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New Genres For The Revolution

Last week's Gamasutra question of the week dealt with the possibility of new genres for Nintendo's Revolution system. Some interesting answers from the industry, as always. From the article: "I would say the interesting part is not what new genres will come about, but how most existing genres will be transformed by this. For example, fighting games will no longer have to be about special moves and combos when you can simply put one controller in each hand and start punching and blocking like in real life (maybe strap one on a leg to kick). "

149 comments

  1. Combos by Anonymous Coward · · Score: 2, Interesting

    I absolutely hate fighting games that rely on memorizing combos to determine who is the better fighter. Even on the Gamecube, fighting games like Smash Brothers break this horrible standard and let everybody smash buttons and do every move with ease.

    1. Re:Combos by hattig · · Score: 2, Funny

      I agree, it's all about finger dexterity and muscle memory rather than actually attacking in an interesting manner.

      Hell, it could even teach players basic martial arts moves with the heel and wrist controller ($49.99 additional) where you have to fight by doing the actual moves (roughly).

      OTOH this could be quite dangerous unsupervised ... and I don't want a load of ninja teenagers growing up over the next 10 years.

    2. Re:Combos by Kuukai · · Score: 5, Insightful

      But esoteric fighting games are about learning how to play and getting really good at it. They're not designed as "authentic fighting simulators", they're just games, in much the same sense chess is just a game and not an "authentic war simulator". Minimalist fighting games can be fun too, but they aren't "better at being fighting games" (nor the other way around) or anything... Likewise, I don't think that the Revolution's controller is some "holy grail" for fighting games. It will lead to a bunch of fun ones, I'm sure, but they won't be something all previous fighting games were "trying to be".

      --
      Sendou Wave Kick!!
    3. Re:Combos by slughead · · Score: 1

      I absolutely hate fighting games that rely on memorizing combos to determine who is the better fighter. Even on the Gamecube, fighting games like Smash Brothers break this horrible standard and let everybody smash buttons and do every move with ease.

      Yeah but from the looks of things...

      you can simply put one controller in each hand and start punching and blocking like in real life (maybe strap one on a leg to kick).

      It wont be the person with the better memory that wins, but the one with the most controllers duct taped to various appendages.

    4. Re:Combos by Midnight+Thunder · · Score: 4, Funny

      It wont be the person with the better memory that wins, but the one with the most controllers duct taped to various appendages.

      Please don't tell me what appenges you are thinking about, I just don't want to know :p

      --
      Jumpstart the tartan drive.
    5. Re:Combos by tukkayoot · · Score: 5, Funny
      and I don't want a load of ninja teenagers growing up over the next 10 years.

      Even if they're mutant turtles?

    6. Re:Combos by chris_eineke · · Score: 1

      The words "noodly appendage" come to mind...

      --
      "All you have to do is be fragile and grateful. So stay the underdog." Chuck Palahniuk, Choke
    7. Re:Combos by The+Wooden+Badger · · Score: 1

      Well the problem we centaurs have is affording 6 controllers to tape to appendages. On the other hand (no pun intended), it does give us an advantage when fighting you homonids.

      --
      Heroscape, it's like legos combined with anachronistic wargames.
    8. Re:Combos by Lord_Dweomer · · Score: 3, Interesting
      "Likewise, I don't think that the Revolution's controller is some "holy grail" for fighting games."

      Agreed. And if you're allowed to match it up so that one person "moves" to execute their moves, while the other just pushes buttons....the one who's just pushing buttons will have a HUGE advantage because of the speed with which they can push them. That's why I've always preferred the PS2's joystick for Gran Turismo as opposed to the racing wheel....I can simply execute my moves quicker with the buttons than having to turn the whole wheel, etc.

      --
      Buy Steampunk Clothing Online!
    9. Re:Combos by CapnGrunge · · Score: 2, Funny

      Just tell them they'll get no booty ;)

      --
      I see 57005 people
    10. Re:Combos by higuy48 · · Score: 2, Funny

      The first Star-Wars-kid-like video of some idiot torquing himself into a death defying 540 off the couch into a glass table is going on my hard drive and staying for a very long time.

