might be a big leap. However, with a help system and possibly a more forgiving one, the game could be introduced to them. They enjoy such a game and plan to enjoy the genre further, thus expanding on the library of games they will play. I think this is what possibly Nintendo has in mind if this patent were anything real.
Variable Gear
01-10-2009, 04:05 AM
But your reply is exactly my point. I will agree that yes, Nintendo and game design, like peanut butter and jelly :). But you knowing about such things, about what is good game design and what isn't (or have an interest in to discuss such an element) is beyond the scope of gamer that Nintendo really wanted to introduce to the Wii. I'm not arguing they don't want a gamer like you. Of course they wish to keep you. But the new function that may appear is less about game design and more about bridging the gap to the new audience they have. This new help system is something that is easily turned off in a game if it were offered.
I completely agree with you and I'm interested to see just how Nintendo implements this patent, if they ever implement it at all. It could make casual games more easily consumable, make it easier to transition to core gaming experiences, or it could result in a loss of design sensibility and an increased focus on crutches such as in-game help systems. We'll see how this turns out, but, at the moment, I'm very intrigued.
Froghourt
01-11-2009, 04:26 PM
Blow's point is that a game should be elegantly designed. That if such a hint system is necessary, the developers should instead rethink the way they've designed their game instead of simply allowing frustrated gamers access to some quick hints. I agree with him. Even without Nintendo's hint system, there are tons of examples of games in the modern age that rely on features which attempt to hide their failures. Fable II's golden trail belies it's lack of navigational clues. Bioshock's lack of a flashlight necessitated the presence of a helpful arrow on the HUD. I'm sure that you can think up a few examples of your own.
One of my biggest problems with Uncharted was that I would often get stuck because it was impossible to see where I was going. Either because the path wasn't clear because there was no visible difference between what you could jump on and what you couldn't, or I just didn't get where the game wanted me to go. Then the hint thing came up and basically told me where to go.
I don't understand who this will appeal to. Hardcore games will, most likely, get through the more difficult parts of the game on their own or use a guide and the casual people wont be interested in a difficult game anyway.
If the game is well designed throughout, it wouldn't even be a problem. If the game is well designed but still hard, then that is what multiple difficulties are for.
I mean, the only reason I could see this feature being useful would be for casual people who want to experience a game's story, but don't want to deal with the more difficult parts of the game. But then you are pretty much watching a movie where you have to stop once in a while to press left, then right, and then watch the movie again.
Matthias
01-11-2009, 07:04 PM
I personally like this idea. Sometimes a person will simply get hung up on a certain puzzle; i'ts not even necessarily a function of intelligence. I'm pretty intelligent, but I remember a few times where I'd hit a snag in say a Zelda dungeon that I simply kept overlooking the one subtly marked (or sometimes completely unmarked!) bombable wall. And until video walkthroughs began popping up on YouTube, the only solution for me was to stop the game and ask a friend or read a GameFaq's walkthrough. Even with YouTube, I have to stop the action.
Just today in fact, my sister was trying out Lego Indiana Jones. She's not quite as fast with puzzle solving, and was trapped for literally 30 minutes trying to figure out why she couldn't use the plane after she fixed it. I couldn't see the solution at first glance, so I helped her find a walkthrough on YouTube so she could perform the 5 second trick required to beat the level. A tech like this would allow her to just hit a button in game within a few seconds of getting stuck, and continue having fun.
And yeah, this tech is going to be more useful in linear games than in sandbox; who said it had to be completely applicable to every game ever? The whole purpose of character systems like that in Fallout is to provide infinite ways to solve a problem, and is designed for players who generally solve things on their own. This is not the entire market, however. My sister would not enjoy Fallout or anything like it. She's fine with the linear games where you're basically along for the ride. I see no reason for the ride to stop simply because she doesn't always see the trick, even if it's blatantly obvious.
Boo. I had my hopes up for an earlier than 2012 Wii HD when I read this post. . . this would be cool too, though I think patenting a dev digest is kind of crap. This is a feature I'd like to see in lots of games, and even with it being free I can only think of Valve having done it before. Maybe Valve should sue because Nintendo is stealing "their idea".
MagGnome
01-11-2009, 09:21 PM
This seems like a silly thing to patent to me. Then again, there are a lot of silly/ridiculous patents out there, so what's one more, right?
JayVe
01-11-2009, 09:59 PM
For example, let's use a game that is coming out and that is by no means made for the "mainstream" as they are referred, Conduit. To a veteran gamer, you don't need assistance. You have played games similar there is no need for assistance. Someone new to the Wii, who now wants to experience possibly something like this, might not because it might be to "difficult".
I remember watching the computer play the intro of Quake. I sat there watching the computer play one night, and realized that looking around the screen was so smooth... far too smooth to be done with the keyboard. That's what got me poking around to find the mouselook setting. I'd been playing like I played Doom and Descent. It never even occurred to me to use the mouse to look around. That moment was watershed, all because I watched the demo screen, and saw how good players played.
