Details on Nintendo's Original Downloadable Content 138
HaymarketRiot writes "N'Gai Croal from Newsweek has given us a broad outline of Nintendo's plans for downloadable original content. To be called 'WiiWare', the company will be selling these all-new games via the Wii's Virtual Store for Wii points. Not only are they looking to big-name developers for these titles, but small garage-style shops as well. 'Shorter, original, more creative games from small teams with big ideas; these are the buzzwords that you'll be hearing from Nintendo when its Wednesday announcement goes wide. Fils-Aime told us that while Nintendo, as the retailer, would itself determine the appropriate pricing for each game on a per-title bases, the games themselves would not be vetted by Nintendo. Instead, Nintendo would only check the games for bugs and compatibility, with developers and publishers responsible for securing [a rating lower than AO with the ESRB].' For more, N'Gai has an interview with Reggie Fils-Aime on the subject. Unfortunately, we won't be seeing a finished product until 2008."
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Actually, it seems Nintendo still does QC for these games.
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People like quality control. Hopefully Nintendo will maintain some sort of minimum standards, was, I think, the point being made. I imagine they will, though.
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Nintendo: No
Read the rest here [computeran...ogames.com].
I think it makes more sense for them to allow loading games from the SD card, but they shot that down too. I'd rather not have a bulky drive hanging off the back of my Wii. Kinda ruins the small form factor idea. And the fact that there is a nearly useless SD card slot in the Wii, that just annoys me. There's no reason it couldn't load a tiny ROM from the SD card, eve
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Indies? (Score:1)
Maybe the author has a minimum article length? (Score:4, Informative)
So, the same thing that Microsoft and Sony are already doing? Why's it so hush-hush then? Wouldn't they want to tell people ASAP that they're not missing the boat?
Article summary: Wii games for download next year, actual article content with interview next week. The rest is fluff.
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I'm kidding, but it is kind of funny, especially considering how many people (Slashdotters in particular) are so keen on talking about how non-innovative Microsoft is, and how the Xbox and Xbox 360 didn't introduce anything new or worthwhile to the table.
Re:Maybe the author has a minimum article length? (Score:4, Insightful)
Re:Maybe the author has a minimum article length? (Score:5, Insightful)
All that being said, MS tends to miss the mark with new products far more often than they really get it right, so skepticism isn't necessarily a bad thing. But it doesn't seem that the majority of the
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The general rule with Microsoft is: Hardware good, software (mostly) bad.
Microsoft keyboards and mouses are very nice. Micros
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Even if you forget the fact that the 360 has abhorrent reliability, this is a company that can't make a decent fucking mouse.
In fact, I'd venture to say that software is the only reason anyone would ever buy a 360.
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And now the pointless anecdote which also isn't actual data:
My launch 360 hasn't had a single problem since I bought it, and I exercise it at least 10 hours a week. My launch original Xbox also hasn't had a single problem, and I played it about the same amount over its entire lifetime. I s
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That is what I look it, because the media is their meat and potatoes. They should be doing whatever they can to get working units to those who comment on and review games for their systems.
Major gaming sites have been reporting that their own
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1) For any product that is capable of breaking down and sells in the millions, statistically you're going to have X number of people who have numerous failures. Without knowing if that X is one customer, or 5% of customers, you can't draw any rational conclusion. That's true no matter how famous the individual whose console failed is. (Personally, I've never heard of him.)
2) Y
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What are the odds that the 360 failures are all M$ (Score:2)
Re:What are the odds that the 360 failures are all (Score:2)
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There are people who are on their twel
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MS has a large number of projects under its umbrella and the people who do the actual work on these will have different performance levels. Of course general company policies can hold back s
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Well.. not 'always'. Just before launch, the 360 was a big joke on Slashdot. When the name was announced, there were jokes about Microsoft spinning in circles. When the machine was launched and demand exceeded supply, lots of complaints were made that Microsoft was doing that on purpose. ("We'll make more money by having less units available for sale!") There were complaints about the different SKUs and the lack of a ha
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Really, I think what MS did with the 360 is what Sony should've done with the PS3. Incr
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At least we can all proudly say that none of us engaged in such childishness when Nintendo announced the name Wii.
