Responses To Nintendo's Revolution Controller 151
Gamasutra has reactions to last week's Question of the Week, discussing the Nintendo Revolution Controller. While there were a lot of mixed feelings, overall the response seemed to be positive. From the article: " I certainly hope [the controller will be beneficial]. More of the same thinking in terms of developing the future of games can only take us so far. As a lifelong gamer and game developer, I urge everybody in our industry to support the innovation and risks taken by Nintendo on sheer principle. We always lament that there is no creativity and innovation in the games industry anymore. Guys, we have to rally around these initiatives. It brings a tear to my eye that somebody out there in this big brutal word of ROI and risk management still dares to go out on a limb like that to push gaming further. And my mouth waters when I think of designing for such hardware. -Marque Sondergaard, Powerhouse"
Gamecube controllers work on Revolution too. (Score:5, Informative)
Re:Gamecube controllers work on Revolution too. (Score:5, Insightful)
The main question here is 3rd party support. Of course, Nintendo makes awesome 1st party games. They always have. But how many 3rd parties will commit themselves to a console where the primary method of controlling the game just doesn't translate to other consoles? They'll either have to
A) make the game primarily for the Revolution, but with a control scheme that can easily be ported (i.e. doesn't take full advantage of the revolution controller)
B) Make the game primarily for other consoles, and hack together a Rev-controller interface (i.e. doesn't take full advantage of the revolution controller) or
C) Make the game a Revolution exclusive, severely limiting their potential audience, and thus potential sales.
The only way out is for this style of controller to become so wildly popular that other consoles create their own versions of the same control style (possible), or license the tech from Nintendo (not likely).
So while I'll be getting a Revolution next year, I don't really suspect that there will be too many games that take full advantage of its revolutionary controller.
Re:Gamecube controllers work on Revolution too. (Score:5, Informative)
I'm pretty sure the intention is to have the sleeve addon thing work with all games, i.e. they don't have to specifically support the addon. However I could be mistaken.
The Wavebird sleeve was a mock-up (Score:2)
That's great, except that picture of a wavebird sleeve was just a mock-up. Supposedly, Nintendo has said they're going to make something along those lines, but I've never actually seen this mentioned anywhere official, just as rumors.
Also, someone said that Gamecube controllers would work, but I wouldn't be too sure about that. I was under the impression that the Gamecube ports on the top
Re:The Wavebird sleeve was a mock-up (Score:3, Insightful)
It seems to me that in order for them to not work for Revolution games, Nintendo would have had to design the system and expend extra effort with that particular goal in mind. (Such as actively disabling the ports when a non-Gamecube disc is detected in the drive.) This seems to me so completely self-defeating that it's inconceivable as a possibility.
If the ports are there, any software made for the system should be able to acc
Re:Gamecube controllers work on Revolution too. (Score:5, Interesting)
However, look at the DS. Very few developers are saying "Oh, I can't make my touchscreen/dual screen game for the PSP also! Woe is me!" The DS gets a lot of great games.
Now, partially this is due to the fact that the DS has a large marketshare, and to the fact that handhelds are a lot cheaper to develop for, but still the fact remains: platform-exclusivity is not an automatic killer. In fact, for most of the console world's history, titles have been exclusives (was there anything that was on both SNES and Genesis? Or PS1 and Dreamcast?)
So if Nintendo can make enough hardware sales, and can make the platform cheap enough to develop for (signs point to yes on the second one, at least), then they have a shot even without cross-platform games.
Anyway, 3rd parties might be more willing to step up to the plate than you think - EA has already said they're looking forward to using the new controller features in their sports games, and a number of other large publishers have stated support as well. That's not to say they won't back out if things start going downhill, but of course that will be a lot harder once you've started to develop a game around the controller.
Re:Gamecube controllers work on Revolution too. (Score:3, Interesting)
mortal kombat.
and I believe, NBA Jam.
*thinks...*
you gotta remember... until recently, game system programming consisted of mostly (if not entirely) ASM code and the controllers for each system diverged quite a bit.
I mean, you've got the original NES with the A and B buttons, and I think the sega master system had 2 buttons, too... and TG16 had 2 buttons. but the genesis had 3 (and there was the 6 button controller) and the SNES had 6 buttons to start. pro
Re:Gamecube controllers work on Revolution too. (Score:2)
Re:Gamecube controllers work on Revolution too. (Score:2)
For other games? What's really the problem?
