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Responses To Nintendo's Revolution Controller

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"

151 comments

  1. Re:Remote Control by dq5+studios · · Score: 2, Insightful

    Wow! You have a remote that senses movement in 3d space as well as rotational directions?

  2. Gamecube controllers work on Revolution too. by spikestabber · · Score: 5, Informative

    I don't see what people have to hate about this controller design. If you don't like it, plug in a gamecube controller. Nintendo has this thought out well for everyone, including people that dislike their new controller.

    1. Re:Gamecube controllers work on Revolution too. by Joe+Random · · Score: 4, Insightful
      If you don't like it, plug in a gamecube controller.
      Excpet I'm sure that there are going to be some games that you have to use the 3D controller to play. Not that that's a bad thing, though, as they'll be designed to take advantage of the controller.

      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.
    2. Re:Gamecube controllers work on Revolution too. by FLAGGR · · Score: 4, Informative

      You do realize that if you put the control inside the wavebird-like sleeve, it still tilts when you tilt the addon sleve? Rigid body physics astounds! I read somewhere EA plans to use the "normal" controller + tilt for their football games.

      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.

    3. Re:Gamecube controllers work on Revolution too. by Castar · · Score: 5, Interesting

      This is definitely Nintendo's biggest problem (both currently, and with the new controller): third party support.

      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.

      --
      I yearn for you tragically. A. T. Tappman, Chaplain, U.S. Army.
    4. Re:Gamecube controllers work on Revolution too. by Soul-Burn666 · · Score: 1

      For first person shooters, it's really a non-brainer. For PS3/XBox360, use the standard (and uberly sucky) dual analog interface, while with the Rev, use the pointer like they did in the Metroid demo.

      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 games that need the actual speed / precision (think sports games, playing Tennis or Golf with the remote!), the standard schemes can be used in the other consoles.

      Porting others -> rev
      most of the buttons are there already, no big problem. you don't have enough buttons? I'm sure they can find a nice way to do with the remote without a big problem, given the SDKs are good enough.

      --
      ^_^
    5. Re:Gamecube controllers work on Revolution too. by Anonymous Coward · · Score: 0

      I'm not so sure that there will be any real problems for the majority of cross-platform games. Right now we have a very limited view of what the Revolution controller is; in particular we don't know much about the accessories for the main controller. Now I'll go on a bit of a tangent here.

      For the most part, games have one of two general control schemes going for them currently; eithier you have a setup where you have 2 analogue inputs for movement and you use buttons sparsely (first person shooters for example), or you have 1 main analogue (or digital) input for movement and you use buttons far more regularly (fighting games).

      Now suppose that Nintendo also makes a 4-face button accessory for the 'Remote' and packages the control stick and the 4-face button accessory with every controller; this means that every game would be able to be ported reasonably easily but at the same time would be forced to use the unique input features of the Revolution (what Nintendo wants).

      In an odd sort of way I think that people have missed a couple of the biggest benefits of this controller for third parties. This controller opens up a lot of possibilities for developers to port games which they have previously been unable to port from the PC or Arcade systems; the analogue stick attachment seems to make the controller act very similarly to a mouse and keyboard so many games (like civilization or warcraft or whatnot) could suddenly be pretty easy to port to a console. The other big benefit is that the number one factor that makes a game profitable in the marketplace is how distinct it is in the marketplace; take Super Monkey Ball as an example, it cost around $2 Million dollars to develop (not very much by modern standards) and has sold nearly 2 million copies. In contrast to Monkey ball, most games in highly established genres have far greater expenses in order to stand out (Halo 2 cost over 20 Million dollars and sold about 8 Million units worldwide). What the Revolution controller really provides in an opportunity for developers to create truly unique gameplay experiances which, with the exception of a handful of games, hasn't really happened much in the past decade.

    6. Re:Gamecube controllers work on Revolution too. by Zangief · · Score: 1

      Nintendo even said that Revolution games wouldn't work with the gamecube controller, only the older games would.

    7. Re:Gamecube controllers work on Revolution too. by NanoGator · · Score: 4, 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?"

      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.

      --
      "Derp de derp."
    8. Re:Gamecube controllers work on Revolution too. by akhomerun · · Score: 2, Interesting

      "C) Make the game a Revolution exclusive, severely limiting their potential audience, and thus potential sales."

      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.

    9. Re:Gamecube controllers work on Revolution too. by dividedsky319 · · Score: 2, Insightful

      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)

      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 not touching the analog stick... point down a bit, like you're pushing down on the analog stick... What you essentially have is just another analog 2d stick, you just point instead of push a stick around.

      If you think about it like that, I really don't think it would be too hard to adapt, although it does depend on the original control scheme.

    10. Re:Gamecube controllers work on Revolution too. by MyDixieWrecked · · Score: 2, Interesting

      was there anything that was on both SNES and Genesis?

      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. programming for different systems was usually handled by different companies.

      now, you've got full SDKs for games. high level programming languages. you can usually code the core part of the game and bring that right from system to system, or system to computer or vice versa. Dreamcast had the advantage in that it was windowsCE based, and I assume it was rather trivial to port Quake3 to it.

      --



      ...spike
      Ewwwwww, coconut...
    11. Re:Gamecube controllers work on Revolution too. by Anonymous Coward · · Score: 0

      Why is it that there's a comment like this in every news story about the Revolution? "Just use the GC contoller if you don't like the remote." To this, I respond:

      Satoru Iwata, Shigeru Miyamoto, Perrin Kaplan, and Reggie Fils-Aime have *ALL* gone on record stating that Gamecube controllers WILL NOT WORK with Revolution games, even if the Revolution game is designed for a standard controller (via "sleeve"). Gamecube controller ports and memory card slots exist only for playing Gamecube games, they will not work with anything designed specifically for the Revolution.

    12. Re:Gamecube controllers work on Revolution too. by Headcase88 · · Score: 1

      Yeah, but marketing garbage is what 90% of the populace looks at. Coming out first doesn't hurt, either. The 360 could have so much momentum with 3rd parties and early adopters before the other consoles even come out.

      --
      "When the atomic bomb goes off there's devastation...but when the atomic bong goes off there's celebraaaaation!"
    13. Re:Gamecube controllers work on Revolution too. by __aailob1448 · · Score: 1

      was there anything that was on both SNES and Genesis? Yes! lots of games! From Fifa to Street Fighter. Or PS1 and Dreamcast? They were a different generation, you should've asked PS1 or Saturn. And the answer to that is yes, lots of games (again) were made for both.

    14. Re:Gamecube controllers work on Revolution too. by steveo777 · · Score: 1
      As the many posters are suggesting. Even if there aren't enough buttons, the developers can just fall back on the GC controllers. Want wireless? There's always the Wavebird. Seriously, there's no reason this wouldn't work. The only problem is the same as right now. The GC controller has only three shoulder buttons where the PS3 and XBox360 have four (x-boxes black and white buttons are now shoulder).

      Still, I agree with anyone who hates thumbstick controls, as they inevitably take away from mobility or functionality. Maybe there should be an analoge on the bottom that your ring finger could manipulate and leave your thumb free for fragging.... Oh I am so totally patenting that.

      --
      This sig isn't original enough, it's time to come up with something witty...
    15. Re:Gamecube controllers work on Revolution too. by CrimsonSamurai · · Score: 1

      C is going to occur a lot, as Nintendo's first party games are the big ones that are going to take advantage of the controller. Most of the exclusive games are the good ones anyway, the multiconsole ones are usually divided by the lowest common denominator, and aren't half as good as exclusive titles anyway. I've been suprised by the number of third parties that have been supportive of the new controller design. I thought a lot of them would be opposed, but I know EA, Square and THQ (Some more I can't remember as well) said they were interested in the controller.

    16. Re:Gamecube controllers work on Revolution too. by jirkstore · · Score: 1

      i agree with you 100% about 3rd party support and their importance on Revolution's success, but i wanted to comment on your question "was there anything that was on both SNES and Genesis?" i worked at an EB during their shared "hay day" and i can swear to the fact that there were many many hit titles that were on both Snes and Genesis. Here are but a few top rated games i can think of off the top of my head:

      Super Street Fighter II
      Mortal Combat I-III
      Fatal Fury
      Prince of Persia
      Nearly all EA sports games
      Tecmo Super Bowl
      Lost Vikings
      Ghosts and Goblins
      Samurai Showdown
      Aladin
      NBA Jam
      Earthworm Jim
      Pimal Rage
      Rock n' Roll Racing

      this list doesn't include many of the other great games and inevitable slew of trash titles (i.e. home alone, ren and stimpy and terminator vs. robocop) that sucked hard, but it does show that cross marketability does appeal to third parties who need as much exposure to gamers as possible. but on the other hand, to be able to offer an exclusive game on a proprietary control scheme that could then break out into a hit may reel in third party developers that may never see the light of day otherwise. we'll just have to wait and see how it all pans out.

    17. Re:Gamecube controllers work on Revolution too. by Chosen+Reject · · Score: 1
      Pointing can be using a visual pointer on the screen.

      You just said it right there. This could be the controller to allow better support for FPSs, RTSs and MMOs for consoles. This can be a just a like a mouse, only better. Aside from the new kind of control schemes this will allow for that haven't been thought up yet, this also allows for all the previous ones already thought up, and some that were previously not possible on consoles but were on PCs. Imagine a little add on to this with 17 buttons, like one of those number pad addons for laptops, and you have keyboard functionality that can sit in your lap. Then WarCraft III could be played on the couch. This controller is awesome.