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Ok, that covers Xbox Live Arcade, which is about a third of Xbox Live.
Either way, the difference between what Nintendo is doing and what Sony and Microsoft are doing is that Nintendo encourages indies, provides a cheap dev kit, and will do QC for them. Not sure what Microsoft is doing, exactly, but Sony doesn't seem to go as far.
Microsoft:
1) Encourages indies. http://msdn2.microsoft.com/en-us/xna/aa937785.aspx [microsoft.com]
2) Provides a *free* dev kit. (Requi
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Game downloading existed as far back as the Megadrive/Genesis.
Ok, that covers Xbox Live Arcade, which is about a third of Xbox Live.
...as well as the subject of the /. article.
I know you probably hate Microsoft with the fiery passion of a thousand suns, but seriously, do at least a teeny bit of research before writing a post like this so I don't have to waste my time correcting it, k?
I said I was "not sure what Microsoft is doing, exactly." So thanks for clearing it up.
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You said that, then immediately assumed that Microsoft was doing nothing. Look at the previous sentence:
Either way, the difference between what Nintendo is doing and what Sony and Microsoft are doing is that Nintendo encourages indies, provides a cheap dev kit, and will do QC for them. Not sure what Microsoft is doing, exactly, but Sony doesn't seem to go as far.
That's like me saying, "unlike Dodge, Ford and Chevy don't d
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1) Universal voice chat, including the ability to send voice messages to friends who are offline, to attach voice messages to game invites, etc. If you like, you can use Xbox Live as an IP phone.
2) Player feedback system which lets you mark a player as a griefer in only a few button p
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If the $50 fee was to keep griefers away from the system, then it would be a one time fee. But it's not. It's an annual fee. An annual fee that is clearly intended to "guarantee" the $150+ of attached revenue they need to generate to make a profit on the system.
They're not charging to keep the quality of the service up. They're charging to make money.
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Thing is they are charging quite a bit, $50 might not sound much, but assuming the Xbox360 has a life of 5 years that makes your $400 XBox360 suddenly cost $650, makes the PS3 look not so expensive any more.
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Now maybe you think this is great, since it means you
Great! (Score:3, Interesting)
Super Paper Mario is nice and fun, but took almost no advantage of the uniqueness of the system. Excite Truck was good, not great. Trauma Center was better than the DS version, but still not as much fun as Wii Sports.
I'm looking for more little games like the Wii Sports ones that are fun solo, and a ton of fun with friends, and I'm willing to pay for them. I think this plan will bring those titles.
If I had a little more motivation, I'd gladly spend the ~$2k for the Wii dev kit and write my own games. Unfortunately, I still haven't even managed to motivate myself to do it on the PC for free. Some day...
Re:Great! (Score:5, Informative)
Sacrilege! If jumping a newly formed mountain at 200MPH then scraping a tree in midair thus resulting in a barrel roll which lands you upside down as you skip off the mountain peaks before diving headlong onto the track where you mysteriously manage to land upright AND get a speed boost for a Nice Landing doesn't bring a smile to your face, I don't know what will. That game is crazy. CRAZY, I tell you. My wife played it and managed to smash, bump, crush, ram, sink, skip, splash, slide, crash, flip, and careen her way through Fiji. Result? S-Class rating!
Excite Truck: The only racing game that rewards bad driving!
I have heard nothing but good things about Rayman and Elebits, save for that Rayman takes a little bit of time to warm up to. Both make excellent use of the Wii Remote and may be exactly what you're looking for.
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Oh, let me be the first then!
Rayman: I was halfway-enjoying the first round or 2. When it came to the area with the close-the-toilet-door scene, it was ridiculous. Not only was that event nearly impossible, the others were hard enough that I didn't care anymore, either.
Elebits: While it was interesting at first, it very quickly got tedious because of the interface.
I don't enjoy games that I fight the interface, rather than play the game. Th
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Rayman: I was halfway-enjoying the first round or 2. When it came to the area with the close-the-toilet-door scene, it was ridiculous. Not only was that event nearly impossible, the others were hard enough that I didn't care anymore, either.
Really? I didn't think that part was *that* hard - and I'm most certainly a casual gamer (I usually only play 2 or 3 times per month if that often.) There are a lot harder challenges coming up a few rounds later, and I could usually beat them after 4 or 5 tries.