Porting Rev -> others
Tilting the remote up/down/left/right can be simulated by an analog stick.
Pointing can be using a visual pointer on the screen.
Tilting counter/clockwise can be done with shoulder buttons.
Moving inside/out can be simulated somehow aswell....
For g
Guaranteeing itself at least a niche (Score:2)
But mainly I think Nintendo is embracing and extending. They've made a controller system that looks like it can support
Re:Gamecube controllers work on Revolution too. (Score:5, Insightful)
I think this question actually needs one more little detail: How much will the Rev cost? The GameCube was/is a/an interesting little machine. It has an impressive list of decent games. The GC also started at $200. Now it's only $100. If Nintendo maintains the low cost scenario, then do the 3rd party titles matter as much?
The point I'm getting at is that Microsoft and Sony are trying to be the market leaders. As a result, they're creating really expensive do-all machines. At least with the current generation, it's a lot easier to own a PS2 and a GameCube than it is to own a PS2 and XBOX. Nintendo isn't the market leader by a wide margin, but they're profitable and accessible. One could buy a GameCube and only end up buying 5 games for it, yet they're stil satisfied.
I cannot ignore that 3rd party support is very important to a lot of people. But if Nintendo holds to their strategy, then they stand a good chance of having a really good system on their hands.
Re:Gamecube controllers work on Revolution too. (Score:2, Interesting)
so...then maybe more people should buy the revolution, then the audience wouldn't be limited.
with a cheaper price than the competition, an innovative controller, and of course the download catalog, and free wireless online, i don't see how the revolution won't gain sales over the gamecube.
xbox 360 and ps3 are just the same games with prettier graphics for a high price filled with marketing garbage
Re:Gamecube controllers work on Revolution too. (Score:1)
Re:Gamecube controllers work on Revolution too. (Score:2, Insightful)
IMO, I really don't think it will be too hard to "hack together" a Rev-controller interface. Think of it this way. Say you have a FPS where on the PS3, you use the right analog stick to "aim"... Would it really be so hard to adapt this control to what's essentially a 2d grid on the screen?
Example, pointed at the middle of the screen is as if you
Re:Gamecube controllers work on Revolution too. (Score:2)
Re:Gamecube controllers work on Revolution too. (Score:2)
Look at how many FPS games are ported between console and PC. Yet the GUI interface of aiming a gun with a thumbstick versus a mouse is very different (much harder one way than the other). But developers manage to work through it. Indeed, one notable advantage of the Revolution controller is it can emulate a mouse well, something the thumbsticks
Re:Gamecube controllers work on Revolution too. (Score:2)
too early (Score:5, Insightful)
Maybe? (Score:3, Interesting)
Re:Maybe? (Score:3, Interesting)
First think about the controller as a mouse pointer. Think about all the games that really sucked to play with a gamepad like strategy games or even RPGs. It's much easier to select an enemy to attack using a mouse/rev-pointer(probably) than scrolling between the targets with the d-pad.
Then think about games where your virtual should be used. For example in a puzzle or quest game,
Re:Maybe? (Score:1)
Someone made a homebrew game somewhat like what you are thinking...
game info [gbadev.org]
screenshot 1 [double.co.nz]
screenshot 2 [double.co.nz]
fake game box [cybereality.com]
Re:Maybe? (Score:1)
Real girls are boring.
Re:Maybe? (Score:1)
Of course it ain't perfect but don't spill my glass 'cause its fuller than your's
Re:Maybe? (Score:2)
But what will happens then, if the games started supporting Keyboard+Mouse input, in addition to gamepads? So you'll pretty much have the PC gaming experience, on a kickass machine, on a big screen and most likely less bugs due to imcompatibity.
Why not go a step further? Microsoft shipping Office XBox and XBox Outlook. It's the perfect lock-in.
Innovation is a Good Thing (Score:5, Insightful)
And as the original article states, you at least have to give Nintendo props for being willing to take risk and try something radical. The game market has been sorely lacking in innovation for a long time, so even though I'm not particularly impressed by Nintendo's newest offering, I still applaud them for being unique.