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    18. Re:Gamecube controllers work on Revolution too. by mconeone · · Score: 1

      Seeing how FPS games are a decent portion of the gaming market, it is pretty logical that nintendo would have an API specifically geared for FPSes. They have to write one anyway for Metroid, so chances are that they will flesh it out and distribute it to take some of the strain off 3rd party developers.

    19. Re:Gamecube controllers work on Revolution too. by Minna+Kirai · · Score: 1

      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)

      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 on the other consoles can't really do. So maybe the Revolution will turn out to be the preferred port target for mouse-heavy PC games like RTS and drag&drop RPG controls.

      Also, consider that one of Nintendo's goals with the Revolution controller is to prevent easy ports to other consoles. Either the PS3 or Xbox360 (or maybe both) will turn how to have a faster CPU and better graphics, so Nintendo needs something those guys can't easily surpass.

    20. Re:Gamecube controllers work on Revolution too. by mink · · Score: 1

      Dreamcast came out first and the PS2 did not, yet look how things turned out.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  3. Re:Remote Control by XenoRyet · · Score: 2, Funny
    Ooooh! A Remote Control, how innovative!

    A very accurate comment on the form of the thing, while compleatly ignorring the function of the device. Pretty insightful there.

    --
    If forums teach us anything, it is that logic and critical thinking should be required courses in the public schools.
  4. Re:Remote Control by FLAGGR · · Score: 1

    Didn't you see the sign? Don't feed the trolls.

    Just look at the dudes comment history.

  5. too early by uberjoe · · Score: 5, Insightful

    I'll have an opinion once I use one. But my general feeling is that if the games are designed with this controller in mind and can take advantage of its features then it will be a good thing. Playing older game cube games that were made for the old style controller probably would not be so good. So I guess it all depends on the developer.

    --

    The days of the digital watch are numbered.

  6. Maybe? by Now.Imperfect · · Score: 3, Interesting

    I don't really see how it's good or bad, the only direction I'm vaguely excited in is the world of FPS games. I hate console FPSes and this could be just the thing to improve FPS gaming IMHO. I Suppose I agree with the article in the idea that we should encourage attempts at innovations such as this. (though I for one found the plethora of "touching is good" ads for DS somewhat creepy)

    1. Re:Maybe? by Soul-Burn666 · · Score: 2, Interesting

      In the various demos shown to the reporting sites, most of the games on show weren't at all FPS and more than one even not in 3d.
      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, you could reach out, pick up stuff and move it around. Think DS on the big screen.
      Think about playing a game like Bushido Blade using this controller, in multiplayer!

      And hey... touching IS good. If people hadn't touched, you probably wouldn't have been born.
      I'm seriously waiting for the first hentai game for the DS, it could be so perfect!

      --
      ^_^
    2. Re:Maybe? by cornface · · Score: 0

      I don't really see how it's good or bad, the only direction I'm vaguely excited in is the world of FPS games. I hate console FPSes and this could be just the thing to improve FPS gaming IMHO.

      Yes, the obvious way to replicate keyboard and mouse controls are to create a television remote contraption built with gyroscopes and externally mounted motion sensors, along with a detachable joystick pod.

      The sheer amount of money that would have to be spent to develop an actual keyboard and mouse would bankrupt the entire universe.

    3. Re:Maybe? by Now.Imperfect · · Score: 1

      you're gonna sit on a couch with a keyboard on your lap and a mouse next to you?

      Of course it ain't perfect but don't spill my glass 'cause its fuller than your's

    4. Re:Maybe? by Soul-Burn666 · · Score: 1

      The PS2 and XBox have had Keyboard+Mouse addons. I'm sure the PS3 and XBox360 will have those too, for online play.
      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.

      --
      ^_^
    5. Re:Maybe? by josath · · Score: 1
      I'm seriously waiting for the first hentai game for the DS, it could be so perfect!


      Someone made a homebrew game somewhat like what you are thinking...

      game info

      screenshot 1
      screenshot 2
      fake game box
      --
      sig? uhh, umm, ok
    6. Re:Maybe? by Soul-Burn666 · · Score: 1

      Neat! But I was aiming more for a cute Japanese anime-style game :-P
      Real girls are boring.

      --
      ^_^
    7. Re:Maybe? by steveo777 · · Score: 1
      I was thinking about some of the FPS that couldn't be adapted to the Rev or even GC because you couldn't click down the analoge sticks. Like Halo's click to duck. (not saying Halo will ever be ported to Nintendo). What I'm thinking is it would be cool to do the ducking/crouching/running thing with this controller.

      Seriously, you could just hold the controller near the ground and point it at the screen to lay down in sniping posistion, or hold it at chest level to run and fire at will. The camera angle would, of course, change for you as you moved, and dynamically too. Not three posisitions, but all positions, just tell the game how tall you are and there you go.

      You could also use it (to an extent) to hide behind cover nearby (ala quick strafing, rather than just running). Of course, there would be limits... after all, you don't want to jump so far over that you hit a wall, or best/worst case senario, you have enough room and a big enough TV to get out of range.

      People are posting all sorts of ideas on Slashdot alone. Hope Miyamoto and his cronies are paying attention. We may be thinking of stuff that they haven't (not saying I am, but there's some pretty bizarre ideas floating around).

      --
      This sig isn't original enough, it's time to come up with something witty...
    8. Re:Maybe? by Anonymous Coward · · Score: 0
      I was thinking about some of the FPS that couldn't be adapted to the Rev or even GC because you couldn't click down the analoge sticks. Like Halo's click to duck.
      The controller has six axes, mouse emulation takes two...
    9. Re:Maybe? by Anonymous Coward · · Score: 0

      But what will happens then, if the games started supporting Keyboard+Mouse input, in addition to gamepads?

      Then you get this:
      http://www.toysnjoys.com/access_cube/ascii_keyboar d.jpg

  7. Innovation is a Good Thing by 0rionx · · 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.

    1. Re:Innovation is a Good Thing by blincoln · · Score: 1, Funny

      However, don't hate on Nintendo because they're doing something new and different.

      Personally I'm "hating on" Nintendo because they're doing something that's been tried for decades and has failed every single time.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    2. Re:Innovation is a Good Thing by 77Punker · · Score: 2, Funny

      Yes, I guess all of the previous consoles with gyroscopic controllers have failed, huh?

    3. Re:Innovation is a Good Thing by ZakuSage · · Score: 1

      but in recent years they seem to have been continually dwindling in numbers.

      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.

    4. Re:Innovation is a Good Thing by 0rionx · · 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 harder to put ideas into action. Budgets are bigger and standards are higher; a full development team complete with artists and animators is required to really produce something that people will actually stop to look at.

    5. Re:Innovation is a Good Thing by bleaknik · · Score: 1

      I thought the Commodore 64 was relatively successful, for the market they were aiming... although, I think I'm the only one who owned the Gyroscopic controller for the system...

      --
      Deja Vu
      n. 1. The sensation that you've read this very article before.
  8. Re:Remote Control by neostorm · · Score: 3, Insightful

    You know, even if it were *just* a remote control (which on that, you're incorrect to begin with - though I sense your statement is more of an attempt to defame, rather than one of ignorance), it would still be a departure from the norm. What the article is saying, or at least the quote in question, is that we should move on any opportunity to support a departure from the norm based on that alone.
    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.

  9. Shut up you 14 years old... you 14 years old.. by Anonymous Coward · · Score: 0

    When broken, the "Remote Control" will be exactly as cool as a broken PSP with all it's moving parts. So stop your biased-i-get-girlfriends-that-love-the-same-videog ame-manufacturer-as-i-do-fanboy-ranter here and don't buy it if you don't like it. Nintendo doesn't force you to buy their shit. Their games are mostly addictive to the majority (including girls that could become girlfriends). But they don't force you...

    1. Re:Shut up you 14 years old... you 14 years old.. by Anonymous Coward · · Score: 0

      Uh, what the fuck? Who are you yelling at? Are you for or against the rev? Calm down and collect your thoughts before you post.

    2. Re:Shut up you 14 years old... you 14 years old.. by Anonymous Coward · · Score: 3, Funny

      You just gave me an idea for a TV commercial. It starts off quoting your post, fades to black, and a narrator says "This is your brain on drugs." Think how many kids will be scared straight!

  10. As long as... by FLAGGR · · Score: 1, Redundant

    Give me 1 well done FPS, 1 well done star wars game with lightsaber control and make Twilight Princess a nrv title and I'll buy 10 systems and sign off everything I own to Nintendo. The last request is optional, though.

    1. Re:As long as... by georgewad · · Score: 1

      I think a proper lightsaber game would be the killer app for the revolution.

      --
      Karma: It's not just a good idea. It's the law.
    2. Re:As long as... by ElleyKitten · · Score: 1

      They'll be plenty of revo zeldas, but I'm glad they're making on last cube zelda.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    3. Re:As long as... by joystickgenie · · Score: 1

      You know, they have one of those types of games at Disney's Disney quest (the Disney arcade thing) and it doesn't really work.

      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 frustrated that it's not doing what you are doing.

      It's very hard to give balanced gameplay when you have true motion sensing. Could be one of the reasons that VR never took off and the reason that many of the eye toy games aren't that fun either.

      But who knows perhaps Nintendo will be able to figure it out.

    4. Re:As long as... by |/|/||| · · Score: 1
      So the problem is that you can win via modernized button mashing? Sounds like the game just needs some better enemy AI.

      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 designed then you'll still have to use some skill to hit the enemy.

      --
      [javac] 100 errors
    5. Re:As long as... by Lehk228 · · Score: 1

      well you could give the PC a limited grip strength, if you gife the sword too much inertia it will go flying, likewise if an enemy hits you and you try to use an awkward angle to blok they can knock your weapon out your hand

      --
      Snowden and Manning are heroes.
    6. Re:As long as... by Serzen · · Score: 1
      As someone who has some experience in this field, I can say that even a half-decent AI, able to react in real time, would slaughter the guy who is mindlessly flailing.

