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New Genres For The Revolution
Posted by
Zonk
on Wed Feb 15, 2006 05:56 PM
from the making-waves dept.
from the making-waves dept.
Last week's Gamasutra question of the week dealt with the possibility of new genres for Nintendo's Revolution system. Some interesting answers from the industry, as always. From the article: "I would say the interesting part is not what new genres will come about, but how most existing genres will be transformed by this. For example, fighting games will no longer have to be about special moves and combos when you can simply put one controller in each hand and start punching and blocking like in real life (maybe strap one on a leg to kick). "
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Combos (Score:2, Interesting)
Re:Combos (Score:2, Funny)
Hell, it could even teach players basic martial arts moves with the heel and wrist controller ($49.99 additional) where you have to fight by doing the actual moves (roughly).
OTOH this could be quite dangerous unsupervised
Re:Combos (Score:5, Funny)
Even if they're mutant turtles?
Parent
Re:Combos (Score:5, Insightful)
Parent
Brainwaves... (Score:4, Funny)
OTOH, i could see the warning on the packages:
Parent
Re:Combos (Score:4, Interesting)
Agreed. And if you're allowed to match it up so that one person "moves" to execute their moves, while the other just pushes buttons....the one who's just pushing buttons will have a HUGE advantage because of the speed with which they can push them. That's why I've always preferred the PS2's joystick for Gran Turismo as opposed to the racing wheel....I can simply execute my moves quicker with the buttons than having to turn the whole wheel, etc.
Parent
*rolls eyes* (Score:5, Interesting)
Parent
Re:*rolls eyes* (Score:3, Insightful)
Re:*rolls eyes* (Score:3, Informative)
Re:*rolls eyes* (Score:2)
And, considering probably about 50% of all the multiplayer gaming over the course of my life has been Smash Brothers, I've probably have played enough to see someone do it if it were effective.
Re:*rolls eyes* (Score:2)
Stuart
Re:*rolls eyes* (Score:3, Interesting)
I just wish they would remake it with better graphics.
Re:Combos (Score:2)
Yeah but from the looks of things...
you can simply put one controller in each hand and start punching and blocking like in real life (maybe strap one on a leg to kick).
It wont be the person with the better memory that wins, but the one with the most controllers
Re:Combos (Score:5, Funny)
Please don't tell me what appenges you are thinking about, I just don't want to know
Parent
Re:Combos (Score:2)
Nothing new... (Score:3, Insightful)
Re:Nothing new... (Score:4, Insightful)
For instance, Electroplankton was preceded by over 20 years, by things like this [llamasoft.co.uk], and this [llamasoft.co.uk], and this [llamasoft.co.uk], and this [llamasoft.co.uk] - and those are just by one guy, and those are just the ones I know about. Jeff Minter can't have been the only guy making this sort of thing, there's probably been a pile of them in academia too.
As for the virtual pets, ignoring Tamagotchi and whatnot there have been virtual dogs and more imaginative [wikipedia.org] or more prosaic [wikipedia.org] electronic companions for a while too - Little Computer People came out over 20 years ago as well.
Nintendo may popularise many things, but don't make the mistake of thinking they come up with them all...
Parent
Re:Nothing new... (Score:2)
For the fatties (Score:2, Insightful)
Oh Joy! (Score:3, Funny)
So what's next? I think Simpson's nailed it!
Bart: I want to go to the Yard Work Simulator.
Marge: But when I ask you to do yard work... *sigh*
Will I have to argue with my co-worker to get them away from their "Work Simulator"?
How does this work? (Score:2)
How does it detect angle and position?
Is it ultra-sonic tracking?
One of the main reasons I don't like to play FPSs on the consoles is because the PC with mouse is far superior control. This new controller might change that. Although it is hard to envision this hand-held device being used to aim as well as for "mouselook". Hmm.
Interesting.
Re:How does this work? (Score:4, Informative)
1. The controller is supposed to contain a gyroscopic sensor, like the one found in WarioWare Twisted. It may control more than one, since it's supposed to be able to detect pitch and yaw as well.
2. The console is supposed to come with sensors to place on the TV, so those can be used to not only figure out how large the screen is (useful in figuring out where on the screen the controller is pointed) but also distance through triangulation. That may be done with infrared or RF.