If you don't like it, don't buy it. However, don't hate on Nintendo because they're doing something new and different. It's that kind of thinking that has kept the gaming industry in the vicious cycle of endless clones and knock-offs that don't offer anything new but a rehashed graphics engine. If this venture becomes successful, it will in turn inspire other companies and publishers to go out on a limb with ground-breaking ideas. As it is, everyone is too afraid to take a big risk on an unproven concept, so we just keep getting fed the same old crap over and over.
Now, all that said, there have always been great games coming out, but in recent years they seem to have been continually dwindling in numbers. Bottom line: innovation is always a good thing. It's what's driven our economy and fueled growth and technological development more than almost anything else.
Re:Innovation is a Good Thing (Score:2, Funny)
Personally I'm "hating on" Nintendo because they're doing something that's been tried for decades and has failed every single time.
Re:Innovation is a Good Thing (Score:3, Funny)
Re:Innovation is a Good Thing (Score:1)
Re:Innovation is a Good Thing (Score:1)
Not really. If you look back all the way to the NES days (yes I'm aware gaming was big before NES, but I wasn't alive and don't know much about it), there was just about the same ratio of innovative to terribly generic games as there is now.
Re:Innovation is a Good Thing (Score:2, Insightful)
Well, that's something of a subjective measurement. Personally, I haven't found more than a half dozen or so games in the last 3 years that I really enjoyed as much as older games. Or maybe it's just that I've become more jaded and cynical. Yeah, that's probably it
One major difference, though, is that "back in the day" (at least with PC games), anybody with some decent programming and graphic design skills (read: sprite drawing) who had an interesting idea could make a fun game. These days, it's much
This straw-man is getting tiresome already (Score:2)
1. They can innovate as much as they like, and kudos to them for innovating. So there. Maybe now we can stop it with the "waah, bad people try to stop inovation" emo act aready. But
2. totally unrelated to that -- in fact _orthogonal_ to that -- an interface can still be good or bad, regardless of whether it's innovative or not.
E.g., the dot-com for example was full of suc
Re:This straw-man is getting tiresome already (Score:2)
If you want to know, here's why (Score:2)
But ok, here's why I don't like it:
1. It looks like it would be uncomfortable after a while.
Think lightguns, for example. They're great as a gimmick, but it's not the kind of thing you'd want to play with for hours. It's the kind of stuff y
Re:If you want to know, here's why (Score:2)
You know, it was starting to look like I was actually getting an intelligent answer from a Nintendo fan, for a change. Or at least capable of following what's written there. And then the above comes. What's wrong with it
Re:If you want to know, here's why (Score:2)
It was starting to look like you might answer intelligently too, but instead you just seized on a single entry of a lengthy multipart response, and tried to work up outrage by misinterpreting a little hyperbole to explain why you'd be emotionally unable to reply.
That pattern is typical of trolls: hammer on the worst or weakest part of a reply, so you can pretend the effective and valid parts never even ex
Re:If you want to know, here's why (Score:3, Insightful)
Let me comment on his first complaint, a prediction that it will painful to use for long times, as lightguns are.
1. If true, some customers would consider that an advantage. Many Nintendo buyers will be parents of children, and they'd enjoy knowing there's a natural limit to how long gameplay will last.
2. To some extent, it's already true with existing Nintendo controllers. I've probably
As long as... (Score:2, Redundant)
Re:As long as... (Score:1)
Re:As long as... (Score:1)
If you take the movement of the remote directly into the game for the movement of the sword you can just flail the remote around wildly and kill and block everything coming at you before it gets a chance.
If you put a delay on the sword in game to only allow you to move it so many times per second then you have a big feeling of disconnection from the sword in game and you get frustrat
Re:As long as... (Score:2)
Think of sparring with a wiffle ball bat. It basically has no mass, so you can flail it just as fast as a bladeless controller. Are you guaranteed to win if you just flail it at a skilled opponent, or are they just going to knock your bat aside and smack you in the head?
Sure, you're not going to have the realistic feeling of mass in a swordfighting game, but if the game is properly desig
Re:As long as... (Score:2)
Re:As long as... (Score:1)
I fence. Not the fencing that is on the Olympics, or the USFA or FIE or any of it, but Classical and Historical fencing, fencing as a martial art. And with over six years of dedication to the Art, more than four of which have been spent studying the two-handed sword, I can assure you that flailing about is useless. You might get lucky, onc
Re:As long as... (Score:1)
The games ability to learn is a gradual process, in most game the AI doesn't learn your styl
Re:As long as... (Score:2)
That kind of fencing would be more applicable to video-game analysis, since the constricted movement and limited legal strike points are closer to the experience of looking at an enemy on a TV screen that occupies a small percentage of the viewer's FOV.