      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, once, maybe a handful of times, but you WILL meet an opponent who will cut you into shreds.

      If the AI is given basic knowledge of simple and compound parries, and also simple and compound attacks, creating a challenging duel would be fairly straight foward. The player is attacking from this angle? Parry here. Riposte there, based on the position of the "blade". Games are already able to "learn" your attacking preferences, so adding this strategy also becomes an easy addition: The player attacks to a high line target 85% of the time, or parries with high parries that expose the lower targets? Feint high, attack low.

      If Nintendo builds a game that is able to simulate, even just decently, "sword" fighting, I'll not only buy a Revolution, I'll buy one for each and every one of my friends.

    7. Re:As long as... by joystickgenie · · Score: 1

      You know I have played quite a few fighting games and even the most advanced of them do not use real fencing maneuvers like you were just describing. The closest would probably be soul caliber 2 where you could use a generic high and low parry. But those were just momentary presses where once it is established there is ¼ of a second to catch the opponent's blade. After that your left open to attack for a moment.

      The games ability to learn is a gradual process, in most game the AI doesn't learn your style until after you have already hit them in the head a few dozen times. Even then all you have to do is one move that is out of your normal pattern and they are wide open again.

      In real fencing flailing about is absolutely useless. But in a video game where you have instant control because of motion tracking and the AI has to take ¼ of a second to animate though their moves flailing will work a lot

      If they are able to make it work well, Cool, I'll probably pick it up myself, I just have high doubts. I have seen way to many motion tracking devices flop in the past to keep my hopes up for this one.

    8. Re:As long as... by Anonymous Coward · · Score: 0

      this begs another question.

      when you swing your 'sword' at an AI opponent, and he blocks.. your sword would stop ingame, but there is nothing stopping your hand.. at which point you are disconnected from the actual representation of your sword ingame.

      not sure of a good solution to that other than the AI opponent always dodging rather than blocking (frustrating)

    9. Re:As long as... by AuMatar · · Score: 1

      Well, in real life what I'd do is parry your sword to the side of your body (whichever side you're holding the sword with), then quickly step inside your guard and punch you in the face (stab you with a dagger, perform a shield bash, whatever). A decent AI should be able to replicate that. And if all you're doing is flailing, its hard to prevent.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    10. Re:As long as... by Minna+Kirai · · Score: 1

      Not the fencing that is on the Olympics, or the USFA or FIE or any of it

      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 include a similarly light sword (guess you can't get "lighter" than Jedi armament)

      The player is attacking from this angle? Parry here.

      Impossible. The controller doesn't include some amazing forcefeedback that can actually stop the player's controller in midair. When an NPC parries my sword but I the controller keeps on swinging, you've become unsynced. You can't have a "parry" without unsyncing the player's controller from his onscreen sword model, which is what the GP already said claimed was unacceptable.

      If you think she was wrong, and players really will permit the game to somewhat limit the sword movement while the controller is still going... then, well, she's wrong. I think so too. But then details like how to parry and such are irrelevant.

    11. Re:As long as... by justchris · · Score: 1

      Actually, I consider this a good thing. It'll stop you from flailing about wildly, because, in a real fight, if your sword is blocked, you can recover immediately and be on guard for your opponent's attack, or even weave your sword around the item used to block. After flailing wildly, having your attacked blocked, and not being able to recover because your arms still moving, you'll learn to not put as much force into your blows, so you can recover if you need to. Not every attack has to be bone shattering.

      --
      just some guy
  11. Re:Remote Control by Soul-Burn666 · · Score: 4, Funny

    Just like commenting on the PS3 controller:
    "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?

    --
    ^_^
  12. Re:Remote Control by Meagermanx · · Score: 1

    one of the things that bugs me is that the reasoning for shaping it like a remote control is stupid! So people will pick it up off of their coffee table? Yeah, like the average gamer is gonna blow $200-$300 on a device, hook it up, and then set the remote on the coffee table, only to sit down later that evening intrigued by the new, user friendly device in front of them.
    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 then they will pick it up, have trouble figuring out the game interface or have trouble turning it on, fiddle with it for a while, and then set it down and find the TV remote.
    We're your customers. Cater to us! It would be like a knitting needle company foregoing the same old needle designs for more hardcore, Xtreme designs, to draw a new generation of nonknitters to the table.

  13. A Silly Question by blueZhift · · Score: 5, Interesting

    Okay okay, it looks like a remote control, but can you actually control the TV with it? Seriously, I think that is a feature that would complete the set. The more I think about it, the better I like this new controller and really want to see the games. So if a person can just pick this up, turn the TV on with it, adjust the volume and channel, turn on the Revolution, and play, that would be perfect! Wow, imagine that people start using this as their primary remote, then they'd always be a click away from playing a game. You know, that's where Nintendo might be going with this. Gaming becomes as casual as using a TV remote.

    1. Re:A Silly Question by GuyWithAccount · · Score: 1

      Although that would be really cool, I doubt it will happen. Making the controller into a TV remote would mead adding a bunch of extra buttons, and Nintendo has said repeatedly that they don't want very many buttons so that the interface can be easier to learn and more appealing for non-gamers.

      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.

      --
      Worker bees can leave
      Even drones can fly away
      The queen is their slave
    2. Re:A Silly Question by bleaknik · · Score: 1

      Push the A button! The A button! NO! Not that button! That's the ... power. Damned. Well. Maybe we should do something else. :S

      --
      Deja Vu
      n. 1. The sensation that you've read this very article before.
    3. Re:A Silly Question by The-Trav-Man · · Score: 1

      That's actually a pretty cool idea. If the DS had a signal input as well as output you could put it between your arial and television like a vcr. Having the tv screen power off or suspend might be a bit difficult, but things like volume and channels shouldn't be too hard. However it's probably not terribly likely as it moves the Rev away from it's goals of gaming platform and closer to being a media center, which I think Nintendo is specifically trying to avoid

    4. Re:A Silly Question by KDR_11k · · Score: 1

      These people rarely know how their remote really works. They know the number changes the channel but many already fail if they have to navigate a simple menu with a set of arrow keys.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:A Silly Question by Minna+Kirai · · Score: 1

      NO! Not that button! That's the ... power.

      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 others)

      Single-touch power button on a game controller is a mistake. If nintendo doesn't allow you to disable it in software, then I predict people will use a screwdriver to disable the hardware.

  14. Loosing buttons for more complicated games by joystickgenie · · Score: 1

    I don't really like the revolution's controller. although this controller will make some games more intuitive and easier to play (Mario party, fishing games, baseball, tennis, and some platformer games) it is going to make other games much harder to play. Can you imagine trying to play a tekken style fighting game with that controller? It would be just about impossible to play well without buying the controller cradle. The user should not have to buy extra controller peripherals to play an entire genera of games.

    Also think about what madden is going to do with that. The nunchaku or cradle attachment will be required in order to play well. The analog stick will be used for movement the d-pad will be used for play selection and audibles and the motion sensor will be used for juking/jumping. So in the end juking will get easier but everything else in the game will become more awkward (because of the wire between hands rather then having a solid controller) This controller will work great for simple games but for any game that takes more then 3 buttons and a d-pad it isn't going to help, only hinder.

    To me it seems that Nintendo is hindering detailed control in order to make room for invention and change. I think in the end this is going to push away 3rd party developers even more. But there games will be fun and special. If Nintendo wants to bring games back to where you only need 2 buttons and a directional pad, then this is the way to go.

    Wow, think about playing a mech game, going from the Steel Battalion controller to the revolution. Your loosing so many options you'll feel like your missing your arms.

    1. Re:Loosing buttons for more complicated games by hibiki_r · · Score: 1

      Tekken style? With two controllers, it's pretty easy to do left/right punches/kicks. Instead of a million button combinations, combine different hand movements. IMO, it could be more confortable than a normal PS2 controller, where the button combinations are so complicated than the 'right way' of using the controller is making it sit on your lap, and use at least two fingers to hit the 4 face buttons. Madden? there are a million things you an do with the motion sensor other than jump and juke. From selecting hot routes to selecting which receiver to pass to or doing pump fakes. All you need is a little imagination. Imagine a baseball game where, instead of selecting from a predefined set of pitches, you can fine tune your throws by giving spin to the controller. Beats the hell out of anything done to date. Besides, how do you know how akward it's going to be without holding it? Nintendo understands ergonomics as well as anyone else in the business. Make the cord longer than in the prototype, put some weight to the nunchaku attachment, and I really don't see where the akwardnes could be. Maybe you think it'd be akward because you've never used anything quite like it before? Don't be so close minded and wait until you can actually try it out in a store.

    2. Re:Loosing buttons for more complicated games by cowscows · · Score: 4, Insightful

      Certain genres of games might be difficult with this controller, yes. Tekken style games are a good example. But try and look past established genres and imagine that this different controller system just might allow whole new genres to form. But even if you can't do without Tekken 6 or whatever, MS and Sony will be more than happy to sell you a system with controllers chock-full of buttons.

      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.

      --

      One time I threw a brick at a duck.

    3. Re:Loosing buttons for more complicated games by Anonymous Coward · · Score: 0

      Why is nobody listening to the discussions? Part of the whole point of this device is that it can be slotted into a cheaply produced shell to take on other form factors, via the portal on the bottom. Just make a joypad hull ( somewhat reminiscent of the Dreamcast controller with the expansion ports empty ), slot the controller in, away you go.