Parent
Re:How does this work? (Score:2)
You can look at it two ways:
1) Spacial sensor positioned near the center of gravity for the remote. Two gyroscopes measure pitch and yaw, respectively.
2) Four spacial sensors are on (or near) the four corners of the controller, one per corner. Their position relative to the sensors connected to the cube tell its spacial position, and their position relative to each other tell the pitch/yaw.
However, I think that
Re:How does this work? (Score:2)
Wondering if the Revolution will actually use these, since the sensor in WarioWare Twisted is rather limited. It can only detect relative movment, not absolute and it is very easy to decalibrate it, not much an issue when you play the normal game modes, but if you play the same game (one that involves rotating
Re:How does this work? (Score:2)
Re:How does this work? (Score:5, Interesting)
This page [ign.com] specifically says "[The controller] interacts with a sensor bar placed above, below, or near televisions. The bar contains two sensors that communicate with the controller using Bluetooth technology."
Parent
Re:How does this work? (Score:2)
This is a sentiment I hear a lot among PC FPS enthusiasts. As a former PC FPS player turned console FPS player, I'd say the big difference in mindset that most PC FPS players can't wrap their mind around is what does "far superior control" mean? Is bei
Re:How does this work? (Score:3, Interesting)
Let's not forget that in mouse-controlled FPSs, aiming and mouselook are one and the same thing. You are quite right in pointing out that this wouldn't work with the revolution controller. There will be an accessory you attach to the primary controller with a short cable; it will have a joystick that lets your turn around. Thus, you lose the mouse's advantage of being able to aim precisely (which is irrelev
Combos with the body (warning: may cause nausea) (Score:4, Funny)
With our luck, we'll have the kids doing the Mighty Morphin' power rangers coreographic routines to activate the combos..
Huh (move) hah (move) hah (move) hoh!
(eew)
Re:Combos with the body (warning: may cause nausea (Score:2)
If they included a mic in the revolution you could easily pull off a decent Kamen rider game (where you'd pose and shout henshin to transform) or use it to call on various armourments and allies
Permission to Think Freely (Score:5, Insightful)
If conventional wisdom is correct, creativity in large game development studios is hampered by publishers' requirements: bring about a return on their investments by recreating past successes. (This means sequels and titles that stick closely to existing genres.) The smallest developers often follow a similar path: they want to start turning a profit so that they can actually eat lunch once in a while. So, they (the ones who are supposed to be doing all the innovating!) tend to stick to tried-and-true themes as well. Just look at all the Match 3 games out there.
Perhaps the Revolution's controller, simply by being completely nutty [google.com], is going to give larger development studios the impetus to ask what crazy things they can do with it? Publishers will not only allow this approach, but demand it. Their press releases will be filled with all the newfangled things a particular title will do with the controller.
Maybe.
I do lament the fact that, out of the Big Three [wikipedia.org], the platform that seems to court indies the most [xbox.com] is the one that has received such a lukewarm reception [xbox.com]. If Nintendo opened things up similarly, I'd love to be able to develop games for use with the Revolution controller.
But maybe that's just the lazy me talking. When I think about it, there's probably plenty of innovation we can pull out of the keyboard and the mouse.
Interactive Exercise Videos and Dancing (Score:3, Insightful)
-Anonymous
This was what I was thinking, in addition to the other standards (light sabers, wands, avatars):
Karate games (with pads on elbows, gloves on hands) - controller in dominant hand;
Dance games (similar);
Rave games - at first, like dance games, later it will interact with external lighting pods and change the music itself (feedback loops), and multiple players will make it behave differently - in advanced forms it will be used for online parties, dance competitions, and mini-raves for teens;
Karaoke games - the controller will have a voice mike expansion for this, and as you move it and press buttons, different karaoke effects will kick in - again, will borrow concepts from Rave games above - really annoying if you have bad singers, of course, and likely to show up on Police Blotters;
Inevitable FPS variants - Be The Cop, Be The Grunt, Be The Spy, Be The Warrior, Be The Gerbil, whatever. But more fun than the ones they crank out now
Online games like Sims 3: The Revolution where people literally interact with the game - also at home versions.
