DidntKnowJack
Member
Wow, you personally lost all credibility when you said VR is a gimmick.
VR is nothing but a gimmick. Just because a lot of people are being suckered in by it doesn't make it any less so.
Wow, you personally lost all credibility when you said VR is a gimmick.
Are you new to the Internet?If it's real why not wait to see it in action before writing it off?
The feel and shape of a button. But not the tactile feedback or accuracy. Because you're still pressing down on fluid-filled rubber domes, which sounds atrocious for gaming.
For the rest of your post, I agree. This is a proposed solution for a problem that never existed.
http://iwataasks.nintendo.com/interviews/#/wii/wii_remote/0/1
Iwata: Miyamoto-san, what was the key concept for you when you started making the [Wii] controller?
Miyamoto: It was the idea of accessibility. Rather than make something that would make people wonder if they could use it or not, I wanted to make something that would make people want to pick it up and try using it. Of course, I also had to keep my own experience of making video games in mind. It was absolutely essential to make something that would also work with older games. I also spent a lot of time thinking about what makes a design accessible. It was in this context that we started to question everything about conventional controllers, including the idea that a controller had to be held with both hands. This was something that you had mentioned from the beginning of development, wasn't it?
Iwata: Yes, it was. There was even some ideas that could be considered to be extreme.
Miyamoto: It was a good opportunity for us to think outside the box. Although these extreme ideas did not lead us directly to the final controller design, they were the important ideas in breaking down old conventions and expanding the scope of our discussions. This was good in the sense that it allowed us to consider ideas such as not using hands at all, or even putting the controller on your head, for example. Of course, going too far in that direction would just lead to something that is different just for the sake of being different. An eccentric design like that might work well for some games, but could never be used as a standard, making it a difficult choice for a console's primary controller. So we wanted to come up with a bold and daring design that would be within the bounds of reason.
Iwata: So, this is what you meant by accessiblity. The task ahead of you must certainly have seemed difficult, but what actually caused you to start moving in the direction of the current controller?
Miyamoto: Well, there are several overlapping factors. First of all, Mr Takeda suggested using a pointer. In the subsequent discussions, Mr Ikeda talked about making it into the current straight shape, kind of like a rod. This was perfectly in line with my train of thought.
Ikeda: Mr Miyamoto would bring out his mobile phone during meetings and say enthusiastically "Can't we make something like this?" (laughs)
http://kotaku.com/5543591/the-birth-of-the-ds-and-the-wii
"What's keeping people from touching game machines? What's making them run away?"
Their discussions started there. Recent game systems had button-encrusted controllers that were too complicated. Software that used complicated technology was becoming more common, and the gap between experienced players and beginners was growing wider all the time. It scared people off-or worse, made them actively dislike videogames. Their discussions grew to encompass the themes of games.
While adventure games like Mario were fine, was that really enough? What if games included themes that related to the lives of ordinary people? Would people who considered gaming a waste of time embrace it then? As they converged on the company's new direction, the idea came to Miyamoto: dedicate one of the displays to touch control.
One screen would be used for intuitive, approachable controls, and the other would be the main display. The system would be easy for anyone to control, and it would allow the development of new kinds of games.
[...]
In the first half of 2003, when Iwata and Miyamoto were dreaming up designs for the Nintendo's new dual-screened portable system, they were also deep in discussions with the head of integrated research, Takeda, about a new home game system.
Takeda was Nintendo's hardware pro, responsible for the development of every home game system from the NES to the GameCube-but this time, Iwata had given him new orders.
"Takeda, listen — this time we can't just focus on making a more powerful system."
"So you're telling me to go off the tech roadmap?" Takeda asked.
"That's right. Let's get off it."
It went against every piece of received wisdom in the videogame industry...
Iwata was telling Takeda to stop planning designs based solely on technological progress. What he was suggesting now was an entirely new approach; it was something that had never been tried before.
Instead of designing a console around fundamental performance, the new system would expressly seek out technology that would endear itself to families-a "Mom has to like it" approach to development.
"Videogames drive Mom crazy-she has to pick up the controllers once the kids are done playing, they've already got multiple consoles plugged into the TV and she doesn't want another one. They're a nuisance, as far as she's concerned. We realized that if we wanted to grow the gaming population, we had to build a console that no one in the family hated."
[...]
For the Revolution to live up to its codename and revolutionize the game industry by expanding the gaming population, it would need something special.
The DS, with its dual screens and stylus controls, lowered the barrier to videogames. The Revolution needed to do the same thing. The controller would be at the core of its interface, and it could not be less than perfect.
Certain aspects of the controller were decided early in its development: It had to be wireless, and it could not be intimidating.
When Iwata was talking to Miyamoto and company about the circumstances that were leading to gaming's decline, the first thing that came to the president's mind was a TV remote control-a piece of technology the entire family used.
People who didn't play videogames never touched game controllers. The wires that snaked out from the console were nothing but a nuisance to them, and if controllers dared to be left about, they were put away. But the TV remote never bothered anybody. As Iwata considered the difference between the two, he realized the new controller would have to be wireless.
Then he wondered if people found controllers intimidating because of the way they looked.