    4. Re:Loosing buttons for more complicated games by joystickgenie · · Score: 1

      There are a lot of games that can not me played with simple motions and 2 buttons. The fact that they are selling the controller cradles is nice because it will allow a venue for more complicated games. However the fact that it has to be purchased separately is the problem I have with it. It's already annoying to have to buy 3 more controllers for a consol to play multiplayer, now you have to buy 4 controller attachments too?

      From what I have seen right now there are 3 controller peripherals coming out. The remove the nunchaku attachment and the controller cradle. So if you want to have the hardware to play the majority of the games that come out for the system you will have to buy the system, 3 extra controllers, 4 nunchaku attachments, and 4 cradles. And that's just for what's out so far, there are still dance mats, wheels, and custom game specific controller attachments.

      This will either force innovation in companies to use the default remote type controller or make companies force players to buy the cradles and other attachments to play their games. From my experience with the industry though, it seems there are allot of companies that see invention and original as words to steer clear from rather then head toward because they have a higher risk.

      In the end I hope it does work for the same reason stated in the article:

      "If the controller fails, however... I fear the industry may become even more risk-averse, and continue its spiral towards stagnation."

    5. Re:Loosing buttons for more complicated games by Soul-Burn666 · · Score: 1

      When I think of playing a fighting game on a standard controller I cringe. Even though it sounds stupid, but those in-the-know know that the console controller is the worst input device for fighting games (due to 4 buttons under the control of ONE thumb). The keyboard is superior (due to multiple buttons and after training, QCs and HCs are natural) and the arcade stick is perfect (multiple buttons, and an intuitive movement input).
      Fighting games and shmups are meant to be played on an arcade stick. Not on a revolution controller and not on a standard controller.

      I really hope someone like Hori would release a good arcade stick for the NRV with all the buttons needed. I don't see the SERIOUS fighter fans using anything other than sticks, regardless if they have some new fancy NRV input.

      --
      ^_^
    6. Re:Loosing buttons for more complicated games by Cais · · Score: 1

      You'd have a more valid point if the Controllers didn't come with, at the minimum, the Nanchaku. I wouldn't be surprised if they shipped with the shell, too.

    7. Re:Loosing buttons for more complicated games by joystickgenie · · Score: 1

      Where is it that you saw that Nintendo said that the remote will be shipping with the analog nunchacu thing? All I have seen is "may" or "could" ship with from rumor pages.

    8. Re:Loosing buttons for more complicated games by hords · · Score: 1

      I'd like to see a boxing game where you hold a controller in both hands, thus letting you punch the opponent where you would like to.

    9. Re:Loosing buttons for more complicated games by YOU+LIKEWISE+FAIL+IT · · Score: 1

      Hmm, thank you for your well thought out reply. I can't really offer any condolence on the point you make ( I understand it though - I bought two pairs of Samba de Amigo controllers for the Dreamcast - multiplayer is the reason to own a console IMHO, and it can get expensive ), but I do recall that there was some commentary that with 90% of the internal electronics in the "rod" ( how much electronic infrastructure is in the average joypad anyway? ), they'd be able to make the shells cheap enough to bundle with the games without distorting the price too much. Fingers crossed, I'll be there in Tokyo to pick one up on launch day, and, fingers crossed again, I hope we can all have some fun with it.

      --
      One god, one market, one truth, one consumer.
    10. Re:Loosing buttons for more complicated games by justchris · · Score: 1

      Oh, I've got an even better idea for the baseball game. Design it so you throw the controller like you'd pitch the ball. Just take a pillow to your wall, and toss your controller at it.

      Okay, it's silly, but I'd play the game, and I hate sports games.

      --
      just some guy
    11. Re:Loosing buttons for more complicated games by justchris · · Score: 1

      Well, considering the degree of reactivity of the revolution controller, there's actually a lot more you can do with just the movment, without buttons at all, then you'd think. Don't forget, it senses not only movement (so you have access to the x, y & z axes) but also tilt (so you have access to pitch and yaw..., or yaw and roll, I forget which is which). That means with movement alone, you 5 different control options, each with both positive & negative values. As for the nunchaku add-on, Iwata and others have mentioned that they might consider including it with the standard controller.

      --
      just some guy
    12. Re:Loosing buttons for more complicated games by Rallion · · Score: 1

      I know I saw the word 'definitely' in an IGN article. Don't know where THEY got it, but that's what it said.

    13. Re:Loosing buttons for more complicated games by indytx · · Score: 1
      MS and Sony will be more than happy to sell you a system with controllers chock-full of buttons.

      Not to mention that the original Xbox and its games is going to continue to go down in price. I'll be the first to admit that the new Xbox 360 games look great, but, deep down inside, cheap stuff really talks to me.

      --
      Make love, not reality television.
    14. Re:Loosing buttons for more complicated games by Anonymous Coward · · Score: 0

      Stream the presentation from gamespot.com or something. nintendo SAID they wre shipping with tnthe nunckacu thing

    15. Re:Loosing buttons for more complicated games by cowscows · · Score: 1

      true that. I'd say that at least half the games I buy, for both the GC and the Xbox are the budget priced, $15 dealies.

      --

      One time I threw a brick at a duck.

    16. Re:Loosing buttons for more complicated games by Anonymous Coward · · Score: 0

      I hope you can throw into the strike zone pretty consistently.

    17. Re:Loosing buttons for more complicated games by Anonymous Coward · · Score: 0

      Iwata himself said during the TGS keynote presentation: "We are planning on including this controller with the basic Revolution hardware package."

    18. Re:Loosing buttons for more complicated games by Anonymous Coward · · Score: 0

      Well, let's assume what you're saying is true and that doing a fighting game is indeed impossible, how much market would they actually be loosing? According to this study of the esa (http://www.theesa.com/files/2005EssentialFacts.pd f), that would be only 5.4%. I'd say it's not the end of the world.
      Now use your imagination a bit, think of the nice boxing video demo shown by ea for the ps3 actually being controlled with two revolution controllers.

    19. Re:Loosing buttons for more complicated games by justchris · · Score: 1

      Not at all, but I'd probably still enjoy sucking at a game like that more than I've ever enjoyed winning any existing baseball game. Ever.

      --
      just some guy
    20. Re:Loosing buttons for more complicated games by Eli+Gottlieb · · Score: 1

      I've seen pictures of the Nunchaku attachment, and it at the very least includes 2 extra trigger buttons.

      So for a basic setup of remote and nunchaku:
        1 analog control stick for two dimensional movement in 360 degrees with varying intensities
        2 trigger buttons that can be comfortably reached with the index or middle fingers of the hand that holds the nunchaku
        1 set of remote sensors that can detect movement in 3 dimensions with rotation around arbitrary axis
        1 A button on the obvious face of the remote part that will be easily reachable with the thumb
        1 B trigger button on the remote
        1 set of small a and b buttons placed on the bottom of the remote
        1 standard 8-way two dimensional direction pad

      That's 2 forms of 2D directional control (usable simultaneously), a full 3D form of control (that can be used simultaneously with either or both 2D directional controls), and 6 buttons.

      Assuming that nunchaku become fairly standard, I think this controller is darn well complex enough for any game you can think of. Especially because things like the R/L buttons and the C-stick/C-buttons are VERY VERY OFTEN used as button substitutes for directional controls, which are now given straight to the player.

  15. Re:Remote Control by cornface · · Score: 1

    You know, even if it were *just* a remote control (which on that, you're incorrect to begin with - though I sense your statement is more of an attempt to defame, rather than one of ignorance), it would still be a departure from the norm. What the article is saying, or at least the quote in question, is that we should move on any opportunity to support a departure from the norm based on that alone.

    Without bringing the Revolution controller into this at all, what you just said, quite frankly, is moronic.

    Nailing poisonous asps to my scrotum is a departure from the norm but it behooves me to think twice before jumping onboard the swollen man-parts bandwagon. There are an infinite number of ways to make things different that also make things worse. The inverse is not true.

  16. Re:Gamasutra?? by NattyBucho · · Score: 1

    Perhaps you're talking about Gamespot?

  17. Guaranteeing itself at least a niche by cgenman · · Score: 1

    Oddly enough, there is a local minimum. If developers are afraid of the Revolution, and they don't make games for it, then making games for the Revolution starts to almost guarantee a sale. Nintendo's in-house titles are of high-enough quality to guarantee some console sales, and the uniqueness of the controller will get more. Some degree of support will be optimal for the 3rd parties.

    But mainly I think Nintendo is embracing and extending. They've made a controller system that looks like it can support game types from other systems (via an attachment... *shudder*), but those competing systems can't support the Nintendo exclusive titles. So you can buy an Xbox 360, a PS3, or a Revolution if you want to play Sly Cooper 4, but if you want to play Star Wars: Lightsaber Battles properly you will need a Revolution. That's a pretty big incentive to pick one console over another. That's why Microsoft bought Bungee instead of just working with them, and why Nintendo gives Miyamoto anything he asks for. Nintendo is guaranteeing themselves some unique exclusives. And unlike their past exclusives, they don't have to be the ones to build them.

    They're going for a lock, basically. And while everyone is going for a lock in their own ways, (free live online, PS2 compatibility, etc), this seems like a potentially fun lock.

    I think the real question is whether or not the add-on controller idea will take off everywhere... such a thing might fly in Japan, where peripheral sales are high, but in the US and Europe that plan has repeatedly failed. The interface is probably too limited without more than two buttons.

    1. Re:Guaranteeing itself at least a niche by Anonymous Coward · · Score: 0

      I think the real question is whether or not the add-on controller idea will take off everywhere... such a thing might fly in Japan, where peripheral sales are high, but in the US and Europe that plan has repeatedly failed. The interface is probably too limited without more than two buttons.