JayVe
01-11-2009, 10:01 PM
One of my biggest problems with Uncharted was that I would often get stuck because it was impossible to see where I was going. Either because the path wasn't clear because there was no visible difference between what you could jump on and what you couldn't, or I just didn't get where the game wanted me to go.I agree. There was very little visual indication of what items I could interact with, and which items were just background. In Uncharted, I especially had trouble viewing the red chains and ended up very frustrated with a series of ledges I could climb on being smaller than the other ledges around that I could NOT climb on.
I think games that strive for realism run into this problem more often. "Why can I push through this bush, but the others are as tough as rocks, and won't let me character pass?"
PathMaster
01-11-2009, 10:32 PM
I can see several applications of this.
Controls, or rather combos. Sometimes I would almost prefer to see how a move is done or an action is done, in order to understand it for myself. This would help in that regard.
Story in games where I just want the story. I am going to use WoW as an example, even if it is a poor one. I would love to just grab a walk through of a dungeon or in game lore just for informational reasons, or even see some bosses that honestly I know I do not have the time or the drive to see or do for myself.
Another example would have to be Shadow of the Colossus. Not a bad game, some flaws, but I ran into a huge bug where the game would just crash on me over and over on my way to one of the last few bosses. This option would allow me to at least view what I missed or perhaps even skip over the trouble area. Hell I would be fine with importing youtube or (input other site here) or overlaying that video. Would be an interesting integration for a console.
JayVe
01-11-2009, 10:35 PM
If everyone out there who owns a Wii were to play and love RE5, you can bet that the budget Capcom would have available for RE6 would allow them to create something even more spectacular."Wait, wha? How are Wii owners gonna play RE5 unless they also have a 360 or PS3?
Variable Gear
01-11-2009, 10:39 PM
Wait, wha? How are Wii owners gonna play RE5 unless they also have a 360 or PS3?
Yeah, I don't think Ben knows that RE5 is a PS3/360 exclusive.
Wolvie
01-11-2009, 10:52 PM
This seems like a perfect fit for a friend of mine. He reads strategy guides before a level starts, sees what he has to do, then plays the level. Eliminating the need for a strategy guide would save him a lot of money.
Vandabo
01-14-2009, 01:50 AM
I remember watching the computer play the intro of Quake. I sat there watching the computer play one night, and realized that looking around the screen was so smooth... far too smooth to be done with the keyboard. That's what got me poking around to find the mouselook setting. I'd been playing like I played Doom and Descent. It never even occurred to me to use the mouse to look around. That moment was watershed, all because I watched the demo screen, and saw how good players played.
Funny, it was Quake that first forced me to learn the mouse control of a FPS as well.
Now if Quake had included a video of Quake Done Quick, that would have blown my mind. It would be funny just watching the developers exploit their own glitches and designs.
I find with a lot of games I end up turning on God mode and just going through the motions to see how the game develops and ends. Some games I play for a challenge, like racing games for example, others I just want to interact with an interesting story without a lot of pressure. What I don't want in any game is tedium. Anything that erases tedium I'm all for.
JayVe
01-15-2009, 11:22 AM
If I am understanding this correctly, I have to agree with Blow. If a player needs to watch someone beat the game for them, then the game wasn't really designed very well as a game. Creating a movie you can sometimes play seems counter productive to an interactive medium
Have you never taken turns with a friend trying to beat a difficult section of a game? Have you never said, "Show me how to do it?" Lots of people learn by watching others.
Lots of modern gaming is based on being a 'movie you can play'. Look at how many cinematic events are broken by Quick Time Events. Look at how many cinematic scenes exist WITHOUT interaction? Why not make the interaction optional? I don't think anyone has ever done it before.
Imagine, if you will, just the opposite. Imagine a movie like James Bond, where you have NO interaction. But perhaps you can CHOOSE to play some of the fight sequences, car chases, etc. The movie now appeals to those who don't play games, or may not play them well as the movie can still be enjoyed without the gaming. If you want to play the whole thing, then by all means, do so. A change like this shouldn't hamper a gamer's enjoyment one iota.
Matthias
01-15-2009, 03:08 PM
Have you never taken turns with a friend trying to beat a difficult section of a game? Have you never said, "Show me how to do it?" Lots of people learn by watching others.
Lots of modern gaming is based on being a 'movie you can play'. Look at how many cinematic events are broken by Quick Time Events. Look at how many cinematic scenes exist WITHOUT interaction? Why not make the interaction optional? I don't think anyone has ever done it before.
Imagine, if you will, just the opposite. Imagine a movie like James Bond, where you have NO interaction. But perhaps you can CHOOSE to play some of the fight sequences, car chases, etc. The movie now appeals to those who don't play games, or may not play them well as the movie can still be enjoyed without the gaming. If you want to play the whole thing, then by all means, do so. A change like this shouldn't hamper a gamer's enjoyment one iota.
This is an option I could appreciate for the Final Fantasy series, in which I get interested in the story, but it gets to a point where I don't care enough to keep playing the same battle system over and over again. Give me something closer to a Final Fantasy movie with enough participation to immerse me in the story, and I might actually spend money on it.