Plus, a foil only weighs about as much as a nintendo controller, while a bastard sword is what- 30 times as heavy? If the controller is light, it will be best to start with games that in
Re:As long as... (Score:2)
Re:As long as... (Score:2)
A Silly Question (Score:5, Interesting)
Not enough buttons (Score:2)
That said, if the technology isn't prohibitively expensive for 3rd party controller makers, I wouldn't be surprised to see a universal one from someone.
It would be nice if they'd put a clock on the front of the thing. My DVD player doesn't have one and my VCR is in the closet. Of course it would just flash 1
Re:Not enough buttons (Score:2)
My Philips VCR (that just died coincidentally) would automatically set the time based on the local PBS station. I haven't had a VCR that flashed 12:00 for about 8 years. Is this really a problem anymore? Or is it one of those things like the record scratch sound that people use to indicate a screw up?
Re:Not enough buttons (Score:2)
Like A Hotel Remote (Score:2)
Re:A Silly Question (Score:1)
Apparently, the average non-gamer is afraid of today's game controllers with 8 to 10 buttons because they are too complicated, but that same person is fine with using a TV remote with well over 30 buttons.
Re:A Silly Question (Score:1)
Re:A Silly Question (Score:1)
Re:A Silly Question (Score:2)
Seriously, I do hope that Nintendo puts in some global configurable setting so that the function of the power button can be changed to not instantly turn off with a little tap. Put up a "Sure you want to quit?" dialog or something. This would particularly be a problem on vigorous party-games like Smash Bros Revolution, where one kid could cancel the game for the other three. (Like a much worse version to what happens today when one player accidently pauses the ot
Re:A Silly Question (Score:1)
Loosing buttons for more complicated games (Score:1)
Re:Loosing buttons for more complicated games (Score:2)
Re:Loosing buttons for more complicated games (Score:1)
Okay, it's silly, but I'd play the game, and I hate sports games.
Re:Loosing buttons for more complicated games (Score:5, Insightful)
You're too caught up in the current controller mindset. The revolution controller is giving up some of the detailed control that buttons provide, and replacing it with the detailed control of a mouse, plus a third dimension. I think this is a pretty decent trade off, and hopefully a lot of developers will agree.
If you took away video games and my computer, I'd pretty quickly find that very few of the things I interact with day to day involve that many buttons. If the revolution lives up to its potential, i don't think I'll be missing X, Y, L, or R very much.
Re:Loosing buttons for more complicated games (Score:2)
Steel Battalion? (Score:3, Funny)
Right, I use that to play Tekken ALL the time!
Re:Loosing buttons for more complicated games (Score:2)
Fighting games and shmups are meant to be played on an arcade stick. Not on a
Re:Loosing buttons for more complicated games (Score:2)
Re:Loosing buttons for more complicated games (Score:1)
From what I have seen right now there are 3 controller peripherals coming out. The
Re:Loosing buttons for more complicated games (Score:1)
Re:Loosing buttons for more complicated games (Score:1)
Re:Loosing buttons for more complicated games (Score:2)
Re:Loosing buttons for more complicated games (Score:1)
inertia (Score:2)
Re:inertia (Score:2)
1. Buy yourself a nice Scottish Claymore [museumreplicas.com]
2. Tape Revolution controller to the hilt.
3. Realism!
4. Strenuous upper-body workout.
5. Impale your TV fighting Gannon.
Re:inertia (Score:2)
Re:Remote Control (Score:2, Insightful)
Re:Remote Control (Score:2)
Just look at the dudes comment history.
Re:Remote Control (Score:2)
Re:Remote Control (Score:2)
Don't think of it as a light gun. Think of it as an analog stick. Want to look up? Tilt up. Want to look left? Tilt left. You're not aiming. It's just an analog stick.
