The new legend of Zelda is a toy box of delights
1843magazine.com
1843magazine.com
The fact I can take a regular arrow, walk up to a campfire, light the arrow on fire, shoot the ground and light THAT on fire, create an updraft and ride it with the paraglider and then swing my hammer downwards to kill everything around me is incredible.
Quite possibly one of the best gaming experiences I've ever had.
It shows. I played the entire game through use sleep mode on the switch between sessions. Not a single game breaking or fun breaking bug. The consistency throughout is phenomenal... Well, the people work on Death Mountain killed it; looks better than the other areas IMHO.
Where I work we are constantly reminded to spend time just playing the game and the whole studio (120+ people) regularly gather in the main meeting area, watching as someone plays through a mission.
What was mentioned in this video, however, is on a whole different level and it sounds amazing.
This particular process seems to have arisen from Nintendo's need to control quality. We've seen this in effect before with many games, but Metroid Prime and Retro Studios comes to mind. With a Warren Buffett like eye for potential Nintendo pulled on Retro to make Prime, and through sure will for quality helped guide their efforts and the final product into the amazeballs results of Metroid Prime. That need for uncompromising quality control, coupled with the challenges of a MASSIVE game(certainly more massive than anything they have undertaken) led them to try out this process that comes with obvious financial downsides. In the end, they are rightly satisfied with the results. Inspiring.
The puzzles are amazing because they feel very natural. The game doesn't go out of its way to prevent you from "cheating" or solving the puzzle however you like. But it also doesn't feel like it was intended for there to be more than one solution. The intended solution is usually clear after the fact (even if you've solved it some other way); and it seems like the solution, but any other solution is also accepted. It feels as if I've really stumbled across this puzzle, and even if I can't figure it out, I can figure SOMETHING out, and that's alright.
And then there's that one annoying motion controlled puzzle with a way to bypass it that a bunch of journalists mentioned in their reviews, and it's as if it was designed with that trick in mind. So that journalists discover it and write about how this game is different.
Which is interesting. Almost like they thought of how to communicate that this game is different and how to best let people notice, and then they came up with that.
I think the motion control puzzle was a flub, though. The motion controls sucked. I ended up doing it the "right" way, but at no time did it feel like what I was doing to the controller and what was happening on the screen was correct; but I love that it's possible to find other ways.
The implicit steering is one of the things that Nintendo is famous for though. At least among game designers:
https://www.youtube.com/watch?v=ZH2wGpEZVgE
What the video doesn't point out is that if you don't run to the right, the timing of the jump to avoid the Goomba makes you hit that first question mark block by accident.
Except for some crucial passages in the game where it suddenly REALLY wants to hold your hand.
I am still loving the game but I would to see it stop shouting at me to shoot an arrow on the big glowing parts of [redacted]. I would have much prefered to figure that on my own.
I don't think they were worried about people not figuring out what to do. In other parts of the battles you have to figure out much harder stuff for yourself.
Sadly the switch does not let you choose the language of a game the same way that most desktop games do.
The scenario and characterization are not great, but with bad translations and voice acting, it weakens these moments a lot.
Compare that to other games such as Pokemon Go or No Man's Sky, which feel like the designers might have forgotten to add the core game itself. It's also interesting to compare to Witcher 3, which is another great game (but via different means IMHO).
I'm surprised by how much Nintendo nailed this (what features to invest time into to make a game fun). Seems like they might be ahead of others there. And that makes me wish that that part of game design was better understood.
They don't even really give you much of any concrete guidance on how you might change a design to make it more fun if it isn't currently. The best attempts at this tend to be along the lines of looking at certain player profiles and trying to imagine what about your design appeals to those who enjoy that profile.
It's possible that this isn't something we can easily quantify.
If I asked you to write a book about what makes music good, would you be able to do that?
Nobody ever got told they were an amazing composer because they followed all the rules. You can be good, but the greats all redefined something about the common practice of their time. However, if you stray too far away, people find your music too alien and tend not to like it at first. History is littered with references to new music from composers we now consider to be truly magnificent, who were at the time considered to be merely mediocre, or whose innovations were not welcomed with open arms.
And of course, computers are still terrible at writing lyrics. That's an entirely different game.
Maybe one day there'll be enough video games and literature that we can formulate a video game theory which is as extensive as our modern understanding of music theory. The thing with music of course is that we've been doing music for a lot longer.
My main takeaway from it, if I had to boil it down to one point, is your brain finds fun in mastering something (beating a challenge), but not so much afterwards (boring/repetitive) or if it's too difficult (frustrating). The problem is, where that line is for any given challenge can be different for everyone. You can also get more mileage out of something if an aspect of the challenge changes (people will play chess longer than tic tac toe for example, even though the game space is the same each time).
At Ghost we often find ourselves looking at a proposed or newly implemented feature and asking out loud "but, is it fun?". The answer can be very difficult to find, especially since many great features aren't fun until they've received that final layer of polish.
And here's part of what Zelda does so well. You can see how a lot of the great things in Breath of the Wild would be great fun even in a simple prototype. On the flip side, this kind of exhilarating feeling of being able to do so many cool things only works because every single piece of the game is designed with this in mind and all the crazy interactions people come up with are actually supported.
It only works so well because people aren't getting that familiar feeling of "oh. That didn't work." This must have been a massive task and I'm amazed they pulled it off!
[1] http://www.polygon.com/2017/3/1/14780954/the-legend-of-zelda...