      The system as shipped in the box (if, as currently expected, the "nunchuck"-style addon comes as standard) will have one button, three triggers, one analog stick, one D-pad, and the whole motion-sensitive thing to boot.

      That's more than enough for any game I can think of.

  18. That's silly by Anonymous Coward · · Score: 0

    It's also moronic to discard the subject of the conversation when quoting the original post. (i.e. "without bringing the revolution controller into this at all...")
    I guess it's too easy to flame people when you can make them sound any way you want by quoting them out of context.

    The original statement "...bringing gamers closer to real interactivity, which is the entire reason and purpose of video games in the first place" was intended as a reinforcement that this controller change is a good thing, and was not intended to suggest that people should just jump on the bandwagon simply for the sake of the ride.

    If you were to say "I support male castration for its benefits to the health of convicted rapists", and someone decided to come along with the smarmy reply of: "Did you just say 'I support male castration for its health benefits.'? That's just moronic!" I'm sure you can see where you're a little out of line.

    I don't know why you bothered to reply to the post, since you didn't really contribute anything to the topic.

    1. Re:That's silly by cornface · · Score: 1

      I don't know why you bothered to reply to the post, since you didn't really contribute anything to the topic.

      Yes, I'm not sure why you bothered replying either.

  19. Re:Remote Control by Edgewize · · Score: 2, Insightful

    Correct, you are not the target audience. And you know what? For every hardcore gamer in the world, there are probably 10 people who are not hardcore gamers. If Nintendo can grab the interest of even 10% of that potential market, then they are doing as well as Sony and Microsoft put together.

    You demand hardcore stick-tilting, combo-memorizing, button-mashing game controls? Buy an XBox 360.

  20. Re:Remote Control by Babbster · · Score: 1
    I would reject the premise that the Revolution isn't intended for the "hardcore" gaming audience. This is the audience (at least based on the self-described hardcore on the Interweb) that goes on and on about how nobody has innovative gameplay and all the companies are churning out sequel after sequel with no changes in between. So, the Revolution is aimed at that audience.

    The people kvetching about the Revolution controller and how it will discourage third-party development and reduce the number of games ported to the Revolution are people who complain because they feel the need to complain about anything. They're the sort of people who will complain loudly one day about how buggy their latest console game purchase is, then the next day complain about how the Xbox allows games to be patched. They're the kind of people who will complain about how they hate sequels and use their next breath (or finger movement) to say how excited they are about a sequel to Katamari Damacy or the next Zelda game.

    In short, the people who complain about the design of the Revolution controller are whiny dolts and will remain so until there is actual evidence that the system has bad games that are hard to control.

  21. Re:Remote Control by TelevisioSledgicus · · Score: 0

    You and the poster that replied to you miss my point, and that is that of "Joe Consumer's" first impression.

    I get that the 3d motion sensing is kick ass, and the functionality alone is truly revolutionary, and I applaud them for that.

    However, the bottom line is it's looks like a remote control, and that is exactly the impression mom, pop, and the rest are going to have when they see it. They will lose sales because of it.

  22. Re:Remote Control by TelevisioSledgicus · · Score: 0

    Don't hate me because I'm right.

  23. Re:Remote Control by TelevisioSledgicus · · Score: 0

    I fully understand that it's not *just* a remote control. I'm just pointing out the idiocy of making a "revolutionary" controller identical to something not-so-revolutionary.

    This is a case of right concept, wrong implementaion.

  24. Re:Remote Control by NanoGator · · Score: 1

    Mod parent up!!!

    (So we can all point and laugh!)

    --
    "Derp de derp."
  25. Steel Battalion? by Strell · · Score: 3, Funny

    Oh, you mean the one that has it's OWN CONTROLLER? ... WITH A BAZILLION BUTTONS? ... THAT COSTS 200 BUCKS?

    Right, I use that to play Tekken ALL the time!

    --
    I'm not scared of anonymous cowards.
  26. Re:Remote Control by Jelster · · Score: 1

    Sad truth is, stick SONY on the bottom, triple the price and "Joe Consumer" along with "Expert 14 Year Old" will be tripping over themselves to not only buy it but also praise it up to all and sundry. :(

  27. Re:Remote Control by Soul-Burn666 · · Score: 1

    Nintendo said they are targetting both the "hardcore" gamers who are bored of the current status AND to non-gamers who will see games that you don't need to read a 50 page manual to start playing.
    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, for the "hardcore" gamer.
    Look on the DS. It's sold a lot of pieces just because of a "non-game" which is Nintendogs, to people who are not "hardcore" gamers. That's Nintendo's plan for the Rev.
    OTOH, Sony is catering only to the "hardcore" gamers with their PSP and while selling well it doesn't seem to be crazy like with the DS.

    Case in point, the hardware is here to stay, it's the software that will define its success or failure. Altough personally I trust Nintendo to "know what you doing" and launch every rev "for great justice"

    (Sorry for my incohorency, it's 6am in the morning and i'm just on my way to bed)

    --
    ^_^
  28. Re:Gamasutra?? by Anonymous Coward · · Score: 0

    I think he was probably meant 1UP.

  29. If the software matters by Anonymous Coward · · Score: 0

    Nintendo is doing the right thing with this move. If you think that the software is what matters, if the controller will have success if Revolution has titles that fully utilize it, Nintendo already own it.

    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.

    If those who can buy find a reason (i.d. a good game) to bring the console home, they will. If they have fun, they will. And that's what this controller can bring, fun while playing games to people who have never played a game! Just like you and me have played Air Guitar, having fantasies while moving your body without control, this controller allows your phisical to be an extension of your imagination.

    There's no key placement to remember, no sequence, no joystick to control. Your movement is the control. Your motion is translated to whatever the game developer imaginated.

    The possibilites are enormous! No longer we're stuck to up, down, left, right and 6 options. The controller allows new kinds of motion, of interaction with a virtual world.

    The closer the software gets to your imagination, the better.

  30. big problems here by Anonymous Coward · · Score: 0

    Yes it is innovativbe and that is always a good thing but they will easily have one of two things happening here
    A. They will make you buy 20 different attachments to play certain games at their full potential.
    B. If that little motion sensor moves when the controller moves think about a game with a sniper rifle ( probably another attachment )otherwise all their fps's will cost more to play with a steady crosshair or it will shake real bad. how far can you truley keep it dead on from your tv with a remote (innovation good stealing the ms white color bad)

    1. Re:big problems here by AuMatar · · Score: 1

      If Nintendo is smart, the games will start coming with attachments. They can't cost that much to manufacture, and not every game needs a unique one. It'll still be cheaper to produce and ship than the carts they used to use.

      --
      I still have more fans than freaks. WTF is wrong with you people?
  31. Not enough buttons by aztektum · · Score: 1

    They're trying to simplify interaction with games to bring in more people. It would require at least another 20 buttons just to make the basic functions available to control your typical modern TV.

    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 12:00 for most people, but it would be nice to glance at to see how long I've been flailing my arms around :P

    --
    :: aztek ::
    No sig for you!!
    1. Re:Not enough buttons by Anonymous Coward · · Score: 0

      Simple. Make a sleeve.

    2. Re:Not enough buttons by bynary · · Score: 1

      Of course it would just flash 12:00 for most people

      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?

      --
      http://www.bynarystudio.com
    3. Re:Not enough buttons by AuMatar · · Score: 1

      It still happens. Of course, I bough the cheapest VCR I could, at under 80 bucks 7 years ago. You get what you pay for, but I can set it myself.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:Not enough buttons by bleaknik · · Score: 1

      I would just like to say that Nintendo has announced that the revolution will be able to play DVDs using some sort of internal add-on. This makes me speculate if Remote Control functions will be built into this controller...

      --
      Deja Vu
      n. 1. The sensation that you've read this very article before.
  32. This straw-man is getting tiresome already by Moraelin · · Score: 1

    Get this: noone's attacking Nintendo because they're innovating, so I wish that straw-man and persecution complex was put to rest already.

    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 such "innovations" that just didn't work. The more clueless a PHB was, the more he was full of "innovative" ideas to make the web an "experience" and such. Except noone actually wanted to have that experience. (Even those very same PHBs didn't want to personally use the resulting awful site, but had their secretary do it for them.) E.g., see the endless ranting and raving against the RIAA-backed DRM schemes on /. for another example of innovation that a lot of people don't like nevertheless.

    In this case, I think this controller sucks. That's all. Again, let's not pull the same "waah, but if you're against it you're against innovation" straw-man, because it's still a straw man. I'm not against innovation, I just don't like this particular item. That's all.

    "However, don't hate on Nintendo because they're doing something new and different."

    Again, noone's hating them for it. Yes, I know I'm repeating myself, but maybe it will finally sink in this time.

    "If you don't like it, don't buy it."

    Yes, very insightful that. And indeed that's what I was planning to do.

    "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."

    No, sorry. That's just half the story. What's driven the economy and develompent wasn't just imagination run amok, but also the reality check of whether the market also wants to buy it or not. Some ideas will be the next great thing, and some will fail, and that's actually a _good_ thing. It's that separating the gold from the sand that's an equally (if not more) important component in that progress.

    Either half is worthless without the other. Having just the reality check but not the input for it, yes, isn't going to get us all any further. But also mindlessly folloing any idea, not even trying to discern the good from the bad bad, is even worse.

    At any rate, to put this thing to rest already:

    A) "innovation" as in the process of coming up with new original stuff, is good. But,

    B) any particular "innovation" as in an actual product or idea, can still nevertheless be a bad product or a bad idea.

    And all this emo stuff along the lines of "Product X is an innovation, we must support innovation, therefore we all must support Product X" is at best a textbook verbal fallacy. It's based on the ambiguity between the two very different meanings of it.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:This straw-man is getting tiresome already by __aailob1448 · · Score: 1

      Why don't you like the controller? You didn't say.