I don't enjoy games that I fight the interface, rather than play the game. This is mostly because I hate the pointing system on the Wii. There is no way to calibrate it to my TV
That could actually go a long way to explain your troubles - if your setup doesn't work, it's going to make *every* game that much more difficult.
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Well I had a similar problem, although the other events were ok so I could finish the level. The problem for me was that the intuitive interface was for you to "push" where the door was. What you actually needed to do was "shake" wher
Re: Rayman & Calibration... (Score:2)
The instructions are actually pretty poor in that mini-game, and was a big hassle for me. Instead of "Pushing the Nunchuck forward" to close the door (as they instruct you
Re: Rayman & Calibration... (Score:4, Informative)
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Rayman: I was halfway-enjoying the first round or 2. When it came to the area with the close-the-toilet-door scene, it was ridiculous. Not only was that event nearly impossible, the others were hard enough that I didn't care anymore, either.
Let me start out by agreeing that Rayman is flawed. The main issue is that I don't want to unlock games. This is a party game. I want to put it in and play insane games against other people. I don't want to play single-player to unlock stuff. Also, not enough minigames allow two or four players to play at the same time.
Having said that: The toilet game is not hard, but it's kind of hard to figure out the control. Give it another try.
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Ermmm... both me and my wife got through everything in the first few rounds on our first tries.
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But then, as most posters here are male, 13 is probably right up their alley. ;)
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If you play Elebits, throughout the game you'll find various knobs that need to be turned like door handles and sinks. You'll also notice that the knob turning code is almost completely broken. It is impossible to turn a knob without causing your camera to spaz out and end up pointing at the ceiling. But it's mostly no big deal, because there are only ever one or two doors or sin
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Really? (Score:2, Informative)
Really? I'll believe it when I see small garage-style shop priced Wii dev kits. Moreover, even from TFA, Nintendo only does a QA check on the games and leaves important things, like ESRB ratings, to the developer.
I'd personally like to see ESRB-free hobbyist-targeted Wii development, maybe like Microsoft's XNA initiative.
Furthermore, it'd be nice to make them available for download for minimal price (as there is minimal COST of pushing bits over a network). But now I
Re:Really? (Score:4, Informative)
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If someone in the know can actually confirm one way or the other on more than hear-say I'd be glad to have it all clea
Re:Really? (Score:5, Informative)
Then there's the unfortunately reality that it will cost you not only money, but also your soul. If you're not convinced of this, go read their criteria for becoming a Wii developer [warioworld.com] at their WarioWorld site.
If you read that page carefully, you'll note that even if you can pay for the dev kit, you have to be "accepted" as a licensed Nintendo developer first. During this acceptance process, they don't give a crap whether you can pay for the dev kit or not. You can't order one until you're accepted. But to be accepted, you have to be an established developer with an existing game portfolio, and the games can't suck. You also have to have an office. So no working from home. (This is supposedly to keep Nintendo's proprietary stuff "secure". As if an office can't be robbed.) It also states an approximate price for dev kits: $2500 to $10,000. It also states that they expect "financial stability".
Nintendo is going to make sure you're going to make and finish a game. Not just any game, but a good quality game. You can't just order a dev kit to "play with" or to make "indie" or "hobbyist" games. They want commercial games, and if you can't make one, you can't have a dev kit.
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Have a look at the page again, it got updated:
This whole Tier 1 and Tier 2 thingy is new and it looks like to open the door for independent develope
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Mine too.
I was thinking of starting out with a DS game or three, then maybe moving up to the Wii. Then reality landed on me like a walrus on an ice floe.
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I guess it all really boils down to "whatever will convince Nintendo to accept you". It is, unfortunately, kinda arbitrary.
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You will pay more than that to develop a good website, or a good gaming PC.
Garage-style shop != parent's basement.
What you are talking about is a hobbyist system.
If you really want to develop games on the cheap write them for Linux.
There are even wiimote drivers available for Linux so knock yourself out.
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PC: $1000 x 2. (Got to have 2 half-decent ones, if you're even half serious. Programmer and Artist.)
Software: Free to $10000+. (Depending on if you go with a free compiler, the Gimp, and Blender or get really serious.)