      --
      And now, for a sig that's a complete copout.
    11. Re:Combos by n3k5 · · Score: 1
      It wont be the person with the better memory that wins, but the one with the most controllers duct taped to various appendages.
      That's exactly why I'm not playing with Zaphod any more.

      Regards,
      Arthur D.
      --
      but what do i know, i'm just a model.
    12. Re:Combos by WinnipegDragon · · Score: 1

      I'm sure I'm not the only one who played Stroker 64...

    13. Re:Combos by Mursk · · Score: 1

      OTGH (on the gripping hand), I feel that we Moties have the best of both worlds.

      --
      "This thing does science so hard, you say, 'I've never seen that much science.'" -Sam
  2. Nothing new... by JordanL · · Score: 2, Insightful

    Nintendo has been creating new genres for a while.

    1. Re:Nothing new... by MaestroSartori · · Score: 3, Insightful

      I love how people with little knowledge of history laud Nintendo as visionaries for things that have been done before...

      For instance, Electroplankton was preceded by over 20 years, by things like this, and this, and this, and this - and those are just by one guy, and those are just the ones I know about. Jeff Minter can't have been the only guy making this sort of thing, there's probably been a pile of them in academia too.

      As for the virtual pets, ignoring Tamagotchi and whatnot there have been virtual dogs and more imaginative or more prosaic electronic companions for a while too - Little Computer People came out over 20 years ago as well.

      Nintendo may popularise many things, but don't make the mistake of thinking they come up with them all...

    2. Re:Nothing new... by MasaMuneCyrus · · Score: 1

      Darwin wasn't the first guy to come up with evolution, but we laude him for it.

      Nintendo may not invent the concepts, but they definitely execute them well, and introduce the concepts into places that they have never been before.

    3. Re:Nothing new... by Anonymous Coward · · Score: 0

      I love how people with little knowledge of history laud Nintendo as visionaries for things that have been done before...

      Wow, Nintendo is the console version of apple!

    4. Re:Nothing new... by suspected · · Score: 1

      I hate when people say things like "it's been done before" or "I thought of that first." Trust me on this one: virtually everything that could be thought of already has been. The problem is not coming up with the idea but rather implementing it and explaining your idea in such a fashion that others can rally behind your idea. Do you really believe some guy at Nintendo thought of this one night and didn't give it a second thought? Companies like Nintendo don't and cannot risk millions of dollars on "trying something new" on a mere whim. A lot of thought, planning, and work goes into things like this. Many things are done but done wrong; the few innovations that stand out are those that are done right.

    5. Re:Nothing new... by gamesource · · Score: 1

      Yep, Nintendo really only creates a few of their most famous innovations. But like you mentioned, what they do best is insert the fun into existing technologies (with the exception of Electroplankton and the VirtualBoy), which is what makes them great and important for the industry.

    6. Re:Nothing new... by JordanL · · Score: 1

      You completely missed the point of what I was saying: what other company will risk money on something unproven because its a quality product... especially if they weren't the ones that came up with it.

    7. Re:Nothing new... by blahplusplus · · Score: 1

      "Nintendo may popularise many things, but don't make the mistake of thinking they come up with them all... "

      Lets not forget people come up with the same ideas and combinations of ideas and inventions, so it is ok to say that a company did genuinely think it up itself. You can arrive at the same conclusions /ideas independently and have done all the work and been original.

    8. Re:Nothing new... by xtracto · · Score: 1

      I agree, I do not know why all the buzz about the Nintendogs game, it is not new at all, at worst it is a tamagochi rehash, at best it is a balant copy of the Petz series by Ubisoft. I have had Dogz 5 for quite some time. I do not play it a lot as I do not find it really entertaining, I got it (with The Sims 1 and 2) because of the A.I. agent abilities.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    9. Re:Nothing new... by elrous0 · · Score: 1
      virtually everything that could be thought of already has been

      In 2068, Dr. Robert Whale at the University of Illinois-Urbana will discover that a particular type of polymer fiberglass is actually one of the most nutricious substances known to man. Everyone and his brother will soon be eating the stuff, based on his original idea. But what Dr. Whale will never know is that his 5-year-old son Matt had actually eaten some in 2067, mistaking it for cotton candy.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    10. Re:Nothing new... by The+Wooden+Badger · · Score: 1

      On the virtual pet front there's the more recent (and presumably more familiar to the console gaming crowd) inclusion of chao in the Sega Sonic Adventure games. You get to train, feed, and race your chao. The VMU's for the Dreamcast even allowed interacting with the chao away from the console. It's a console game and a portable game all wrapped up in one. Of course Sega blew it and the concept is fading into the obscurity of video game history.