I can't begin to tell you how many times I come up with this clever idea, mock up a bunch of components or start coding a prototype, and go... "oh, damn, this isn't much fun." I've been able to whip a lot of those failed ideas into something fun, but it often takes a lot of experiments with different ideas or borrowing pieces of designs from other games that have worked, a lot of time and rumination on the design (I get a lot of my ideas for new things to try while walking my puppy, commuting in a quiet car, or in the shower), and putting it aside to work on something else and letting my subconscious or things I encounter in life to inspire potential solutions to the problem (and often it'll still take multiple attempts to fix things).
The ones that drive me the most crazy are the ones where you try it for the first time and go 'This isn't that fun with this set of rules, but it's close to fun. If I can just find the right tweak, this can be great.' It can sometimes seem like it takes forever to find that right tweak. I've got some prototypes that I think are almost there, but I've had to put aside because I spent so much time on it and still couldn't figure out the right tweak for them.
There have been attempts to nail down Game Design principles. There are quite a few books you can get on Amazon that have some good insights in them, GDC lectures, Gamasutra articles, academic journals, etc. There's nothing that's totally universal, but the more you learn, the larger your design palette to draw from.
Between us I think we've illustrated the distinction between "good setting" and "good game mechanics" and how they can influence whether somebody wants to play your game or not. But you definitely need at least one of them!
That is the "public" image of witchers in the universe. If you play the games (and especially if you read the books) it becomes quite clear that it is just a facade.
And quite a bit of brooding that is there is "I've seen this shit before" as Geralt by the time of Witcher 3 over 100 years old (the older witcher Vesemir is over 200 years old). The mutations give Witchers long lives (none of them have ever died of old age)
Also the word "Witcher" set my teeth on edge too. So really the whole world is probably not for me!
There's really no winning strategy here. The best creators can do is try to target what they know their existing fanbase will like, or target a fanbase as the audience they want to get. Miyamoto is really good at this. CDProjekt is also really good at this.
What we need in helping us find the games we will love is an understanding that not everyone likes the same things. Some reviewers do acknowledge this, but far from all, and a lot of it boils down to finding individual reviewers you feel you can trust.
Which is not something I've managed to do yet.
People need to stop comparing it with games from first-tier creators like Nintendo.
They have huge resources, exactly the experience needed and so on. Hardly comparable.
No Man's Sky's issues did not purely come down to budget or team size, but skewed priorities. Lots of work went into the tech and procedural generation, while seemingly a lot less went into the actual core gameplay systms that actually give the players something to do in said world.
They put the idea of an unlimited size universe above that of a game that has interesting things to actually do in said universe.
You're spot on. What I love about this game is capture by what you wrote but also that it turns out to be pretty easy to get into. I'll likely never beat the thing, but there's so much cool stuff that my natural explorer tendencies are already coming out. "I wonder if I can do this?" generally winds up being answered with "yes"
I run it with the console both plugged in and handheld. On a TV, I have seen stutters a few (ten?) times in twice as many hours of gameplay. Even then they weren't very bad. My screen is not scratched. I have no dead pixels. The game is the best I have ever played. It is absolutely incredible.
My personal opinion? Bad news sells better than good news; a glowing review is never going to be as "good" (widely shared, viral, etc) a review as one selling problems. (And for websites and Youtube, it is selling: selling their channel).
I bought the carrying box for it, then no scratch on the screen. Battery life is good when used in transport (forget about road trips of more than 3-4h).
The game slow a little down when there is a huge amount of grass, but it doesn't impede the gaming experience.
All in all, I'm really happy with my purchase and I don't get how so many people have so many issues with it.
It's not an issue undocked (because it runs at 720) and the game looks fantastic. If you play docked, though, there's lots of performance stutters - look at a certain area, attack a specific enemy and framerate drops to sub-30 and it might stay that way for a few seconds.
That being said, it's a good enough game that you can ignore it and even forget about it, but it's always there. It's my only real issue with the game.
The only time I can recall stutter was at the beginning when I started down the mountain. It was very brief, and I thought there would be much more to come. I'm about 15 hours in and have only made it to the first village. No stuttering or frame drops in this configuration since the very beginning.
But, I'll recommend the Borderlands series; especially Borderlands 2; the game play is a lot of fun, but the dialogue is absolutely amazing: rich and funny, and a little campy without being TOO campy.
It rewards divergent thinking. Probably has the most easter eggs I've seen in any game. Great story as well.
I believe a sequel is also in the works.
I've now got a second hand PS4, and the first thing I did was re-download Journey (for free! Thanks Sony!)
One day I will get to be a White traveller...
That's losing track of time on an impressive scale!
Minecraft (with friends).
Star Wars: Knights of the Old Republic.
Removing gore blocks might have been defensible perf wise (even though there seem to be many other low hanging fruits), but it means that the bases are now extremely easy to defend.
Everybody (myself included) in the group of friends I play with have lost interest in the game after spending horde nights calmy waiting atop a fortification that nothing can breach.
KOTOR is pretty awesome.
The Witcher 3 I thought was awful. I'd suggest watching some gameplay video from it first and see if you like the setting, because the gameplay's not good enough to overrule that if you don't. Lots of randomly getting stuck on tiny bits of foliage in the landscape.
Mass Effect 1-3 is one of the greatest space epics of all time. Seriously, amazing.
The Last of Us is just perfect storytelling, a true last hurrah to that generation.
Uncharted is straight up living the life of Indiana Jones in modern day, in the most AMAZING set pieces ever.