  33. Begging the question, eh? by Moraelin · · Score: 0

    "Nintendo is doing the right thing with this move. If you think that the software is what matters, if the controller will have success if Revolution has titles that fully utilize it, Nintendo already own it."

    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 question if it will give her hours of entertainment, or just a sore arm after waving the thing around.

    "nd that's what this controller can bring, fun while playing games to people who have never played a game! Just like you and me have played Air Guitar, having fantasies while moving your body without control, this controller allows your phisical to be an extension of your imagination.

    There's no key placement to remember, no sequence, no joystick to control. Your movement is the control. Your motion is translated to whatever the game developer imaginated.

    The possibilites are enormous! No longer we're stuck to up, down, left, right and 6 options. The controller allows new kinds of motion, of interaction with a virtual world.

    The closer the software gets to your imagination, the better.
    "

    Now you're sounding like a broken marketting droid from the dot-com era.

    No, the closer it gets to be intuitively controlled, the better. Thing is, however, (A) an intuitive controller, and (B) PR-stunt gadgets (badly) imitating reality or such fantasies... well, they're usuall exact opposites.

    You may notice that the most effective and useful interfaces are those who _don't_.

    E.g., the mouse is probably the most successful input device ever, but here's the thing: it's an abstract device. There is no RL equivalent of it, no "think of your airguitar fantasies!!" BS needed, it just works. Even without trying to mimmick natural movements or anything, anyone who's ever tried a mouse, needs only minimal instruction to use it. (I can tell you that I even got my computer-illiterate grandma to use one adequately well in less than a minute.) By comparison, the things that did try to imitate reality and human moves, like the touch screen or the power glove, failed miserably, because humans aren't built to hold an arm up for hours.

    E.g., between the keyboard and handwriting recognition, it's the same issue: between writing something by hand (the thing that imitates reality and natural movements) and typing something on a keyboard, the keyboard is the faster and more comfortable option.

    Etc.

    And the same applies not only to input devices, btw. You may notice that we still use wheels on cars, not try to build mechanical legs. You may notice that our airplanes don't flap their wings like birds to. You may notice that boats have moved from oars (the solution that was inspired by flippers) to just using a propeller. Etc.

    As I've said, imitating reality is that-a-way, building something efficient and useful is in the exact opposite direction.

    So basically that's the thing: coming up with a PR stunt like this is _easy_, and it's easy to hype to hell and back. ("But it's natural!!!") Coming up with an innovation that's actually a better interface, that requires a lot more work, and a lot more imagination.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Begging the question, eh? by Rallion · · Score: 1

      Well, this is a game console. It's incredibly unlike a boat or a car or even a keyboard (as used for typing). Those are all things you want to be efficient. This is something you want to be fun. You want to create a good (and, possibly, unique) experience.

      The goal is just entirely different. You can't even compare it to some practical device.

    2. Re:Begging the question, eh? by justchris · · Score: 1

      Some of your comparisons are a tad sketchy, but that's not something I'm going to go into. While the point of your argument is good, you're kind of making Nintendo's argument for them. They were never trying to make a controller that simply imitates things we can already do. Their intent, from the beginning, was to improve the way we interact with games. It's what they've said since before they revealed what the controller was, the one thing they wanted to do was make playing the game more fun, easier and more intuitive. I'm not saying they've accompished it because I haven't had a chance to use one, and while I personally think the controller looks stupid, how it looks has no bearing on how it plays.

      --
      just some guy
  34. Re:Remote Control by illumina+us · · Score: 1

    It's a remote control that senses movement in 3D. This technology is absolutely amazing! Now tell me, how am I supposed to play Soul Calibur with my friends all on the same couch without us hitting each other? Furthermore, how am I supposed to play first person shooters on a split screen when I have to aim at only my part of the screen (which will be very small mind you)? This control seems to have been designed with the thought of bringing in more people into the gaming world. However, it has definately not been designed with the thought of gaming in mind.

    --
    -illumina+us "I put on my robe and wizard hat..."
  35. Re:Remote Control by __aailob1448 · · Score: 1

    I'm not actually aware of any criticism of the x360 controller. There was some disappointment that it wasn't very different from the controller-s but after holding it in my hands, i think it's a great controller. Soft, light, well proportionned, etc. While people can say it's white and ugly, no one in their right mind would call it huge. Now the PS3's Batarang, that's a whole other ballgame.

  36. Like A Hotel Remote by blueZhift · · Score: 1

    What I had in mind was using the existing buttons like the remotes you often find in hotel rooms. For this you just need buttons for next and previous channel and more volume and less volume. The D-pad alone is good enough for this. If you want to get fancy without making it too complicated, the remote could have a channel jump feature where if you hold the button down in one direction or the other it would skip through the channels quickly. The key thing is to keep it simple.

  37. If you want to know, here's why by Moraelin · · Score: 1

    Well, we can discuss why I don't like the controller too, but all I wanted to say there was that it's a completely different issue from disliking innovation as a whole. So figured for a change I'd focus on one single idea instead of a hard-to-read mix of disparate issues.

    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 you play for half an hour, or an hour, then plug in your regular controller and play something else. I know people who've played a FPS with a keyboard and mouse for 16 hours straight. I don't know anyone who can play a lightgun game for _half_ that time.

    Being a weakling nerd has nothing to do with it, btw. Humans just weren't built for that. I've actually got a bodybuilder once to play a lightgun game. He too soon got sore muscles from holding his arm up.

    So all things considered, I'd rather _not_ have to wave that thing around for hours to play a game.

    Most of Nintendo's proposed accessories for this controller suffer from the same problem. E.g., take the racing wheel. A car's wheel also serves as something to rest your hands/arms on. Trying to just hold a loop in the air and steer with it would get very uncomfortable very fast.

    2. Too few buttons for anything serious. Two buttons, A and B (the trigger included) just aren't enough for anything but the most over-simplified games. Even the GBA also has the shoulder triggers, by comparison.

    E.g., let's take racing games. Let's say the trigger is the gas pedal, and "A" is the brake button. It just has no keys left for gear switching, hand-brake, or anything else. Reaching for the cross to do those things, not only is uncomfortable (and precludes stuff like changing gears _while_ braking), it just guarantees also moving the controller while you do that.

    3. Lack of an obvious "centre" position, or of a way to reset it.

    E.g., racing games again, as an easy example. (But the same would apply to a lot of other games, e.g., flight sims.) How do you know when it's centered? On a gamepad you can just let go of the stick, and it's automatically centered. I can actually think of one game where they didn't offer auto-centering: "Driving Emotion: Type S". (A Square game for the PS2, just so you don't think I'm picking only on Nintendo.) Review sites dubbed it "The real drunk driving simulator."

    E.g., FPS. You can pick a mouse up and move it back to the centre, when you've pushed it too far to one side. Now imagine doing the same with such a gyroscope device instead of a mouse. How do you do that? So you want to circle-strafe around someone. You turn it to the right, right, right... then what? How far does your arm twist? How do you reset it without turning left?

    Reserve a button for a "pick up the mouse" equivalent? Well, it only has two, so I'd rather not. Plus, there goes that intuitive use idea right out the window.

    Or use it as a joystick instead, so you don't have to twist your arm? Well, we all knew how well joysticks worked in FPS.

    4. Then there's the whole fact that it's been actually tried before. E.g., some of the Microsoft Sidewinder gamepads, yep, had just that: a motion sensor. If that worked as great for all sorts of games, as Nintendo claims, don't you think we'd have heard about it already? E.g., if a motion sensor was that great and intuitive for fps, don't you think by now you'd hear about whole clans of Sidewinder owners pwning everyone in sight?

    Etc.

    And yeah, yeah, it can be combined with other stuff to overcome those problems... basically bringing you back to square one. So you can stuff it into a normal Gamecube-like gamepad... getting a regular gamepad for your game. Or you can stick the analog stick part in it, nunchaku style... getting a regular gamepad split into two. Or you can stick it into a plastic loop... getting a racing wheel, if a very

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:If you want to know, here's why by DarkYoshi · · Score: 1

      1. It looks like it would be uncomfortable after a while.

      The controller is meant to be held close to you, not far away like a gun.

      2. Too few buttons for anything serious. Two buttons, A and B (the trigger included) just aren't enough for anything but the most over-simplified games. Even the GBA also has the shoulder triggers, by comparison.

      This is where the addons come in. For a racing game, the controller could be attached to a fake steering wheel, with a button on each side where you would have your thumbs, for acceleration and braking, and then there could be two triggers behind the buttons to change gears or something like that. You could turn by turning the wheel.

      3. Lack of an obvious "centre" position, or of a way to reset it.

      There isn't a "centre" position. There's a TV. You point the controller at the TV, and it knows where in the room the controller is, how the controller is tilted, and where it is pointing. You don't need to reset the centre position, because there isn't one. Technology has become slightly more advanced between the release of the Nintendo Zapper and now.

      4. Then there's the whole fact that it's been actually tried before. E.g., some of the Microsoft Sidewinder gamepads, yep, had just that: a motion sensor. If that worked as great for all sorts of games, as Nintendo claims, don't you think we'd have heard about it already? E.g., if a motion sensor was that great and intuitive for fps, don't you think by now you'd hear about whole clans of Sidewinder owners pwning everyone in sight?

      This has not been tried before. A motion sensor has been tried before. A motion, distance, positional, and directional sensor has not been tried before. Even if it had, do you really think that Micro$oft could really pull out anything but crap to play on it? I really don't think so. I am planning to buy a Revolution, period. If Nintendo made the XBox 360, and M$ made the Revolution, I would buy a 360. Nintendo makes great games. Microsoft does not.