      --
      Heroscape, it's like legos combined with anachronistic wargames.
  3. For the fatties by Ramble · · Score: 2, Insightful

    If this is done well then I can see the revolution being used for excercise as well as fun. Much like what the Eyetoy was marketed to do, minus the rootkit.

    --
    "Oh boy"
    1. Re:For the fatties by inter+alias · · Score: 1

      I'm surprised you wrote that post without mentioning DDR, the ultimate game of the type.

    2. Re:For the fatties by Anonymous Coward · · Score: 0

      Fatties are exactly the type who won't use it.
      After all they must be fatties for a reason.

  4. Oh Joy! by slashbob22 · · Score: 3, Funny

    My big fear is that the Revolution is going to over-popularize shallow physical gaming such that everyone starts doing it and suddenly cooking simulators and orchestra-conducting games are going to be popping up on all formats.

    So what's next? I think Simpson's nailed it!
    Bart: I want to go to the Yard Work Simulator.
    Marge: But when I ask you to do yard work... *sigh*

    Will I have to argue with my co-worker to get them away from their "Work Simulator"?

    --
    Proof by very large bribes. QED.
    1. Re:Oh Joy! by Anonymous Coward · · Score: 1

      In the future, we won't need work simulators. Translucent HUD headsets will be cheap enough for the general public, so someone can just write a program that gives reality a score counter. Maybe cel-shade it too.

    2. Re:Oh Joy! by Anonymous Coward · · Score: 0

      Will I have to argue with my co-worker to get them away from their "Work Simulator"?

      You probably already do. You don't honestly think those life-sucking MMORPGs are fun, do you?

      Look at it this way: if a person can spend several hours at a task, then resell the fruits of their labor to someone else who's willing to pay large sums of money to avoid doing the task themselves, it's work.

  5. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  6. For her pleasure by tokaok · · Score: 0, Troll

    I can just see a wave of porn games cumming out for this, Just imagine its not the size of the controller, its the way you use it!

  7. Combos with the body (warning: may cause nausea) by Spy+der+Mann · · Score: 3, Funny

    For example, fighting games will no longer have to be about special moves and combos when you can simply put one controller in each hand and start punching and blocking like in real life

    With our luck, we'll have the kids doing the Mighty Morphin' power rangers coreographic routines to activate the combos..

    Huh (move) hah (move) hah (move) hoh!

    (eew)

  8. People are inherently lazy by Anonymous Coward · · Score: 0

    If fighting games take the same amount of effort as actual sparring (or even shadowboxing) then what's the point?

    I mean, I guess it would be nifty to be able to find a sparring partner in the computer, but still, might as well hit a real human.

    For those who don't know about 'gorilla arm', there's a reason why touchscreens and VR controls haven't become huge: they cause more fatigue than standard low-impact controls like keyboard/mouse

  9. Permission to Think Freely by MiceHead · · Score: 4, Insightful

    I believe that, best-case scenario, the Revolution's controller is going to give developers the "Permission to Think Freely," to borrow the term.

    If conventional wisdom is correct, creativity in large game development studios is hampered by publishers' requirements: bring about a return on their investments by recreating past successes. (This means sequels and titles that stick closely to existing genres.) The smallest developers often follow a similar path: they want to start turning a profit so that they can actually eat lunch once in a while. So, they (the ones who are supposed to be doing all the innovating!) tend to stick to tried-and-true themes as well. Just look at all the Match 3 games out there.

    Perhaps the Revolution's controller, simply by being completely nutty, is going to give larger development studios the impetus to ask what crazy things they can do with it? Publishers will not only allow this approach, but demand it. Their press releases will be filled with all the newfangled things a particular title will do with the controller.

    Maybe.

    I do lament the fact that, out of the Big Three, the platform that seems to court indies the most is the one that has received such a lukewarm reception. If Nintendo opened things up similarly, I'd love to be able to develop games for use with the Revolution controller.