Metal Gear Solid, I don't even know how to begin. From the first game to the last, the vision, the scope, the insane story, the even more insane characters. It's the alpha and the omega in storytelling, and presentation.
God of War has the most insane boss battles.
Portal is just the most unique IP, totally different than anything else.
Metroid Prime brings Metroid into 3D PERFECTLY.
Mario Galaxy, is just charming.
Yes, having a SF + FPS + RPG is an nice innovation. And the atmosphere is really well done. All in all it's a decent game, with several endings, and a finely crafted epic touch.
But it's nowhere close to the hype it got.
The dialogues are terrible. Star wars episode 2 level.
The environments are incredibly dull. Empty. Repetitive. "Illusion of openness" but really just closed connected corridors except on the empty planets. What saves the game is the space exploration system making you feel you are really bad ass.
The combat system is a mess. I never could tell when I was winning because of my skill or some chance. Does my new equipment works ? Was this spell used right ? No idea. I just powered through the last 2 levels because it was just more efficient. Like in any modern game, healing is so easy anyway.
The UI Is terrible. Your bag is full, but you can't mass manipulate things to sell them. Reading an item description takes a split second, which cumulatively makes choosing gear a torture.
The game is buggy. FPS drops (it's an old game on a recent graphic card, damn it), characters stuck in walls, camera not moving... I was ok with that... on the PS1.
The writing isn't close to any classical RPG (fallout, baldur's gate, final fantasy 7, tale of fantasia, chrono trigger...). The motivation of characters are underwhelming: you feel no passion, anger or driving emotion of any kind, nor intellectual master plans. Everything seems a reason and a shortcut to get going. The person you are playing has the charisma of an oyster. The backstories are the only thing not messed up, and each of your comrade have a cool unique personality.
And god, half of the game time is spent on those awful planet exploration transitions with the mako. Not to mention moving anywhere is slow and clunky while being a good part of the game. And those unskipable animations (docking, mako droping, elevators, mass relays...), really what were they thinking ? The game is basically unplayable without using the apparently famous "bind game acceleration to middle click" hack so you can just speed up time and not become crazy. Having to cheat in a game not to win but to be able to enjoy it is not good design.
There's an excellent breakdown for each on gamedesignreviews.com
If we're talking crummy UI, and buggy gameplay. ANYTHING in the Fallout series isn't exactly something I would hold up in high regards :)
Mass Effect is supposed to be a space opera, not an open world like you were looking for. It's very much a story driven, go to x y z story line. With some branching.
If you've only played the first one, I can see why you'd have these reactions, it's A LOT rougher than the sequels. Which are far more polished.
> ANYTHING in the Fallout series isn't exactly something I would hold up in high regards :)
Yes, it's the only one in the list though. Plus Fallout 1 and 2 (the goods ones) are more complex and old than mass effect.
I didn't play KOTOR so I couldn't compare to it. The space opera part is definitely a success, so I didn't hate the game. I quite enjoyed it. It's just not on my "must play" list, which contrast with everything I heard or read about the game, some even stating it was the best game of their life. I got too high expectations.
I bought a PS4 just to play the latest MGS. That series of games is so amazing and the latest one is superb. Characters, cut scenes, missions, etc. are all extremely well designed.
I "beat" the game - it took me about 160hrs over 6 months (the game is fucking hard, and I'm very much a casual gamer who isn't very good at playing through games fast).
I'm only at about 60% completion of all the accomplishments you can get in the game (though I did complete the main story).
Highly recommended (if you're into sneaker games even just a little bit).
The first game. The sequels are much worse.
I basically stopped playing games during college due to the heavy CS workload. After graduation, I decided to pick up a PS4 and start reliving these exciting childhood memories, and Last of Us was one of those games that changed my life. I can't get Ellie off my mind for several weeks after finishing the game. Last of Us Part 2 is going to be another feel trip.
Xenoblade Chronicles X on the WiiU.
It is a game, very much in the same caliber that the current Zelda is - open world of the same level, great story, much to explore, the soundtrack is pure gold. If you have the chance, get it.
I spent (not wasted!) around 280 hours in it, almost completing it fully (i'm at around 96 or 98%, can't recall). AFAIK Nintendo even bought out the studio which created it...
As soon as I saw the first footage of the new Zelda game, I thought for sure they were building it using Monolith's engine, because their engine is something special. Even the biggest open world games just don't feel that large compared to Xenoblade Chronicles.
In real life when you look off and see a mountain in the distance, that's the feeling I get from it that I simply haven't gotten in any other open world game. Those ARE big, but just don't feel big.
Hyper Light Drifter might be a good fit (one game I often recommend).
It takes a lot of inspiration from 'Zelda, a link to the past' and other old games and makes its own thing with them.
It drops you in an unknown world and trust you to discover it yourself.
- Mass Effect 2
Overwatch has got me playing more games than I had for years, though it's very different from the kind of game you're talking about. Playing it with friends and voicechat in particular is immensely fun, because it somehow feels more meaningful than any other multiplayer shooter - maybe it's the characters, maybe just the general tone, but either way it feels like I'm learning and achieving things.
Life is Strange does the transporting-to-a-world thing very nicely, though it's almost not a game (and many of the more game-ey elements detract from it IMO). Very cinematic, and a work of art in terms of storytelling - though I'm still not quite sure I'd call it fun.
Kerbal Space Program is fantastic in terms of giving you a sense of achievement, of building something through your own skill. My first successful moon mission was probably the best feeling I've ever got from a videogame.