JayVe
01-15-2009, 03:25 PM
This is an option I could appreciate for the Final Fantasy series, in which I get interested in the story, but it gets to a point where I don't care enough to keep playing the same battle system over and over again. Give me something closer to a Final Fantasy movie with enough participation to immerse me in the story, and I might actually spend money on it.
This.
Lots of people don't like the grind. Most turn-based combat has very little interaction anyways. Typically a few menu choices are all that separates it from an interactive movie. Some RPGs impose an optional timer. If the timer is optional, turning it from a fast-paced game into a slow-paced game, then why not make all interaction optional? I think I may have even played games that have an Auto mode.
In this day and age, an Auto mode could represent combat as a montage of action scenes. You can pick up the controller and press a button, returning to manual control.
DarkDay
01-15-2009, 03:28 PM
Sounds perfect for Wii gamers. My mom will love this. And yes Im being serious.
Variable Gear
01-15-2009, 08:25 PM
If I am understanding this correctly, I have to agree with Blow. If a player needs to watch someone beat the game for them, then the game wasn't really designed very well as a game. Creating a movie you can sometimes play seems counter productive to an interactive medium
I agree. Most games are poorly designed at their very core, and adding this on will only exacerbate matters.
Deadend
01-16-2009, 01:17 PM
I kinda see this being useful feature for roping more people into games... I just hope that it won't be expensive to implement, as it seems a bit like a waste of time that could be better spent by the devs.
That is my big deciding piece on it, how much it will change gaming, ideally it would not change jack shit for us.
Banjo-Kazooie: Nuts & Bolts lets you watch replays of the top times on the leaderboards, which I found made the game significantly less frustrating and more fun. This sounds like, if implemented well, it would do the same thing.
It is possible they could screw it up, but I'm willing to give them the benefit of a doubt.
Matthias
01-16-2009, 09:09 PM
I kinda see this being useful feature for roping more people into games... I just hope that it won't be expensive to implement, as it seems a bit like a waste of time that could be better spent by the devs.
That is my big deciding piece on it, how much it will change gaming, ideally it would not change jack shit for us.
this. I really don't see it being all that expensive anyway, since the devs probably (and should) tun through the game several times, then have testers run through it. Just record one of those times then break it into bite sized pieces and set it up either so you can pick a movie from the menu or have position determine which film is played when the user asks for help.
And yeah, ideally it wouldn't change anything, besides putting the answer to the occasional misguided puzzle in easy access.
Hemalin
01-16-2009, 09:15 PM
this. I really don't see it being all that expensive anyway, since the devs probably (and should) tun through the game several times, then have testers run through it. Just record one of those times then break it into bite sized pieces and set it up either so you can pick a movie from the menu or have position determine which film is played when the user asks for help.
And yeah, ideally it wouldn't change anything, besides putting the answer to the occasional misguided puzzle in easy access.
Ideally Nintendo would just add it right into the Wii SDK so all developers would have to do is upload the video then mark some bookmarks.
mister slim
01-16-2009, 09:27 PM
Ideally Nintendo would just add it right into the Wii SDK so all developers would have to do is upload the video then mark some bookmarks.
You don't really need the video, just record the key-presses and have the engine play it back.
Iron Past
01-17-2009, 09:19 AM
Digest is more than watching a video, it's the game playing itself. I think this is phenomenally stupid, but I just wouldn't use it, so whatever. Maybe if something like this was available devs would stop dumbing down their games, at least.
KingGorilla
01-17-2009, 11:31 PM
"Scene" Did Nintendo just patent level select?
boratika
01-18-2009, 12:57 AM
"Scene" Did Nintendo just patent level select?
I guess they are worried people will steal their tech from ice climber and wrecking crew :D
Deadend
01-18-2009, 04:24 AM
Whats odd, I just remembered years ago wandering around a Media Play while some old guy was with his family talking to a sales rep about buying a PS2, sales rep goes
Clerk:"well it can play DVDs and you can play games on it"
Customer:"what if I don't want to play the games? and just watch?"
Clerk:"you can't, they are games"
Customer:"thats stupid!"
At the time, and still now, I don't really get it, it's defeating the entire concept of a game, and turning them into a fucking movie. But I would bet money that the Customer, today he has a Wii, Wii Play, Wii Fit, and that is about it. This feature is made for him and his mouth breathing ilk.
"I don wanna havta play dah gaum!"
Also.. Nintendo seems to be making the console gamers sound like the PC gamers of 4 or 5 years ago screaming about how Consoles are making games stupider... but this time, I think they may be making games stupider.
Variable Gear
01-19-2009, 06:02 PM
Also.. Nintendo seems to be making the console gamers sound like the PC gamers of 4 or 5 years ago screaming about how Consoles are making games stupider... but this time, I think they may be making games stupider.
Don't jump the gun. Nintendo's patented a ton of random shit that hasn't seen the light of day, and I would be surprised if this design concept was never utilized.
Lionhead has made games stupider, as well as many other "AAA" teams, so I think it's unwise to stack your discontent upon one company. It's convenient to hate Nintendo, but that doesn't make it right.
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