Re:Remote Control (Score:2)
With a keyboard and mouse, your desk surface stabilzes the input interfaces minimizing the jerking effect. How will the revolution controller stabilize you pushing a button on the
Re:Remote Control (Score:2)
Huh? You have the same window of motion that an analog stick has. You're just using your wrist rather than a fingertip. It's the same as a mouse, and I'd imagine you can adjust the sensitivity, but I doubt you'd need to.
I push and nothing is stabilizing the controller but my one hand.
Your hand is stabilizing it, and your fingers are pushing the buttons. That should be fine.
I dunno. I can point a mouse and click it without moving pretty
Dude, I play Ivy (Score:2)
Re:Remote Control (Score:1)
Re:Remote Control (Score:2, Funny)
A very accurate comment on the form of the thing, while compleatly ignorring the function of the device. Pretty insightful there.
Re:Remote Control (Score:2)
Come on, we're gamers, not old people. Anyone who is going to pick it up and play with it will either be a grandparent, or a parent, and th
Re:Remote Control (Score:3, Insightful)
You demand hardcore stick-tilting, combo-memorizing, button-mashing game controls? Buy an XBox 360.
Re:Remote Control (Score:2)
The people kvetching about the Revolution controller and how it will discourage third-party development and reduce the number of gam
Re:Remote Control (Score:2)
My older brother is certainly not a gamer but then he and his wife bought a DDR pad and game and they really enjoy it. The rev is intended to this audience. Those who like fun things, but don't want the shock of complex games.
But on the other hand, they are coming out with Metroid Prime 3 and other "deep" games, fo
Re:Remote Control (Score:2)
It's important to notice there are many types of gamers, varying both in time spent playing and which games appeal to them.
On one side you have those who play games once in a while ("casual gamers") vs those who are in-the-know, play a lot and knows what's happening in the game world.
On a different angle, you have those that mainly like sports games (i.e "the madden crowd") vs those who prefer "deeper" games (i.
Re:Remote Control (Score:2)
All I'm saying is that they're self-admitedly dumbing down their hardware, and catering to a crowd who won't buy the system. Sure, you want a console that won't cost much, that'll give you cool, pick up and play kinds of games. Don't we all? You think I have time to game 'hardcore'? All I really wan
Re:Remote Control (Score:2)
Nintendo aren't that stupid, sure it will, where it's reasonable.
Lets iterate an FPS:
Analog for strafes
Pointer for aim
A button to jump
B button to shoot
Changing weapons can be done by the d-pad or by selecting items on screen.
2 more action buttons on the nunchuck.
SELECT/START for a toggle/map/data screen
Any more? Maybe some prone/crouch button, can be cramped into the d-pad.
Lets iterate an RPG (Square style if you may):
Re:Remote Control (Score:4, Insightful)
He makes a good point that people continuously want a new experience. The revolution controller as a step in the right direction by bringing gamers closer to real interactivity, which is the entire reason and purpose of video games in the first place.
Re:Remote Control (Score:1)
Without bringing the Revolution controller into this at all, what you just said, quite frankly, is moronic.
Naili
Re:That's silly (Score:1)
Yes, I'm not sure why you bothered replying either.
Re:Remote Control (Score:5, Funny)
"Ooooh! A banana-rang, how innovative!"
or on the X360 controller:
"Ooooh! It's white and um... ugly!!!!!!!!!!!!!!!!!!! (and huge)"
Looks aren't everything, and no offence, didn't your mom tell you that?
Re:Remote Control (Score:2)
Re:Remote Control (Score:2)
(So we can all point and laugh!)
Re:Gamasutra?? (Score:1)
Re:Shut up you 14 years old... you 14 years old.. (Score:3, Funny)
Begging the question, eh? (Score:1)
I've taken the liberty of highlighting a word there. That's the whole crux of the problem. That little "if".
"How much will it cost? How much would your mother pay for hours of entertainment? A tip, that trip to Florida probably costed 5x more than a Revolution and its controller."
Again, it's begging the
Re:Begging the question, eh? (Score:2)
The goal is just entirely different. You can't even compare it to some practical device.
Well, yes, that's in fact the whole point (Score:2)
Yep, even if it's a console. One of the things that keept getting mentioned by Nintendo fans about Mario 64 for example was that the controls were just right. One of the things criticized about the XBox was that the original controller was too big to be comfortable.
In games themselves, we've moved from joysticks to gamepads, because Nintendo
Re:big problems here (Score:2)