      Would I hear of SideWinder owners pwning everyone? No, I would not. A motion sensor knows how you move the controller. That is when you need a "centre" position as you mentioned before. That would be crap. The Revolution controller centres itself, because it knows where it is being pointed, while the SideWinder just knows where is is being pointed in relation to where it was just pointed a second ago.

      So you can stuff it into a normal Gamecube-like gamepad... getting a regular gamepad for your game.

      Yes, a regular gamepad for your recular GameCube game. Not your original and innovative Revolution game.

      Or you can stick the analog stick part in it, nunchaku style... getting a regular gamepad split into two.

      Are you sure that a controller that knows where it is, what angle it is on, and where it is pointing suddenly becomes regular gamepad just because it has an analog stick?

      Or you can stick it into a plastic loop... getting a racing wheel, if a very uncomfortable one and with no force-feedback.

      Who are you to say that the wheel is uncomfortable? Have you used it? You say it won't have force feedback... Do you think that a little vibration makes a PS3 or XBox360 controller suddenly have force feedback? Great news, the Revolution's controller does that too.

      It's all ways to basically get rid of that innovative design and revert to something we've had all the time. In a gimmicky way, but nevertheless it's just that: reverting to an older-style controller. You'd think that if a controller was that great and universal, it wouldn't need that many ways to revert to the old non-inovative controllers, wouldn't you? It's not the kind of thing that really inspires confidence.

      So your idea of a revolutionary controller is a gamepad with enough buttons to play games from four other game systems? That's literally the stupidest thing I heard all week, and I hear lots of stupid things. Does that inspire confidence? If it does, I suggest you go and rethink your life.

      So... There goes your argument. You know, you're the best writer of any trolls I've met.

    2. Re:If you want to know, here's why by Moraelin · · Score: 1

      "So your idea of a revolutionary controller is a gamepad with enough buttons to play games from four other game systems? That's literally the stupidest thing I heard all week, and I hear lots of stupid things. Does that inspire confidence? If it does, I suggest you go and rethink your life."

      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?

      A) Where did I write the stupidity you combat there? Nowhere. That's right. It's your own straw-man. And a very lame straw-man at that. It doesn't even try to look like even vaguely related to what I wrote. You just pull a completely unrelated stupidity out of the ass, that you can feel comfortable enough to attack.

      B) It's back to acting like a bleating fanboy on a crusade against the heathens. No, dude, you need to rethink your life. If a stupid console -- _any_ console -- means that much to you that you need to take it personally, you're sad. Go out, meet people, get a life.

      "So... There goes your argument."

      Nope, there goes your sad straw-man.

      "You know, you're the best writer of any trolls I've met."

      And again, we're back to the good old mindless Nintendo fanboy on an offensive act. I was asked what I don't like about it. I wrote what. But you sad little fanboys just have to feel personally offended and trolled if anyone dares not like a console. If anyone dares not love a stupid controller or a game or anything even remotely related to Nintendo, it can't be that they genuinely don't like it, it _has_ to be some trolling, right? And you just _have_ to turn any such conversation in a lame shout-down-the-heathen act. You're officially sad. Grow up. Get a life.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    3. Re:If you want to know, here's why by Minna+Kirai · · Score: 1

      You know, it was starting to look like I was actually getting an intelligent answer from a Nintendo fan,

      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 existed. Declare victory and run off to hide.

      If you don't wish to be considered a troll in the future, don't do this.

    4. Re:If you want to know, here's why by DarkYoshi · · Score: 1

      Thank you for intervening. You know, Moraelin, I should have been nicer to you at the end of my reply, but I will not have respect for you until you reply to my post with an intelligent response.

    5. Re:If you want to know, here's why by Minna+Kirai · · Score: 2, Insightful

      Of course, nobody really cares about "respect" on slashdot anyway- especially if you've already got extra karma points.

      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 done PC games like FPS for practically 8 hours, but get stiff and painful after barely four on SNES. I suppose that PC controls are more relaxing because you've got a desk to hold the controls off of the floor, instead of needing to use your fingers to keep it up. This means you can take micro-breaks away from the controls during very brief pauses in the action, without them falling onto the floor. Controllers newer than SNES must be even worse, because they have that "rumble" motor intentionally making it harder to grip. (Yes, you can partly sit it in your lap, but that wouldn't be very stable)

      3. In arcades, lightgun shooting games are #3 in popularity, below DDR and driving, and above fighting. Even if lightguns are tiring, so is DDR, so apparently exhaustion isn't necessarily a big problem.

  38. The Wavebird sleeve was a mock-up by Man+In+Black · · Score: 1

    You do realize that if you put the control inside the wavebird-like sleeve, it still tilts when you tilt the addon sleve?

    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 of the machine were purely for reverse compatibility when playing Gamecube games on the machine. Nintendo hasn't said anything about them working on actual Revolution games. I wouldn't hold my breath.

    --
    -"One machine can do the work of fifty ordinary men. No machine can do the work of one extraordinary man." -EH
    1. Re:The Wavebird sleeve was a mock-up by WaterBreath · · Score: 2, Insightful
      Nintendo hasn't said anything about them working on actual Revolution games

      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 access them if they so desire.

    2. Re:The Wavebird sleeve was a mock-up by TheLarrikin · · Score: 1

      An expansion port on the bottom of the controller gives it extra flexibility. At the show, Iwata demonstrated a second controller piece that you hold in your other hand, boasting an Analog stick and two additional trigger buttons. This configuration was referred to as the nunchuku-style controller. The port could also be used to transform the unit into a more traditional controller for classic-style games (including multiplatform titles).
      -Steve Thomason

      This quote was available on the Official Nintendo website, and, although it was stated by a writer for Nintendo Power, the fact that Nintendo put it on their website is credit enough in itself. Yes, the wavebird photo was a mock-up, and the author of said mock-up even stated that it isn't to any kind of proportion, but the button configuration and setup is what would be necessary to fulfil what was stated in Mr. Thomason's quote, for 'classic-style games'.

      The full article is available here:
      http://www.nintendo.com/newsarticle?articleid=Uuo6 JoTDkBzpp3yLzpJSxvJrvmUZJ6El&page=newsmain

    3. Re:The Wavebird sleeve was a mock-up by DrOct · · Score: 1

      I actually recall, when watching the video of Iwata's keynote speech that he actually did say there would be a more traditional controller sleeve type thing. It's toward the end as I recall.

  39. You want more fighters?! by Anonymous Coward · · Score: 0

    If you want to play yet another fighting game, then don't buy the Revolution. It's time to retire or RETHINK game genres that have been played out...

  40. Re:Remote Control by ShibaInu · · Score: 1

    Coming to the topic a bit late, but I'm a "casual" gamer. I play when I can, but I have a wife, a kid, a full time job and am working on a software project on the side. I play to relax, to forget my troubles. I don't want to invest hundreds of dollars in a gaming rig, online play, etc. I would like a machine that will be relatively cheap, that my daughter can have some fun with and that will be fun for me as well. My guess is that there are a lot of folks like me.

  41. Re:Remote Control by Anonymous Coward · · Score: 0

    Please tell me good sir, how would you implement the functions of the Revolution controller into the design, yet still make it relevant to the functions of that controller?

  42. Re:Remote Control by Chosen+Reject · · Score: 1
    OTOH, Sony is catering only to the "hardcore" gamers

    I'm glad you put hardcore in quotes. I tend to think most of the Sony gamers are really lamers, (Not all, just most), and I've decided that those who buy the XBox are 95% more likely to have done so because gaming is "cool" now, and they want to be "cool." I'm getting tired of hearing people getting "hardcore" and "fanboy" mixed up.

    Dictionary.com gives three definitions. First is intensely loyal. I think that is where a hardcore gamer is. Someone who is intensely loyal to games. But not a specific game, that would just make you a hardcore Zelda fan, or hardcore Soul Calibur fan, or a hardcore Dead or Alive fan (which is hardcore in completely other ways). A hardcore gamer is one who thrills in new games while still enjoying the old. Any game they can get a hold of is another opportunity.

    Unfortunately, most "hardcore" gamers are more like definition number 2. They don't want things to change. When change occurs, that's when you can tell the diehards from the blowhards. The diehards rejoice in change as yet another opportunity. The blowhards reject change because they're part of the elite and change means that they might not be part of the elite anymore. Diehards don't care if they're in the elite club or not.

    A similar thing is true for programming. You have the old school hackers. These are the people who are great. They rejoice with a new language with all the learning and challenges that are inherent in that. Then you have the latest technical school grad who knows ASP.Net and never wants that to change. He may be a "hardcore" ASP.Net programmer, but if the newest fad in web programming comes along, they whine and complain about how it's not "hardcore," or their version thereof.

    I say let all the "hardcore" gamers play their shiny PS3's and XBox 360's. The true hardcore probably will, too. They can flame each other about how their console of choice displays more polys, has HDR, and all the other $graphic_of_the_day items. The true hardcore will also be playing with a revolution, enjoying more games for the sake of enjoying more games.

    --
    Stop Global Warming!
    Just say no to irreversible processes!
  43. Re:Remote Control by Parham · · Score: 1

    I totally agree. If you look at the right side of this link, you will see a similar controller that was made for the CD-i which completely flopped as a console controller. From the blurb:

    CD-i
    Philips, 1992

    The four Mario and Zelda games that Nintendo inexplicably allowed Philips to create for the CD-i would be terrible no matter what controller you used to play them. But the pad that shipped with the CD-i hardware defies all reason. Held in one hand, it's basically like a television remote -- the directional pad surrounded by two tiny, thin buttons. Perfect for browsing through the menus of Shelley Duvall's It's A Bird's Life. Awful for gaming.