Game controllers were constantly getting more complicated; in addition to the standard direction pad and buttons, they were now encrusted with all manner of analog control sticks and triggers, placed seemingly everywhere. Was that alone enough, perhaps, to drive people away from a videogame?
The new controller had to be simple and approachable. Iwata also felt that, like the DS's touch screen, it needed to facilitate direct, intuitive controls-and Miyamoto and Takeda agreed.
Kids are gonna love it! I actually showed a picture of the other day's leak to a couple students of mine. They were like "Whoooaaa!" haha
Lightning in a bottle. The market that fell for it has long moved on and are not coming back. Good luck in trying to get another flash in that pan, though.
Good luck with this in your pocket!
Wouldn't it be pretty tough to pull that off considering there are only 5 days between the leaks lol
Wouldn't it be pretty tough to pull that off considering there are only 5 days between the leaks lol
I think his point is that saying motion controllers were a gimmick and VR isn't is hypocritical, especially when the same arguments can be made for both (not perfect in its first implementation, not suitable/ideal for certain types of games, etc). I think
Dear Nintendo:
Please keep being experimental when it comes to software. But give us a normal #%@$ing controller to use. They work. They work really well. Enough with the gimmicky bs.
PS - Make a new God damn Waverace.
BATCH #3
So I'm trying to figure out why what I thought was a microphone slot in the first leak, is not present in today's leak. Anyone else notice this? Or am I just crazy?
Excuse the poor MSpaint skills:
If it's real why not wait to see it in action before writing it off?
lolOn the real...
I pray this works and it's the most successful Nintendo hardware since the DS handheld. I actually miss Nintendo being at the forefront. Hell even the Wii's sales would be fine.
Lol, yes, why isn't it a gimmick?
VR doesn't work for FPS games, i know I've a dk2 for 2 years already, and you?
You personally lost all credibility
VR is nothing but a gimmick. Just because a lot of people are being suckered by it doesn't make it any less of a gimmick.
No doubt, Motion control was something that could have worked if developers knew how to utilize it.Well, Wii's iteration of motion control was very limited. I remember being so hyped for the Wii because of the possibilities it had, but really not many games made good use of the controller because it was severely weak.
If that is the final controller and it's a situation like with the Wii U gamepad where it is mandatory for almost every game... I'm out.
Some people don't seem to realise we've been able to game on smart phones and iPod touches and tablets for years now and the most satisfying games are the ones that use the touch screen in ways, like swipe and tap etc and not fake buttons or fake dpads. Fake buttons are bad, it's why some companies make bluetooth pads and screenholding pad handheld things with buttons and stick sand dpads, because it's shit without them. It's why there are some companies that make little button and stick things you attach to the screen over the fake buttons so you have "proper" buttons to use in those games.
Everyone going "wow, innovative, 10/10 move, keep it up Nintendo!" go whip out you iOS or Android smartdevice and maybe try booting up a platofrmer that uses traditional inputs (buttons and dpad). Maybe load up an emulator if you can and try playing Super Mario Bros or World and see how much worse it is than on an actual pad. Maybe try and play an action game in the style of DMC or Bayonetta (if any even exist on those devices).
Now, if they do use the "buttons pop up" thing that would be cool in a "wow, technology is crazy" way and be a million times better than touch screen fake buttons, there is how they feel, are they like, squishy? are they like popping bubble wrap in that they are very clicky? Can you mash on them?
And even then, you get the issue of button placement. If every game has it's own popup buttons that can be different shapes or in different places then it creates an issue with muscle memory and knowing what button to press/where to press without looking at the controls on the side of the pad.
Like, you could have a Mario game that just has run and jump, simple. But what are those buttons called? Are they A and B? Run and Jump? 1 and 0? Then you boot up Dark Souls 4 and now you need to press X and O and Y. Now you play something else but A and B are flipped, not the Nintendo way but the Xbox way. It can just cause confusion on the same console. People already struggle going between Xbox and Wii U and PS they could have this problem now between games on a single system.
If that is the final controller and it's a situation like with the Wii U gamepad where it is mandatory for almost every game... I'm out.
Wouldn't it be pretty tough to pull that off considering there are only 5 days between the leaks lol
I don't even put a wallet in my back pocket. Why would I try to put this in there?
Sticks look rather different. Convex vs Concave top, by my eyes.
Dk2 hasn't been out for 2 years.
The gamepad is mandatory for basically none of the games released for wii u, so yeah, nice try.
Too much for your heart huh? Got offended and had stop reading 😂Good post but stopped reading right there.
There will be little to none 3rd party games on NX especially From Software games.
BATCH #3
Also the gamepad is actually a comfortable controller despite it's appearance. It's light and easy to use, comfortable to hold. I don't see how anyone can use it and seriously have issues with it form factor wise.The gamepad is mandatory for basically none of the games released for wii u, so yeah, nice try.
I actually think the white one looks more like a retail product.
Maybe the white NX is the handheld (running a mobile tech demo) and the black device is the NX home console controller.
A mobile SoC is no cheap inclusion, if it's any good. Nintendo need a dumb terminal unit for the home console.
Nope. We do not know that yet.