    But maybe that's just the lazy me talking. When I think about it, there's probably plenty of innovation we can pull out of the keyboard and the mouse.

    1. Re:Permission to Think Freely by xtracto · · Score: 1

      If Nintendo opened things up similarly, I'd love to be able to develop games for use with the Revolution controller.

      Certainly, the reason why I am waiting for the revolution is to grab one of those controllers. I may not buy the console soon but I will surely get one controller and look on how to connect it to the PC. I would love to start making games that use this controller. I know it wont be easy, as, after connecting it some drivers would be necessary. But I am developing one puzzle game which will benefit A LOT with the controller.

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
  10. Re:How does this work? by MilenCent · · Score: 3, Informative

    We don't know exactly how it works, but we have some pretty good hints:

    1. The controller is supposed to contain a gyroscopic sensor, like the one found in WarioWare Twisted. It may control more than one, since it's supposed to be able to detect pitch and yaw as well.

    2. The console is supposed to come with sensors to place on the TV, so those can be used to not only figure out how large the screen is (useful in figuring out where on the screen the controller is pointed) but also distance through triangulation. That may be done with infrared or RF.

  11. Re:How does this work? by interiot · · Score: 4, Interesting
    Same way the LCD TopGun does, I believe: there's an extra sensor-bar that needs to be placed beside the TV.

    This page specifically says "[The controller] interacts with a sensor bar placed above, below, or near televisions. The bar contains two sensors that communicate with the controller using Bluetooth technology."

  12. Brainwaves... by Spy+der+Mann · · Score: 3, Funny
    I wonder if some brainwave sensors could help you release power blasts due to your use of "nen" (or other esoteric philosophy)... i.e. learning to achieve a certain neural state to gain power.

    OTOH, i could see the warning on the packages:

    WARNING!
    Prolonged use of the brainwave sensor may cause nausea, headaches and mild hallucinations. Discontinue use on the first symptoms of schizophrenia.

    1. Re:Brainwaves... by HolyCrapSCOsux · · Score: 1
      That would be wicked cool!

      I would pay uberbucks so I CAN FIMALLY $*#*%__+@# RELAX!

      GAAAAAAAAAAAAAAA

      --
      0xB315AA8D852DCD3F3DCA578FD2E0BF88
  13. Interactive Exercise Videos and Dancing by WillAffleckUW · · Score: 2, Insightful

    I would like to see games that helps or motivates a person to train their physical fitness with controllers hand-held and/or worn on the feet with an adjustable clip. With a controller on each limb I would imagine all sports that don't involve resistance could be developed for. Consider a game in which a player competes directly against a boxer or martial artist. Consider aerobic exercise a la Dance Dance Revolution.
    -Anonymous


    This was what I was thinking, in addition to the other standards (light sabers, wands, avatars):

    Karate games (with pads on elbows, gloves on hands) - controller in dominant hand;

    Dance games (similar);

    Rave games - at first, like dance games, later it will interact with external lighting pods and change the music itself (feedback loops), and multiple players will make it behave differently - in advanced forms it will be used for online parties, dance competitions, and mini-raves for teens;

    Karaoke games - the controller will have a voice mike expansion for this, and as you move it and press buttons, different karaoke effects will kick in - again, will borrow concepts from Rave games above - really annoying if you have bad singers, of course, and likely to show up on Police Blotters;

    Inevitable FPS variants - Be The Cop, Be The Grunt, Be The Spy, Be The Warrior, Be The Gerbil, whatever. But more fun than the ones they crank out now ...

    Online games like Sims 3: The Revolution where people literally interact with the game - also at home versions.

    --
    -- Tigger warning: This post may contain tiggers! --
    1. Re:Interactive Exercise Videos and Dancing by damsa · · Score: 1

      They already had this back in the mid 1980s via the power pad. Except we just ended up cheating and using our hands. I want more games like Phoenix Wright, where you are a normal person doing a normal job. Who wouldn't want to play Certified Public Accountant where you play an account for a firm like Arthur Anderson. Or maybe dot com thousandaire, or Real Estate agent, Driver's Ed teacher, or SlashBlog day in the life of a Blog editor.