Child of Light is a very cute hand-drawn, fairytale-themed, final-fantasy-esque adventure. Again maybe less a game as such, but a beautiful world to explore, though it's locked in the horrible dark dungeon of UbiSoft DRM. (Also be aware that it's full of doggerel, in keeping with the theme)
Damn, I was hoping to play this game some day, because I really like reading Brie Code's essays. I hope her new indie studio manages to sell without DRM.
By all means explore new possibilities for the medium, putting the focus in different places. But don't throw away what makes games great, especially to please an audience that was never interested in games in the first place. Games are a wonderful thing already, and dismissing the current state of gaming as "boring" or "murder simulators" is as mean-spirited as it is trite. (And the claim that games that appeal to non-gamers could be being made if only it weren't for diversity issues in the industry is not one to throw around lightly).
I found her whole focus on diversity inconsistent and unclear - at times she talks about the importance of having distinct perspectives on games and gaming, yet at other times she talks about having diverse teams develop games, which run rather contrary to each other. What made Child of Light great was that it mines this rich cultural seam of European fairy tales, playing with the (ugh) tropes of the genre. That kind of backdrop is even more important for a game than for a book or film, because culture is harder to convey in a game; the player has a lot of freedom so there's less chance to show them important details, instead you need to be able to pull out motifs that you can rely on the player to understand. The king, the sword, the jesters, the knightly mouse, the sisters, the golem - the game works because all these things are dripping in cultural connotations and every element of the game - the writing, the music, the gameplay - is embedded in that cultural context. It's the kind of work that only a culturally homogenous team (not necessarily by birth culture perhaps, but people with years of living in the same shared culture) could produce.
I'd be very happy to see games from other perspectives - but I think that perspective needs to be shared across the team. There are times where her essays read like she wants to insist on within-team diversity, which I think would destroy the ability to make a game like Child of Light - particularly given that the culture in question is an inherently European one with traditional concepts of nobility, gender roles and the like (which the game is acknowledging and buying into even as it plays around with some of them).
I have a bit of a problem with this, because the most obvious group of people excluded from games is women (who mostly only play mobile games, which are interactive, visual, skill-based), and yet you seem to be implying that there is something "natural" about their aversion towards a visual, interactive, skill-based medium. I really want to fight against this argument of naturality, because it's been used countless times historically to exclude women from everything from politics to medicine and programming.
Surely if most "real gamers", for want of a better term, are not women, then that's the fault of the games, not the women? I think that's what Brie Code is fundamentally arguing about.
Markedly less all of those, in my experience - and fundamentally less good as games. I definitely don't want to see "real" (your term) games become more like mobile games. And that seems to be what Brie Code is arguing for - removing the possibility of failure, turning down the skill aspects, putting less emphasis on the graphics. If she can bring a different cultural vision to a game that remains a "real game" in terms of being visual, interactive and skill-based then I'm all for that.
> Surely if most "real gamers", for want of a better term, are not women, then that's the fault of the games, not the women? I think that's what Brie Code is fundamentally arguing about.
I don't think an activity appealing more or less to one sex or another is a "fault" in either. Just as not every person likes the same things, not every demographic does either; why would we ever expect any different?
Fundamentally I care about video games in their current form. They've brought me a lot of joy during some of the worst parts of my life. Of course I'm bothered if someone thinks they're broken and wants to remove some of my favourite parts.
Surely there's room for more than one kind of toy in the sandlot?
The sense I got from some of her posts was that she did want to do that. And fundamentally there's always an opportunity cost - there are only so many creators and so many studios. She implies she wishes Child of Light had involved less swords and dragons, and had more accessible controls; I think all of those changes would have made it a worse game (for me but I think also for most other people). And I really enjoyed that game, and so I'd like to see more games like it made.
If I thought she was actually going to succeed in making games that other people enjoyed then I could probably support that, even if I'd be sad to see her stop making games that I enjoy. The reason I find her so frustrating to read is that I think she's got it wrong. (And yes a certain amount of experimentation and willingness to make mistakes is a great thing, and possibly necessary to being a great artist. But I don't think what she's doing is that). I think the things she's doing differently aren't going to help other people enjoy her games more, they're just going to make people who do enjoy games enjoy hers less. And if she ends up making games that hardly anyone enjoys that will be a horrible waste of talent. If she never created anything else for the rest of her life I would still be grateful to her, so maybe it's unfair to expect anything more. But it's still frustrating to see.
Also, the original Bioshock is fantastic, but its a bit dated now.
These are two of the greatest games ever made, IMHO
I felt this and then in the last few years I rediscovered my love for gaming. Is life calming down? Career stable, kids are growing and enjoying games too.
Is that feeling of reliving things you loved from your childhood a thing that happens more regularly in 30's or 40's? Any studies on this that anyone is aware of?
The game has taken up our free time. I let my daughter drive but "we" played - as Zelda newbies we were helping each other out with ideas. Took about 2 days, but we finished the plateau with just one internet cheat [stasis shrine]. We are still getting a hang of the controls/camera and fighting. The game is so clean, scenic, responsive, detailed, responsible and well thought out. An immersive alternate reality. Kid friendly to boot.
I still know so little since we do not have prior Zelda history. Is there a trick to getting Rupees? Where to find arrows... how do we get powerful tools like swords and bows? Can I sell a horse that I trained? Better clothing? What do you buy vs find? In spite of all that we managed to finish the plateau and when we flew down in the paraglider, it actually felt like we accomplished something. And thats key... we were always making progress or when stuck went and did something else before coming back.
