Nintendo's WiiU: Touchscreen, coming 2012
arstechnica.com
arstechnica.com
Nintendo just needs to make a phone. A Nintendo DS with a cellular antenna that's free after carrier rebates. How could that not work? Every kid would get it. A lot of adults, too. If you really wanted an iPhone or Android, you could just buy a normal Nintendo DS. There's so much opportunity there, it's baffling. Even if all it did was play Mario and have the same features as a flip phone it would sell.
http://www.develop-online.net/news/37379/Nintendo-3DS-isnt-a...
1998- iMac; 2001- OSX/iPod; 2003/4- iTunes; 2007- iPhone; 2010- iPad; 2013 ?????
HN tends to be kinda rough on technical inaccuracy.
So far, the only device (that I'm aware of) from Apple that had a wait between the product launch and the sdk launch was the original iphone. Everything else, as far as I know, had an sdk launched way before the product was launched.
As for your downvotes: I'm sorry, but as has been stated previously, we value technical accuracy.
The previous gen AppleTV is still running the equivalent of MacOS X 10.4, so hopefully the new one won't get the same neglect.
I'm thinking that at most they'd work with other large content providers (Hulu, etc. in addition to Netflix), or will push Airplay + other devices as solutions on the AppleTV.
http://benjamin-meyer.blogspot.com/2011/03/tablet-tv-games.h...
I was really hoping Nintendo would jump at the Android possibilities that were opening up, but it was Sony who went and did the right thing...
There's no wonder that they want to innovate the hardware, because the games remain the same. Zelda almost feels like the Lorem Ipsum and Hello World of Nintendo, when they want to demo their new platforms.
And I think they just announced an HD-cum-3D version of Zelda: The Ocarina of Time. Jeez.
While it does seem that they are rehashing old IP (and I agree that they are) they also have a slight incentive to push out permutations of their successful franchises here in the next few years.
Too bad this won't be out for Christmas or I'd be getting one this year.
Nintendo, being a game company, keeps the console as the focus, and has the controller as the accessory.
Apple, a device company, has the smarts in the controller, and AppleTV is the accessory.
Also, how does the 3DS fit in the equation? If the WiiU controller works for standalone gaming, it could compete against the 3DS.
"Please understand that it was not designed to be a portable video game machine," Nintendo President Saturo Iwata explained.
Looks like it won't compete against the 3DS.
By the time they launch this, Microsoft will be announcing new firmware for Kinect with even more extreme fidelity than they have now, and Sony will start hyping their next console.
Add to that the lackluster sales of the (gimmicky, low battery life) 3DS, and I'd say Nintendo just jumped on the fail whale.
Most of Nintendo's previous controllers have been quite comfortable and ergonomic compared to their competitors.
That said, the WiiU does look kinda awkward.
The console itself is fairly decent for it's size, it would be interesting to see whether long-term hardware issues will arise out of shrinking down such high-performance components. All of the tech demos seem very smoke-and-mirrors at this stage; when the Wii was revealed there were real demos with playable games that people could pick up and enjoy. Overall the hardware feels current-gen, and with MS and Sony already planning their next consoles, it won't be long until Nintendo is again at the back of the hardware rankings. No media playback seems like a bit of an oversight; it uses a proprietary disk format, and there is no mention of media playback, except Youtube integration. Seems it will follow the same path as the Wii did with DVD/media playback.
The controller seems strange; you can use it in several different ways, but it seems to be optimized to a tablet-type usage scenario. The placement of the shoulder buttons seems very awkward with the size and shape of the controller. As i said, it just looks like they've tried to incorporate everything including the kitchen sink at the last minute, with no _real_ use-cases or target applications.
In the end the biggest disappointment for me is that Nintendo hasn't addressed the areas it admitted it failed with the Wii. Not so long ago they said they knew they had failed to engage developers on the same level as MS and Sony, and they had failed to create a healthy online ecosystem. Their announcements at E3 haven't addressed either of these failures, so I can only assume that they are still working on a solution, or they are going to continue with the same strategies that they have used in the past.
By just releasing low cost hardware and iterating the same franchises, they are making a killing without having to barely anything. As long as people are willing to open up their wallets, there's no reason to change.
For every use case given for the auxiliary screen, I'd ask, could it have been done on the Dreamcast (even if not quite as well), and if so, why didn't it work there and why will it work on the WiiU? Merely saying "now it's in color" really isn't good enough, I think.
I can generate hypothetical uses as much as the next guy ("call plays in sports games!" "multiplayer shooters!" "rear-view windows!"), but once I tone down the excitement (easy after years of practice) and really think about the pragmatic issues of trying to use this auxiliary screen, I'm not actually coming up with many situations in which the auxiliary screen is the best solution, which is the real criterion to measure uses of it by, as opposed to a solution. Play calling works, but that's an awfully elaborate screen for such a use case. Rear-view displays don't work at all. Locally multiplayer shooters are OK, but what will the main screen be doing?