  14. *rolls eyes* by Stormwatch · · Score: 4, Interesting

    Yeah, isn't that terrible? Games that reward skill and experience! Heaven forbid! I mean, what's the point of a game where a newbie can't defeat a seasoned player by smashing the buttons really fast?

    1. Re:*rolls eyes* by LoverOfJoy · · Score: 2, Insightful

      I'm okay with someone being better because they have more experience but some games with odd hidden combos can make it too unfair. I don't enjoy playing games where I'm not told all the rules. "Haha, I beat you! You suck!" "Hey, I didn't know you could do that!" My brother-in-law used to always try to change the rules of the game whenever he started losing a game. It's lame. Likewise, games tend to be less fun if it takes hours to really even understand all the rules.

    2. Re:*rolls eyes* by Nataku564 · · Score: 2, Informative

      I can see the alure in having a game that actually takes some effort to crack into. Taking time to learn the idiosyncrasies of an engine can be quite rewarding, it just takes time.

    3. Re:*rolls eyes* by LeonGeeste · · Score: 1

      I mean, what's the point of a game where a newbie can't defeat a seasoned player by smashing the buttons really fast?

      Actually, there are games like this. In my experience, Bushido Blade 2 (and probably 1). After a lot of practice, following the combos, learning the "technique", testing different stances, I thought I had it "down". Then I invited a few friends over who beat the enemies with about the same success that I had, just by maching buttons.

      --
      Rank my idea: http://www.sinceslicedbread.com/node/531
    4. Re:*rolls eyes* by Zardus · · Score: 1

      Smash Bros is the only fighting game I've played where button mashing gives you absolutely no advantage. I've beaten seasoned players in Street Fighter and Mortal Combat and the like just by mashing my controller, but I've never seen anyone button-mash in Smash Brothers with any sort of success.

      And, considering probably about 50% of all the multiplayer gaming over the course of my life has been Smash Brothers, I've probably have played enough to see someone do it if it were effective.

      --
      You can mod your friends, you can mod your nose, but you can't mod your friend's nose.
    5. Re:*rolls eyes* by Stuart+Gibson · · Score: 1

      I used to be able to beat less experienced players in SFII whilst blindfolded by a combination of guessing what they would do and mashing the controls.

      Stuart

      --
      It's all fun and games until a 200' robot dinosaur shows up and trashes Neo-Tokyo... Again
    6. Re:*rolls eyes* by AoT · · Score: 2, Interesting

      Bushido Blade 1 is one of the very best fighting games ever made. It is simply to understand and yet button mashing does not pay off at all against a decent player, you just get killed quick. Completely different game than 2.

      I just wish they would remake it with better graphics.

    7. Re:*rolls eyes* by n3k5 · · Score: 1
      I can see the alure in having a game that actually takes some effort to crack into.
      Quite right, but it's best when it's 'easy to learn, hard to master'. Odd button combinations are a necessary evil, because no controller has enough buttons to assign a unique one to every special move. And it's not necessarily a bad idea to assign the most powerful moves to more complicated combinations that take some skill to pull off. Combos aren't a bad thing either if they're logical. Example: You just forced your opponent into a crough by knocking him/her off his/her feet. Now, crouching yourself and sweeping your leg into him/her sideways is not a good follow up, as it can still be easily blocked. But your opponent may very well be vulnerable, without a possible defense, if you jump on top of him/her and hit your opponent's head. Which might make him/her lose conciusness for a moment and give you the time to cast your magic fireball. This style of gameplay is so much more interesting and rewarding than randomly smashing buttons and see who wins, which is just a silly game of chance. On the other hand, a game designer randomly deciding that the magic fireball can only be cast after doing cartwheels ... now that's also silly. If you're a casual player and don't want to memorize so many moves, you can just stick to your favourite character and just learn the moves of that one.

      The crux – and if you don't have the time to read through this lengthy comment, this is the one part to read, so I'm making this bold – is, as my grandparent poster pointed out already, whether move combos and button combinations are clearly stated in the manual and/or a list you can bring up in the game, or secrets you have to find out by random button mashing. In the first case, the game rewards players who care to learn its intricacies and practise a little. In the second case, it rewards people with endless amounts of time that will mindlessly mash buttons for 8 hours a day.