Side note: So what made me buy Zelda given that I had no history with it? Well, it was really the only real game that the system launched with (not counting 1-2 Switch as it is a demo). Lucked into it.
I am not sure how Nintendo did it. Perhaps I did not understand who Nintendo was (via the Wii). This game seems to expose their true capability and soul. Maybe there are other non Nintendo games as fluid as this; I just don't know.
Switch Negatives: Just an opinion... Wii Sports is better than 1-2 Switch.
It doesn't help, BotW is very different to all the previous games. Finding better swords and bows gets a lot better in time (probably another dozen hours), eventually you don't have to worry about stuff breaking so much (my biggest gripe early on).
But yes, you do have a misconception about nintendo, they are usually on the cutting edge of what can be done. That bit with the paraglider for instance, that's what stepping out into Hyrule field for the first time felt like 20 years ago.
Or what taking the boat out onto sea in Wind Waker felt like.
They really have got feel right. Though I think some of the atmosphere isn't there in this Zelda.
I miss the music that plays at dawn in Wind Waker and also in Twilight Princess (and probably others). A very nice melody that doesn't seem to be in this game.
I just finished the game and finally went online and realized I missed a ton of the new fun because I was playing like an old Zelda. I didn't realize the extent to which it's a sandbox.
To give 2 ideas that hopefully are not spoilers. You can throw things at enemies and theyll pick them up. So throw them something useless.
Another is you can for example attach and octo balloon to pretty much anything and then use a leaf to blow it somewhere.
I dont know if those are good examples I just know I really didn't look for all the creative ways to combind the things you can do
Maybe playing this game slowly is ok. I do not see any downsides to going slow - that has required a change in my thinking. As you, flukus, and others have said it is a different game requiring some rethinking from old and new players alike.
Off the top of my head, I see the Wii, Pokemon Go, and now this.
In addition to being innovative, they seem focused on artistry, creativity, and positive experiences for their customers. Wii in many ways encouraged collaboration and activity, playing with others (i.e., rather than alone with pizza all night long); it focused on that over flashy graphics and shock-and-gore. Pokemon Go got people out on their feet, interacting, exploring and engaging with their towns, creatively rather than garishly introduced them to the possibilities of new tech (AR), and was fun but not violent.
Perhaps that's already Nintendo's reputation; I don't know. But they don't get enough attention and praise IMHO. They seem to me to be like the Pixar or Apple of games, or better.
I think it'd be interesting to see a Pokemon Go designed by Nintendo / Game Freak themselves.
It was made by the same developers—and the pokestops and gyms when the game launches were all ingress sites.
I think that what both Apple and Nintendo have in common is that they don't just try to put hardware components into a box and sell them to you for cheap (e.g. Dell).
They have a chance of higher profit margins by taking themselves out of that race via trying to find creative ways to add value instead of optimizing raw performance / sale price.
They aren't afraid to take chances but not all of their chances are so great. The Wii U was a bit of a disaster.
(On the subject of the Wii U, in a lot of ways it seems like the Switch might be the second iteration for being hip and also making a tablet, where the Wii U was the first one.)
Not sure if it's still true that all other console makers are subsidizing theirs.
Isn't that the nature of taking chances? If there weren't failures, it wouldn't be called 'taking risks'.
Resident Evil 4, Metroid Prime have the best controls of any FPS I've ever played on console. It was just so natural, I could get head shots in RE4 by just pointing my arm at the TV and pulling the trigger.
Then they released the Wii U ...
Its library was smaller than I would have liked, but it definitely had a number of really great games.
http://www.polygon.com/2016/7/25/12270074/pokemon-go-nintend...
That's not to say that Nintendo did anything to mislead the public, they didn't, it was just a widespread misconception.
As a gamer, Nintendo is somewhat "brilliantly innovative" but they also appear to be somewhat disconnected from their market. Pokemon Go is actually a good example. The Nintendo fan base is positively starving for content and Nintendo seems to consistently underestimate demand.
Or as you suggest, perhaps they are more interested in being innovative rather than servicing their fan base.
So while I think they should be praised for being innovative I would also say two things:
* Pokemon Go is not at all their innovation
* They definitely have problems
(Real questions; I'm not advocating for Nintendo.)
Per Wikipedia:
* Ingress: It was downloaded 8 million times "as of" 2015, about a year after its release, and claimed 7 million players in 2015.
* Pokemon Go: 130 million downloads in its first month, 650 million within 8 months. PG was "the most active mobile game in the United States ever with 21 million active users" within a week of its launch; note that is in only one country.
From a software development perspective Nintendo might not have done anything, but who had the vision to invest in bringing this to such a huge market? That also is an investment in creativity and innovation. (That's not meant to be a rhetorical question; I don't know the answer.)
As shown, the developer and publisher is Niantic which is also the developer of Ingress.
Perhaps you are referring to this snippet:
> The concept for the game was conceived in 2014 by Satoru Iwata of Nintendo and Tsunekazu Ishihara of The Pokémon Company as an April Fools' Day collaboration with Google, called the Google Maps: Pokémon Challenge.[21] Ishihara was a fan of developer Niantic's previous transreality game, Ingress, and saw the game's concept as a perfect match for the Pokémon series.[22] Niantic used the crowdsourced[23] data from Ingress to populate the locations for PokéStops and gyms within Pokémon Go, and data from Google Maps to spawn specific Pokémon on certain terrain or environment.[24][25]
So for background, The Pokémon Company is more or less a licensing body for handling licensing of the Pokémon IP and franchise. They collaborated with Niantic to meld an Ingress inspired augmented reality game with the Pokémon IP.