Now with realistic police brutality action (Score:2)
Oh yeah, i'm going to love all the inevitable news stories that will crop up after the first one of those that lets you pull over the perp and then switch the controller over to "club mode."
your examples (Score:2)
...a Richard Gere simulator?
One such new genre is... (Score:2)
John Madden is booked to be the announcer in a series that will surely take the market by storm.
A little bit of imagination is needed... (Score:5, Interesting)
Multiple Controllers per player the REAL revolutio (Score:5, Insightful)
However, this also illustrates the biggest challenge to be faced by Revo developers, IMHO. In all current games, your characters have canned animations to represent your moves. You press the A-button or whatever, and the sword swipe animation playes. It's pre-rendered, beginning to end. Revo games will have to do realtime skeletal animation, so that you can begin swiping your sword, check it mid-stroke, and block with your shield. If you use physical movement to trigger canned animations, it will feel surreal, and you'll quickly give it up because it won't be responsive. You'll start to swipe your sword, and the game won't respond for
In my opinion, this is a good thing. For *years* what we've needed is better physical modelling, not better graphics. Better physics and better AI are really the key to better gaming. Graphics have been mostly "good enough" for 5 years, while physics and AI have only changed marginally since 3D games became ubiquitous. AI's a tougher nut to crack, but we have to have physics to make our virtual worlds interactive. So hopefully developers will target the older demographic that Nintendo is after. They don't really give a rip about better graphics (to a point), but make the controlls unresponsive, the physical simulation overly simplistic, or otherwise make the experience jarring, and you'll lose them in 5 minutes flat, never to return. Win them over, though, and I think you'll have a license to print money.
If anybody has the guts to try something really radical, there are interesting times ahead. We shall see...
Controller changed (Score:3, Informative)
- original: http://things.wordherders.net/archives/revolution
- article: http://www.gamasutra.com/features/20060215/rev-co
This leads me to believe that Nintendo is still tweaking the controller and that we may see some more changes in the final version.
Re:Controller changed (Score:2, Insightful)
New genres won't survive without arcade publicity. (Score:2)
I still don't think people get this controller (Score:2)
Swinging the controller for ball and raquet sports is not going to to work, because you have no reference point for the ball. I play table tennis, and I'm pretty good at it for an American. I have played an arcade table tennis game where you swing plastic raquets to hit the ball on screen, and it was unplayable. Why? There was no ball to hit. It ends up a
Awesome. (Score:2, Funny)
Break away from "genre's" (Score:3, Insightful)
Moreso than trying to apply old stale bystanders to a radically new device, try thinking outside the box and go in new paths. We've all played enough Fighters, Sports, RPG's, etc. Let's actually move in new directions and get back to the single genre: FUN.
Re:Fighting games? (Score:3, Insightful)
Re:Fighting games? (Score:3, Interesting)
NES was second to the Sega Master System, this is true.
The SNES was the most powerful system durring the 16 bit era. Excluding exotic choices like the Neo-Geo. It's rivals were the Genesis which has a higher clock speed, but was nowhere near as capable, and the Turbo Grafix 16, which IIRC was an 8 Bit system with a 16 bit graphics coprocessor (or some such trickery).
The 32 Bit era, Nin
Re:Fighting games? (Score:2)
Whoa! Theres a third handheld out there? I thought I was just the Sony PSP vs the Nintendo DS and GBA. I'm pretty sure the Ngage has fallen off the charts already.
Re:Fighting games (Score:5, Funny)
Parent
Re:Fighting games (Score:4, Funny)
Parent
Re:Wait, wait, wait... (Score:2)
If you were going to do a button that could be used both as "Z" in the Revolution mode and as L/R in SNES mode, you'd need it to be a rocker switch or something, so that it could be pushed down on either side of the angle.
Adding the SNES standard ABXY buttons, though, would be cool.
Re:Wait, wait, wait... (Score:2)
Try imagining your index fingers fitting under the controller, and it doesn't work - the L / R buttons should be on the outer curve, closer to the edge. Otherwise, you'd be pushing into the controller, towards it's center.
Seriously, try putting your hands in that position, you'll see that it's not very comfortable or easy to extend the index finger rather than pushing it "down".