An example in the current generation: Light gun games are best with motion controllers (haven't tried Move but assume it will be at least as good as the Wii), because that game style really uses the controls, a two-dimensional high-speed directional input system that can harness muscle memory; with only a little practice I can flick reliably from one side of the screen to another and it isn't long before there is no longer any barrier between where I am thinking the reticle should be, and where my muscles are putting it. I have never had such fun with this genre as I have on the Wii. Motion controls are not merely a solution, but are the best solution, beating out even "badly-calibrated arcade gun without on-screen reticle". Whereas "wiggle the stick to attack" is not an argument in favor of motion controls, because while it is a solution, it is not the best solution, and the Wii's reputation has suffered from the number of games that have tacked this on so they can claim "motion control". Motion control as a whole has had a big problem with being a solution instead of the best solution. Given the price of the screen here, both in dollars and in controller comfort, I don't see it being the best solution to enough problems to make it worth it.
(Opinion calibration: I was actually up on the Wii, precisely because motion control really did open a lot of things up, and I consider it still underused. Unfortunately, sophisticated uses rapidly become very complicated AI problems to try to figure out what it is you actually meant. I'm also at least modestly up on the 3DS' long term potential, but it's going to take probably 2 full game generations before the developers themselves get over seeing it as a gimmick and start "truly" developing for it. I don't consider myself a reflexive naysayer. I really do think this isn't very likely to turn out to be useful for games, though. But I could be wrong; this could be the iPad of the space. Who knows.)
I do, however, agree with your skepticism -- I don't think it will be used to it's full (or proper) effect. Business concerns and the failure of imagination on the part of game developers will probably relegate this extra control mechanism to same fate as wiggle-attacks.
The Zelda mock-up seems like a clear win to me: the controller has the full item menu, and you could just tap the items you want to equip. Yeah, there would be a context switch to look at and manipulate the screen on the controller, but the same is true for using a pause-based menu. The difference here is that the main screen remains unchanged. I think that incurs less of a cognitive context switch.
http://en.wikipedia.org/wiki/VMU
I think that good examples of the DS screen usage points the way forward - maps, item screens etc. Not forcing the player to enter into different 'modes' on the main screen.
You cannot swing this U-controller to play tennis. It does not lend itself to swinging. I guess it is tuned to a different set of games. I saw a golf demo where the ball was visible on the controller and the greens were on the tv (they were paired). With the controller on the floor, the person swung while standing near the controller. The ball disappeared from the controller screen and ended up on the tv screen. A very complicated/contrived demo (with an expensive controller on the floor). Gone was the simplicity.
I think you are hugely underestimating the difference in possible use cases between the Dreamcast's 32 x 48 pixel, black and white, non-backlit, non-touchscreen display and the Wii U's 6.2" HD color motion-sensing touchscreen. It's like saying a PS3 offers no new gameplay possibilities over an Atari 2600. This controller is not only the "best solution" to many existing gaming situations (menus in RPGs, play-calling in sports games), it makes new inventive gameplay styles possible. For example, it can be attached to the "Wii U zapper"[1] to make something very similar to this guy's clever hack, "The GameGun": http://www.youtube.com/user/TheRedneckTechie . A photographic exploration game (think Pokemon Snap for N64) would work very well with this as you could use the controller's screen as a camera viewfinder. The screen also allows you to continue playing when someone else wants to use the television.
"Locally multiplayer shooters are OK, but what will the main screen be doing"
One player will be using the main screen with a Wii remote or classic controller, and the other will be using the new controller, facing away from the screen, with headphones on (The controller has a headphone jack). As I understand it the Wii U only supports one of these controller/screens at a time. Being included with the system, the price is a non-issue (Until it has to be replaced of course).
1: http://www.blogcdn.com/www.engadget.com/media/2011/06/nin12....
I would agree, if I had not just spent the rest of my argument making points that apply equally to both screens. If anything the Dreamcast screen by virtue of being simpler is easier to acquire. Use cases don't matter if the entire idea of a screen in your hands is fundamentally unusable, a violation of Fitt's law suitably modified.
Also, broadly speaking, the further you have to reach for a suitable use of the controller, the more likely it is not to really work. Again, I've seen craploads of innovative ideas like that, and they look a lot more interesting in your imagination or YouTube videos (where details like "being fun for more than 30 seconds" can be easily glossed over) than they do in real life .
"The screen also allows you to continue playing when someone else wants to use the television."
This, by the way, is a really stupid use case in 2011, at least in the US. For the same reason that screens are cheap enough to put in your controller in the first place, screen contention is already not a very significant problem and over the lifespan of the console will effectively go away. When it would have been helpful was when we were all fighting over the family 26" tube TV. The fact that this is even used as justification is another smell to me that this isn't really that great an idea, if that's in the list of "best arguments".
It is funny to see Nintendo appearing to go back to conventional controls having lured Microsoft and Sony into the gimmick gesture control tarpit.
How does this connect to a tv?