Yes The Pokémon Company is a subsidiary of Nintendo so in a way Nintendo had a hand in the collaboration...but I would probably classify it as a 2nd or even 3rd order relationship. But that is a personal judgement call I suppose.
In my mind, the augmented reality game design was wholly pioneered and executed by Niantic (not once but twice). The idea for melding said design with Pokémon IP came from the franchise licensing entity of The Pokémon Company which is a joint subsidiary of Nintendo, Game Freak, and Creatures who were the three businesses holding copyright on Pokémon at the time of its founding [1].
But again, somewhat of a personal view point.
To me, I wouldn't necessarily attribute much related to Pokémon Go to Nintendo.
The form factor isn't ideal for their games the gameplay model (short bite sized bursts) isn't ideal, even the pricing isn't ideal (look at the outcry over paying for Mario Run, I've heard people dismiss Mario Run immediately over the fact it wasn't 99 cents).
The run up in Nintendo stock happened because investors have been after Nintendo for years to start making mobile game versions of their crown jewel IPs, believing (rightfully I would point out) that this would be an absolute gold mine. When Pokemon Go became an unprecedented blockbuster success, investors reasoned that it would convince Nintendo to change course and make more mobile games.
The fall in Nintendo stock happened after their earnings call. On the call, Nintendo said that despite the success of Pokemon Go they were not changing their plans to increase their investment in mobile games. That's why their stock fell (to "only" a 60% gain).
They didn't develop pokemon go.
> But they don't get enough attention and praise IMHO
It's because they pull constant bullshit.
Everything is a shortage. NES classic, amiibos, etc...
Their online systems are years behind.
They try to get people to pay again and again for the same ancient games. You can't transfer games bought on the virutal console between different consoles, why? Fuck you that's why.
They are at times more concerned with being "innovative" then just providing a good core experience. You praise the wii but it wound being filled with shovelware and the motion controls are still just meh.
They are extremely hostile towards their own community. They zealously "protect" their IP (as is their right) from people doing lets plays and reviews and such on youtube.
I love nintendo the game maker, but they are not the best company around.
And the whole purchase on every single damn system made me stop buying their digital content.
There's a maddening idiosyncrasy (I feel there's a better word I can use... eccentricity?) to both companies where they do enough things right that I feel a kind of loyalty that I rarely feel for a company, but then they do plenty of things so spectacularly wrong that I feel a bit stockholm-syndromed for 'loving' them.
They aren't exceptional in the idea that none of the big game developers are really experimenting. Games today are very similar to the games 15 years ago in mechanics, and let alone title.
Even with Nintendo in the mix pushing for collaboration and positive experience you still have to turn to the indie developers willing to take the risk on a new IP with innovative gameplay. When done right is better than any flagship title since they are all the same.
If anything, I figure that Nintendo's brand stable allows them to take on bigger hardware risks than others. Sony and Microsoft both have motion control technology, but Nintendo was the only one to ship it to customers by default. Third party publishers were absolutely not on board with that -- they more or less treat consoles as underpowered PCs-- leaving Nintendo more or less standing alone. I don't think Wii ever really had top tier 3rd party support, because they're focus is on publishing a consistent experience across a variety of device types (well, that and Sony / MS using their capital to buy up IP).
tl;dr: Nintendo engineers are just as creative as anyone else's, but their management team is comfortable encouraging and placing large bets on them.
- Wii was more than a decade ago, and is widely considered one of last things they did right.
- Pokemon Go has nothing to do with Nintendo outside of their stake in the IP. Additionally, it's not remembered fondly by most people above the age of 13.
- Wii U was a massive failure, and has been buried by Nintendo
- The Switch was bungled pretty heavily, it's been nothing but criticized as far as I can tell. I haven't heard a single good thing about it, except that it has Zelda.
As far as innovation goes, they haven't innovated in years. They've introduced gimmicks that get ignored or ridiculed, not remembered.
It has some swearing and some very minor spoilers if you are just starting the game.
But me and the kids have been playing it non-stop. The actual game play is great.
The world is huge but maybe not as massive as I thought initially. Certainly the map is Skyrim-ish sized, but it doesn't have the same depth of dungeons and quests and items as Skyrim does. The focus really is still on the main quest.
So I suspect after I'm done the main quest I probably won't play it much. There's not really a character-building item-collecting aspect to it, despite the large open game world and adaptable mechanics, etc. the focus really is a typical Zelda game: rescue the princess and defeat Ganon.
Scalpers are lowlifes, IMO.
If the two alternatives are a world where no new Switches are available for anyone to buy, and a world where some new Switches are available for a high price, then surely the latter is strictly better than the former. Your sentiment places the scalpers in an unfair position of "ethical entanglement": if you try to make a problem slightly better, then by not fixing it entirely you are now to blame. Other examples at http://blog.jaibot.com/the-copenhagen-interpretation-of-ethi...
There's an argument for scalpers, but it's more subtle. Companies want immediate sales and to be able to say they sold out. Scalpers let them do that by taking on some of the risks themselves. And it ostensibly allows people to make a time/money tradeoff between waiting in line or for later supplies versus paying more.
I understand why a concert venue would be happy to get guaranteed income from scalpers, but this does not hold for consumer devices.