    I have a lot of mixed feelings about this controller...

  44. inertia by MORTAR_COMBAT! · · Score: 1

    I like the idea of using the controller to control sword fights. However with only the inertia of a few ounces of plastic weighted entirely in your hand instead of a few pounds of steel weighted out a few feet, it can only be -so- realistic. Maybe lightsabers, they appear to have very low inertia or mass other than the handle, but I think it is easy to imagine being able to move the controller faster than can be recognized by the receiver, particularly in a LAN environment.

    --
    MORTAR COMBAT!
    1. Re:inertia by Minna+Kirai · · Score: 1

      However with only the inertia of a few ounces of plastic weighted entirely in your hand instead of a few pounds of steel weighted out a few feet, it can only be -so- realistic.

      1. Buy yourself a nice Scottish Claymore
      2. Tape Revolution controller to the hilt.
      3. Realism!
      4. Strenuous upper-body workout.
      5. Impale your TV fighting Gannon.

    2. Re:inertia by MORTAR_COMBAT! · · Score: 1

      Yes, but there is no guarantee the person you are fighting is similarly weighted.

      --
      MORTAR COMBAT!
  45. Re:Remote Control by phxbadash · · Score: 1

    Screw playing soul caliber on the console, you can all dress up as your favourite characters, go outside and hit each other with foam weapons.

    LARP ftw. ;)

  46. Re:Remote Control by Gizzmonic · · Score: 1

    They're the sort of people who will complain loudly one day about how buggy their latest console game purchase is, then the next day complain about how the Xbox allows games to be patched.

    Allowing games to be patched is a tacit approval of publishing unfinished games. It's gotten so bad in the PC gaming world that alpha-quality software is the norm. Why would anyone want to allow that in the console world?

    In short, the people who complain about the design of the Revolution controller are whiny dolts

    There are some very valid concerns about the Revolution controller in this very thread. Stuff like, how am I supposed to aim in an FPS game on a split screen? What if I am playing my games on a projector? Whether you call it whining or not, if it affects whether people buy the system or not, Nintendo needs to address it.

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    (-1, Raw and Uncut is the only way to read)
  47. Well, yes, that's in fact the whole point by Moraelin · · Score: 1

    Well, yes, that's in fact the whole point: you want it to be a fun experience. That includes such practical issues as its being comfortable and easy to use, for example.

    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's gamepad was more _practical_ (e.g., comfortable) than Atari's joysticks. And then we've moved to mice in FPS, because they were more _efficient_. Nintendo itself in the DS moved to a touch screen, among other things, because it was a more practical and efficient input for some games. (Trying to either draw or steer a FPS with a gamepad is a lot less fun.)

    Other items also used for fun, e.g., your TV, also weren't entirely immune to efficiency and practicality issues. E.g., that's why they're all shipped with a remote control, have a digital tuner, memory, presets, auto-scan for channels, tele-text, etc.

    So basically you can't really separate items like that. Even if something is supposed to be used for fun, you'll still want it to have a practical interface.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  48. Re:Remote Control by Anonymous Coward · · Score: 0
  49. Re:Remote Control by Soul-Burn666 · · Score: 1

    Thanks. The reason I put hardcore in brackets was to refer the meaning my parent post refered to.

    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.e strategy/RPG/whatever) vs those who like Nintendo-style fun games (i.e not "cool" games).
    You can have any combination of these and everything in between.

    Those who like only "cool" games aren't interested in Nintendo's offers.
    However it doesn't mean those who also like "not cool" games won't like PS/XBox games.
    Moreover, regardless of your gaming habits (casual vs in-the-know), you can like either of the consoles.
    You can have a casual gamer playing GTA on a PS2 or Mario Party on the GC and you can also have an "in-the-know" gamer doing the same thing.

    And it's not like only those who like only "cool" games buy the current XBox.
    An interesting example, which seems a bit exceptional: Ninja Gaiden. This game caters both to those who like "cool" games and to those who like "real games with depth bla bla", however, it's aimed only at those who really play games a lot and truly have "madskillz" and not the "casual gamer".

    The PS2 is more of a hybrid, has many games which are "cool", many games which are "fun" and many games for casual or i-t-k gamers.

    As for myself, I consider myself an i-t-k gamer but like pretty much any kind of game if it's fun. About the next gen consoles?
    PS3 - After seeing the Metal Gear Solid 4 trailer vid, looks like a great system.
    X360 - Me, a Microsoft hater. Other than the actual console design/controller, the upcoming games look very interesting with NinjaGaiden2, 99Nights and a few more.
    NRev - Unlike the two consoles above, this one is special, something never seen before. Even without seeing the games and graphic quality I know this one will be something special.

    I wish luck to all 3 companies (Yes, I actually wish luck to MS too!) and hope they kick eachother's asses, driving prices to the ground and game quality to the sky ;)

    --
    ^_^
  50. Re:Remote Control by barawn · · Score: 1

    when I have to aim at only my part of the screen (which will be very small mind you)?

    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.

  51. Dude, I play Ivy by rsilvergun · · Score: 1

    and you do not want to see me dressed as Ivy.

    --
    Hi! I make Firefox Plug-ins. Check 'em out @ https://addons.mozilla.org/en-US/firefox/addon/youtube-mp3-podcaster/
  52. Re:Remote Control by illumina+us · · Score: 1

    That's even worse. I have an even smaller window of movement to move in. What happens when I want to fire? I push and nothing is stabilizing the controller but my one hand. What happens? The thing jerks and doesn't hit anywhere near my firing. With a normal control, you don't press analogue sticks to fire. You only use them to aim.

    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 controller and consequentially moving the entire controller down.

    --
    -illumina+us "I put on my robe and wizard hat..."
  53. Re:Remote Control by barawn · · Score: 1

    That's even worse. I have an even smaller window of movement to move in.

    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 easily if I'm gripping it, rather than just holding it like a mouse.

    I've got a feeling that given that one of the demos is a FPS, it probably works pretty well for an FPS. It's got to work better than a controller. Not much could be worse.

  54. Re:Remote Control by Meagermanx · · Score: 1

    Let me just say that I don't think the novel point-n-shoot idea is a bad thing. I think it'll make FPS games more interesting, add some cool new design concepts, and possibly, maybe even probably, be really cool.
    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 want is something to play when I'm home from school/work, and not doing homework. But, please, two buttons? I like a technical fighter as much as the next guy (maybe less), I like FPSs now and again, I love a good, immersive RPG or dungeon crawl, and I like platformers more than most. Will two buttons, four if you count the 'nunchuck' attachment, really allow for the complexity I want in a FPS? Heck, Doom used more buttons than that! Will an uncomfortable looking (to me) controller really let me select items on the screen with maximum precision? Their design seems to focus around making the hardware look really good to people who don't game, when it should focus on being the best hardware it can be, and letting people who don't game discover how easy it is to control when they see their friends/kids/extended relatives play it.

  55. Re:Remote Control by Soul-Burn666 · · Score: 1

    1. Dumbing down might be a good thing. Will two buttons, or 4 with the nunchuck be enough?
    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):
    D-Pad to navigate in menus + A or B to select.
    Pointer to aim at your target for the spell or telling your char where to move.
    B button to perform the action.
    I think that's pretty much it.

    A technical fighter? Ok, this controller doesn't work well with fighters.
    Guess what? A game pad sucks for technical fighters anyways! Ask anyone and they'll tell you to use an arcade stick. Don't want a game stick? Connect a GC controller or use a "standard gamepad" shell.

    I hope they designed it ergonomically so you won't have more cramps than with a standard gamepad.

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    ^_^
  56. Bad jokes by Jacius · · Score: 1

    The system as shipped in the box ... will have one button .... That's more than enough for any game I can think of.

    <shot style="cheap">Especially ports of Mac games. *snicker*</shot>

    Actually, it looks like it also has an "a" (not to be confused with "A") and "b" buttons down on the bottom. They'd be hard to reach using one hand, but you could turn the lil' bugger sideways and voila! instant NES controller.

    (Cue Legend of Zelda "Found a new item" song — Doo do dee doooo!)

  57. Revolution Controller - Just Not Practical by TommyPickles · · Score: 0

    For a quick game or two, the revolution controller looks like fun. However there's a few practical considerations that make me think Nintendo might not be thinking it out fully: a) Won't gamers get tired of waving about their arms? I don't know about you but I'm usually not playing a game for a few minutes, more like several hours at a time. Try noticing your behaviour with the controller the next time you play: instinctively you may change the position by which you handle the controller as your arms/hands tire. b) Why did they make the nunchakus with a cord? Why not go wireless since the technology is already available (see: wavebird)? If you're waving about the remote like crazy isnt there a risk it'll get tangle or restrict your movement?? c) How will I play the majority of game types that I love? The thing was consoles were never meant originally for FPS games (or game types that the revolution controller is attempting to create). Therefore the many years of games that were designed (platformers, beat 'em ups, driving, etc.) that we have grown to love with multiple-button, ergonically designed controllers, whats going to happen to them? I certainly don't see them finding a home with Nintendo even if they do have some transformer-like plugin for the remotes. Sure you can release a new controller, plugins, whatever.. but the sad fact is most game companies program for the default system config (eg. how many games were programmed with Expansion Packs in mind on your other consoles, Nintendo?), and if it means no kickass controller for the majority of game types gamers like? This should be put in the context also of game companies nowadays making ports to-fro different consoles to maximise return on the investment of making a game. d) How practical is a square-remote control with one or two buttons, considering ergonomics and the need for multiple options in games? Quite revolutionary indeed but I'm wondering if it's not a tad impractical.