      In the past, there was in fact something to be said for the latter style of game, as a conversation along the lines of "how did you do that? can you reproduce that? can you show me?" can actually be quite interesting. It was nice to meet with friends for a round of NES/Famicom action and trade the newest secrets. But nowadays, you just meet up qith your friend Mr. Google and look the complete move list up on the web.

      Games that rely heavily on chance make good party games, as you can play with people who don't own the game themselves and have hardly ever or never played it, and they still have a chance to win. But I don't know of a fighting game like that. With them, the random play style is merely the style of the incompetent, who are constantly devastated by that one person who knows all the moves ... whether from the web or from endless trial and error.

      My favourite game in that genre, by the way, is Tekken 3. I'm not a martial arts gaming geek and haven't played many of them, and those I did play, I didn't play for very long. But Tekken lets you bring up a menu with all the special moves for your character, and another one with many combos, and it clearly spells the sequence of button presses out on the screen and highlights the individual buttons as you progress through the sequence. It can also give you a demo so you can grok the proper timing. You can even command the computer opponent to not fight back or assume a certain stance, or let someone else take control of it via the second controller.
      --
      but what do i know, i'm just a model.
    8. Re:*rolls eyes* by LordVader717 · · Score: 1

      Not that it's bad for experienced players to have an advantage over newbies, but the ways in which they work can be very boring. I wouldn't call learning seemingly endless lists of combos skill, or even remotely fun. It's just a boring mechanic.

      But then again, it's not as if these combo's do give an ultimate advantage. Take a look at pro Tekken gamers, and they don't use anything like the sick long combo's available. It's mostly just short, well timed moves and only very simple combos.

      But take Super Smash Brothers for example. There aren't any combos, and button mashing just doesn't work. But because every move and strategy hast to be performed by the player, it is much more involving and satisfying than pressing a button combination and sit back and watch the characters do loccks and grabs.

  15. One such new genre is... by slughead · · Score: 1

    ... Massively Multiplayer Online Solitaire

    John Madden is booked to be the announcer in a series that will surely take the market by storm.

  16. A little bit of imagination is needed... by CashCarSTAR · · Score: 4, Interesting

    Think of controlling...let's just say for common reference point, controlling a Macross style Veritech fighter in robot mode. You can make the robot go in any direction in any time by moving the controller in that direction. This ALONE would actually provide much more control than any other single controller that I've ever seen. Full 3-d axis control. Put on top of that the ability to change the angle of reference by pointing the controller in a different direction. It would probably be foreign for about..10 minutes? Then it would become comfortable. After a few hours, then it would become natural. After a few days of play, assuming a top-notch level of responsiveness, you'll be amazing yourself with the feats that you can perform.

    1. Re:A little bit of imagination is needed... by lboxman · · Score: 1

      let's just say for common reference point, controlling a Macross style Veritech fighter in robot mode

      Because that's totally a common reference point.

      --
      Regexes are like cocaine. The first hit is pretty good, but afterwards you try to use them to solve all your problems.
  17. so the difference is by Colourspace · · Score: 1

    Yard work, when done for real, is horrible, sweaty, and you might possibly even get some grease (or insert horrible... err.. stuff..) on your flesh.. For REAL! "Yard Work Simulator" (nice title you market it) on the other hand lets you get the same physical excercise but with the added option of - 1. Slaying yard martians (poss) 2. Emptying nuclear bins or 3: slaying flu birds and disposing of them (in the correct way of course) in wacky places, for points!!!! And all for fun too.... and backed up by that 'I must get to the next level to seee what they do next with the graphics' feel. Thats why a Revolution controller strapped to your shin could make all the difference.

    1. Re:so the difference is by BTWR · · Score: 1
      "Yard Work Simulator"

      you stole that from the simpsons!

    2. Re:so the difference is by CastrTroy · · Score: 1

      It's kind of like Nintendogs. Taking care of a dog properly is way more work than real people are willing to do. Yet Nintendogs makes it fun. And for Chibi-robo, cleaning the house isn't fun, unless you're doing it as a 4-inch tall robot.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    3. Re:so the difference is by Anonymous Coward · · Score: 0

      Oh...my...god.

      Is it short attention spans?

      Has the "threaded discussion" concept somehow become too complicated for people?