See my reply to vkou. This is exactly how scalpers make the situation better, by creating the availability of the choice to make a trade-off, where before there was no choice but to compete on latency or luck (which is fine for many consumers, but consumers vary in their ability to compete on latency and in their valuation of the trade-off).
Consider rationing when there's a food shortage. We can either feed everyone (At reduced rations), or we can let some people pay more, to get more food, at the expense of letting others starve.
Isn't it great to give people the choice between destitution and starvation? (Or, in the case of the poor, between starvation, and starvation.)
There's a reason rationing is common in times of hunger.
I was using this example to demonstrate that optimizing for [choice/wealth] does not always result in better outcomes. Just as the parent post posits that optimizing for first come-first serve does not always result in better outcomes.
Currently it's a bunch of people who want to play, but aren't willing to be gouged by a bunch of fucking assholes.
A reasonable dollar price, but an unreasonable requirement of speed and/or luck.
They have two effects.
1. They change the distribution of a good from a lottery, to a 'whomever pays more gets it' auction.
2. Depending on how they acquire the good, they may or may not have a positive impact on the original vendor.
Because of #1, depending on your personal values, you can make a very compelling argument that lottery-based distribution of scarce goods is fair, and that turning it into an auction-based distribution (While pocketing the difference) is immoral.
#2 is applicable for things like concert tickets (Where scalpers take on risk, and provide guaranteed, but bounded revenue for the artists/venue), but is probably less applicable for video games/devices (Where unsold scalper inventory will likely be returned for a refund - at no risk to the scalper.)
The original distribution was hardly a lottery, it was a competition on latency (i.e. competition to be first in line). They change the distribution of some of the supply from a competition on latency to a competition on price. Consumers vary in their ability and preference to compete on latency, and in their valuation of the time/pleasure trade-off. Assuming a fixed supply of switches (in the short term), scalpers add value for those consumers whose preferences are such that they would in this instance prefer to compete on price rather than latency, and are willing to pay the going premium for not having to compete on latency. Without the scalpers, these consumers would have no option but to wait for new supply. There's really nothing unfair going on.
Side note, high frequency trading is kind of an interesting example of the converse situation, where inability to compete on price forces everyone to compete on latency. Because the exchange has a minimum "tick size" for changes in price (a penny or tenth of a penny, or whatever, depending on the exchange), there comes a point where it is no longer possible for buyers and sellers to compete with each other further on price, and so the only thing left to compete on is latency.
It's one optimization function, but not necessarily the best one. Especially when the original vendor does not see a penny of the scalper windfall.
The same number of consumers have no option but to wait for new supply, with or without scalper involvement.
The only thing that changes is the demographic of those consumers.
HFT arguably reduces spreads, and carries entirely different costs. It's not really comparable.
And if that high price is too high for you to afford, then you are strictly worse off in a world with scalpers.
>if you try to make a problem slightly better, then by not fixing it entirely you are now to blame.
Explain how scalpers are trying to make the problem slightly better. I understand that you may think that they are making the problem slightly better for certain subset of people, but that most certainly isn't their goal.
Scalpers are trying to make money, that is their only motive. The end result is to allow people with a surplus of money to acquire items, at the expense of people who have a surplus of time.
Since people who have a surplus of money tend towards the poorer end of the spectrum, overall scalpers benefit the comparatively wealthy at the expense of the poor.
Also, most of the Wii-Us on eBay don't have the screen controller, making them useless (you can't set up a Wii-U without the screen controller).
I hadn't been following CEMU's progress, but it looks like it has come a long way in the past year.
Ok nope I'll wait and there's only one game to play and none schedule to come out for months minus re-hashes of Wii U games.
On a different note..I bought the Wii U for my niece and nephew and MARIO Chase alone is tons of fun; money well spent.
Graphical NetHack? (Disclaimer: I played NetHack only once, a long time ago, and know it mostly by reputation.)
It's a surprising amount of fun to have multiple ways to solve puzzles and try to come up with one that was or was not intended to solve it.
I bought one since I wanted some party games and didn't have any Nintendo console anymore. It was more than worth it. Mind you this was before end of life so the calculus might be a bit different now.
I bought the Wii U even though I could've bought the Switch. It's my first Nintendo console since the Gameboy Advance (SP) and GameCube, and I'm very happy with my decision (giddy, even).
Here's a few arguments in favor of getting a Wii U:
- you can play all the WiiU and (most?) Wii titles. Even just the first-party ones are worth it: Metroid Prime Trilogy, Zelda: Twilight Princess, Wind Waker HD, Mario 3D World, Mario Galaxy (1 and 2), Mario Kart, Wii Sports, and so on, along with and admittedly small selection of great third-party titles. - through the Virtual Console you can also play a pretty decent selection of N64, NES, SNES, Gameboy Advance, and DS games. This gives you access to many if not most of Nintendo's Zelda, Mario, Paper Mario and Metroid titles, among others, as well as tons of games that at the very least have high nostalgia value (although the first party ones are generally highly acclaimed too). - there's a decent amount of 'indie' titles available, although I suspect that to be quickly eclipsed by the Switch. - based on (ridiculously extensive) googling around before making the decision, it seems that Breath of the Wild is just as good on the WiiU as it is on the switch, with the one big (but to me unimportant) exception of resolution (900p on Switch, 720p on WiiU). Plus, for now at least it's better than the 900p docked version for Switch, performance wise. But that might be fixed with a firmware update.
Basically, the Wii U is at this moment the ultimate Nintendo console. And even if (or when, really) they start offering these games for the Switch, I consider it unlikely that they'll support Wii games on account of having to support the Wii controls (remote + nunchuck).