And this is assuming only 2 people. (It could be don
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The ESRB's website doesn't publish costs for that, but it's a fair bet that will also be well over the cost of the dev kit.
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The ESRB's website doesn't publish costs for that, but it's a fair bet that will also be well over the cost of the dev kit.
You're right. Wikipedia's article about ESRB cites a source that an ESRB rating costs $2,000 to $3,000.
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Settlers and Carcassonne? (Score:3)
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I would love that. The Wii could improve on the XBLA version of Catan by using the DS to hold your player cards and actually allow a game of local multiplayer (in addition to online, and against the computer of course.)
Completely off topic... (Score:2)
Found this in a closed-to-comments earlier slashdot story on Guitar Hero...
I'm a huge fan of GH, but I do actually play. :-)
Adventure games (Score:2)
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I don't think that the SD Card limitation is an overall Wii limitation, but rather an issue with the Virtual Console emulation. If you think about it, the VC games are all games that originally ran off of ROM. If Nintendo is using the internal flash as virtual ROM rather than loading it into memory (and let's admit, there are only 64MB of RAM) then the SD Card might not provide fast enough dat
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Indeed. Which would leave only 32MB of memory Subtract 4MB for the N64 RAMBUS memory and you're down to 28. Another 4MB for the expansion pack when in use and we're down to 24. (Though I don't think any games use the expansion pack yet?) 24-28MB is the amount of space the emulator+OS has to fit within. That's not a whole lot of space by modern standards. While I think Nintendo could do it, they may be playing it saf
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That executable links to no shared libraries, system calls, drivers, or anything else, right?
And it's not just the code size. You need to consider what kind of data the emulator might need to track at runtime. The console memory is only half the battle. You need to track the general state just like any other program. Some advanced features like JITting (an actual possibi
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Sure he is, and with good reason. The DS actually has quite a complex architecture (main CPU, one 3D rasterizer + T&L unit, two 2D rasterizers), with most of the features offered by the N64.
The typical size of N64 emulators on the PC/Mac are in the 1-3MB range, even with all the fancy features you expect. You can also find them in the Sub-1MB range for platforms that are short on memory [qj.net].
So ye
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You're also a bit off regarding the Wii's architecture. The 24MB 1T-SRAM is the "main memory", unchanged from Gamecube, likely fo
Someone had to say it. (Score:2, Funny)
What you need to develop for the Wii (Score:3, Informative)
I think there are some misunderstandings about what it takes for you to be accepted into Nintendo's development program. Earlier, Nintendo was pretty strict and only accepted established developers. That has changed somewhat. You can find the details at http://warioworld.com/ [warioworld.com], Nintendo's dev site, but here are the important points for pepole who aren't currently game developers:
More on this page [warioworld.com].
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Developer Qualifications: An authorized developer must have demonstrated the ability to develop and program excellent software for Nintendo video game systems or for other video game or computer systems. In addition, an authorized developer must have a stable business organization with secure office facilities separate from a personal residence, equipment, personnel and financial resources in order to insure the security of Nintendo proprietary information and in order to ensure an effective environment for working with Nintendo and/or its licensees. Home offices do not meet this requirement. Nintendo provides authorized developers with highly proprietary information and many of Nintendo's licensees also rely on recommendations and referrals to authorized developers. For these reasons, Nintendo exercises a very high level of care in approving only a select number of authorized developers.
It still isn't possible for a hobbiest, or maybe some Indie developers (depending on where they do their work, or if they have done any software work previously) to get into.
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Define "a lot". As I understand it Wii dev kits currently go for $1000 or so--they just haven't been sold to the general public so far.
There's a slight issue here--let's say a game needs 10 testers for a week. Let's say they get paid minimum wage (which is what, $5?) and let's assume they're not working overtime li
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Last time I checked (when I first really paid attention to the Wii after E3 06 I think it was) the Dev kit was like $2500 (maybe $2000, definitely more than $1000 though). The problem was that the kits were only available to established companies, you had to provide a list of games that your company produced. Hopefully, this initiative changes that restriction. I would sti
List of games for what platform? (Score:2)
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Maybe they were afraid of the multitude of crap games that would inevitably come from having it available with no restriction but cost, which may diminish people's views of the technology before it was ingrained in our
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