      Let's just recap what happened here.
      Post 1: "It's like that yard work simulator from the simpsons."
      Post 2: <joke about yard work simulator>
      Post 3: "Yard work simulator? Hey! That's from the simpsons!"

      Yes. Yes it is. If you were a goldfish, that would be a very impressive post.

    4. Re:so the difference is by elrous0 · · Score: 1
      "Yard work simulator"

      Great idea, but the Simpsons already did it.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    5. Re:so the difference is by BTWR · · Score: 1

      Yardwork simulator? Um, you stole that joke from me.

  18. Re:How does this work? by Computeradam · · Score: 0

    You mouselook and aim with a mouse on a pc... whats the difference? I think the Revolution will be a big hit with adult gamers like me, I love 1st person shooters on PC too but n ot on consoles, that is I think untill the revolution comes out.. I cant wait!

  19. like in real life ?! by straybullets · · Score: 0, Flamebait

    put one controller in each hand and start punching and blocking like in real life

    Ah ah ... This always crack me up : video games are for slackers and couch potatoes. Real life fighting means at least leaving your basement and going to practice some kind of sport ... (well yeah ok, there's DDR ... that's a little different ;)

    --
    With that aggravating beauty, Lulu Walls.
  20. Re:Fighting games? by satoshi1 · · Score: 2, Insightful

    Resident Evil 4 is a kiddy game that Nintendo tried to censor? Resident Evil Remake? Resident Evil Zero? Killer 7? Eternal Darkness? Metroid Prime? BMX XXX? Gun? Medal Gear Solid? Splinter Cell (and every other Tom Clancy game)? XIII? There are many other M rated games that are on the Nintendo Gamecube. And then, of course, there are the many, many T rated games. I know, I know. Don't feed the trolls.

  21. Wait, wait, wait... by SetupWeasel · · Score: 0, Redundant

    Click on that link. That picture is not the Revolution controller I've seen. Has there just been a revision?

    1. Re:Wait, wait, wait... by kerrle · · Score: 1

      Looks like a mockup to me. Nintendo wouldn't be so stupid as to put L/R buttons on the inner curve there - it wouldn't be useable in SNES style handling.

      If you were going to do a button that could be used both as "Z" in the Revolution mode and as L/R in SNES mode, you'd need it to be a rocker switch or something, so that it could be pushed down on either side of the angle.

      Adding the SNES standard ABXY buttons, though, would be cool.

    2. Re:Wait, wait, wait... by C. · · Score: 1

      Look closely at the picture... For SNES handling, the controller is meant to be used sideways. If you turn it 90 degrees, then the D-Pad and A/B/X/Y buttons are at the right place, so are the L and R buttons under the controller.

      --
      C.
    3. Re:Wait, wait, wait... by kerrle · · Score: 1

      I saw it right the first time.

      Try imagining your index fingers fitting under the controller, and it doesn't work - the L / R buttons should be on the outer curve, closer to the edge. Otherwise, you'd be pushing into the controller, towards it's center.

      Seriously, try putting your hands in that position, you'll see that it's not very comfortable or easy to extend the index finger rather than pushing it "down".

  22. Re:Fighting games by __aaclcg7560 · · Score: 4, Funny

    Unfortunately, American football (or even soccer) is not violent enough teach true hand-to-hand combat that occasionally break out in European stadiums.

  23. Now with realistic police brutality action by Daetrin · · Score: 1
    Inevitable FPS variants - Be The Cop

    Oh yeah, i'm going to love all the inevitable news stories that will crop up after the first one of those that lets you pull over the perp and then switch the controller over to "club mode."

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    This Space Intentionally Left Blank
    1. Re:Now with realistic police brutality action by Lehk228 · · Score: 1

      just don't press the "toilet plunger" mode button unless you want to see some hot gay coffee

      --
      Snowden and Manning are heroes.
  24. your examples by The+Rizz · · Score: 1
    Be The Gerbil

    ...a Richard Gere simulator?

  25. Multiple Controllers per player the REAL revolutio by LoveMe2Times · · Score: 4, Insightful

    Not only does the controller appear to have a large number of degrees of freedom, all the ideas for having one player use multiple controllers magnifies this immensely. The genius is that it will be *intuitive* to use multiple controllers. One in each hand is the obvious bit, and the article suggested strapping one to a leg for kicking in a fighting game. One person suggested making a headset for "free-look" type uses. You could have a fighting game with one controller in each hand to punch/block, one on each leg for kicking/moving, and one on your head for ducking/dodging etc. 5 controllers all for one person might seem inane, but if they made alternate controllers that had no buttons but just the positioning detection with little velcro straps, you would no longer feel like an idiot strapping one to your ankle. Now, once you imagine this little "mini" controller sans buttons, there's all kinds of interesting new directions. I don't know how many of these can talk to the Revolution hardware simultaneously, but if you could get 12-16 going at once, you could have all kinds of fun with "home motion capture." Imagine a movie making "game" where you act out all the parts in motion capture. Imagine a totally new style of dancing game, where you *really* dance. Or imagine a dance instruction "game" for two people. You and your partner strap on ankle bracelts, wrist bracelets, and maybe something around the shoulders, and really dance. Add in a scoring mechanism for accuracy, toss in an online component for competition, and you're in a whole new world. Now you're really talking about a revolution.

    However, this also illustrates the biggest challenge to be faced by Revo developers, IMHO. In all current games, your characters have canned animations to represent your moves. You press the A-button or whatever, and the sword swipe animation playes. It's pre-rendered, beginning to end. Revo games will have to do realtime skeletal animation, so that you can begin swiping your sword, check it mid-stroke, and block with your shield. If you use physical movement to trigger canned animations, it will feel surreal, and you'll quickly give it up because it won't be responsive. You'll start to swipe your sword, and the game won't respond for .5 sec while the animation finishes. In effect, now you're just talking about mouse gestures in 3D space. If the on-screen avatar doesn't track your movements accurately, smoothly, and convincingly, then you're just memorizing gestures to trigger a move--and that would be physically tiring with not much reward, and we'll go back to pressing buttons.

    In my opinion, this is a good thing. For *years* what we've needed is better physical modelling, not better graphics. Better physics and better AI are really the key to better gaming. Graphics have been mostly "good enough" for 5 years, while physics and AI have only changed marginally since 3D games became ubiquitous. AI's a tougher nut to crack, but we have to have physics to make our virtual worlds interactive. So hopefully developers will target the older demographic that Nintendo is after. They don't really give a rip about better graphics (to a point), but make the controlls unresponsive, the physical simulation overly simplistic, or otherwise make the experience jarring, and you'll lose them in 5 minutes flat, never to return. Win them over, though, and I think you'll have a license to print money.

    If anybody has the guts to try something really radical, there are interesting times ahead. We shall see...

  26. Re:your examples re The Gerbil by WillAffleckUW · · Score: 1

    Be The Gerbil

    Nope, not Richard Gere sim, perhaps I should have said Be The Hamster.

    Yes, for Hamtaro Interactive games.

    I expect small fry will find these really fun, well, and all those Furrie Folk.

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    -- Tigger warning: This post may contain tiggers! --
  27. Controller changed by Midnight+Thunder · · Score: 3, Informative

    Looking at the picture in the referenced article it looks like Nintendo changed the controller a bit and it looks like that it may either be an analogue or a digital joystick. It also has two underside buttons, vs the one in the initial version. Compare:

        - original: http://things.wordherders.net/archives/revolution- controller-at-a-glance-20050915061358181-000.jpg
        - article: http://www.gamasutra.com/features/20060215/rev-con trol.jpg

    This leads me to believe that Nintendo is still tweaking the controller and that we may see some more changes in the final version.

    --
    Jumpstart the tartan drive.
    1. Re:Controller changed by Anonymous Coward · · Score: 2, Insightful

      Uh, just so you know, the "new" controller is photoshopped. Look at the charge base ridge on the side and how it gets demolished near the bottom.

    2. Re:Controller changed by obsidian.ten · · Score: 1

      Yes, the controller stood out to me as well... why would they go with the photoshopped version? Do they just not know?

    3. Re:Controller changed by SeanMon · · Score: 1

      The second link looks PhotoShop'd: the "x" button on the bottum is off-center, and the analog stick looks like it was copy/pasted from something else.

      --
      "Scud Storm!" -- Jeremy of PurePwnage.com
    4. Re:