All that said, obviously the Switch is far superior when looking forward (WiiU is discontinued, even) and for mobile play. If those things don't matter too much, I'd say get a WiiU even if you can get a Switch, and sell it once Mario Odyssey or some other new game you want comes out. The WiiU will probably retain much of its value, even as your 'retro-gaming machine' to handle all the weird control schemes Nintendo has been going through lately.
I think getting some longer more traditional dungeons as DLC would be amazing.
I'm not sure if anyone really ever did that. I know that Valve wanted to do it with Half Life 2 and then just stopped after two episodes.
It sounds like Witcher 3 had two great extensions, but that's it pretty much.
It sounds like one of my favorite childhood games had that in mind, but then others figured out how to create content, and they let the community create new content instead.
Is anyone actually doing episodic game content successfully? I guess MMORPGs like WoW do, but is anyone successfully doing episodic content for games outside that genre?
But we'll maybe see a similar engine with something else from their franchise. I'm really hoping they do Metroid with this engine!
And considering that we're both pretty serious gamers and compulsive 'find everything' personalities, I suspect more casual games could replay the game from the start multiple times and still discover new stuff that is 'significant' (as opposed to 'minor' stuff like new items, korok seeds, or shrines).
You can chop wood even in vanilla Skyrim, and with mods you can light fires, ride dragons or do whatever you want.
Not to pick on you directly, but this rebuttal seems to come out every time an unfavorable comparison is drawn to Skyrim lately, and it honestly makes no sense to me.
If the comparison is to the base game, which everyone experiences regardless of platform, why would anyone ever consider mods in that comparison? Of course you can do things that aren't in the game if you change the game. I can also add custom reticles to any game I want, provided I have plastic wrap, tape and a marker, but that doesn't imply they're part of the game.
Nintendo needs to improve this - I wanted the Wii back in 2006/2007 and finally gave up trying to get one retail, and never bought the console.
I'm not a serious gamer, I game casually when I do, but that's a lost sale.
This might not be a bad thing. Plenty of quality software already released that you can obtain cheaply. I skipped the Wii U, but am going to pick one up so that I can actually play Zelda, as well as explore the other games I missed.
Same goes for Mario. Super Mario Wii U is great. Super Mario 3d World is great. Super Mario Galaxy series for Wii runs great on it.
And Mario Maker! Hours of fun.
I hear great things about Spatoon. The Pikmin games are great.
But my kids mainly use it for Minecraft and Mario Maker.
A highly underrated system, imho. Nintendo released some great titles for it.
Other than that I agree with what you said.
Unless you hate these types of backtracking games, of course :).
The way I see it, buying a console already means that you get 'last-gen' or 'lesser-gen' compared to PC. So why not go one generation lower and benefit from tons of titles (reviewed and re-reviewed after things cool down), very cheap prices, (oxford comma!) and not dealing with early-adopter issues.
This is also true for every other media -- we relentlessly rebuild, recycle, and remix old work to create new content. It's a part of being human.
I addressed that before: this simply isn't true for Nintendo games circa 1985-6. At that time, these characters and games were all-new, except perhaps for Mario, and he came from Donkey Kong which only came out a few years earlier. So why were they able to come up with so many original characters all in such a short span of time, which have lasted this long, but they haven't created anything original in the last 10-20 years that even remotely compare? Personally I think it points to some change in our society.
Movies are the same, so maybe you're right there's something different about society's taste these days.
That being said while they recycle the same old franchises year after year, they've constantly got new good franchises (Pikmin, someone else mentioned Splatoon) and interesting mechanics like Mario Galaxy.
Can't hate them too much for finding a niche and sticking to it.
Nintendo games are pretty much unlike games like Assasins Creed, COD or Fifa, where new games offer minor tech and feature bumps.
Zelda is a bit more similar game-to-game, but even then there's massive changes, and Breath of the Wild is pretty unlike any other Zelda game before it.
So if only the characters and some of the core mechanics (like hearts in Zelda) are the same, then is it really milking the franchise to release different games?
As another commenter pointed out, it's not like FIFA/NBA/NHL or CoD where each release is a minor change over the previous.
Nintendo is just the odd one out. I don't know if this is maybe also a cultural difference, but in the case of Nintendo innovation is more focused on gameplay than on characters, universes/world-building, and storyline.
In the light of gameplay innovation, every (major) Mario or Zelda title, among others, is completely different and arguably quite innovative.
Basically, if Halo were a Nintendo title, it would've had a minimal story, repeated over and over, but cross and invent gameplay genres instead of fundamentally remaining a typical (but excellent!) FPS.
With this, you can say that all characters, Zelda included, loosely play a cliche but each story is a new one.
This is how Link also fight in Smash!...
legitimately "new"? sure, for the most part.
however, "something new" isn't always the ends of game development.
If Nintendo just became an elite third party triple a developer for the big boy consoles, I think they would make a killing. They can also make their little gimmicky peripherals for said console. That will satisfy their need to reinvent the user interface every time, and then abandon it shortly after. Without screwing over an entire console generation.
Yes, It'd be nearly identical. The only thing that more horse power could noticeably improve would be the draw distance.
That won't make it anymore fun.
It's great you're having a good time, so don't let anyone say otherwise. I just expect more out of a brand new game console at this point. Especially for $300 + $70 pro controller + $70 games + crummy dock screen scratching issues + desyncing controllers.
The Switch is handheld gaming device.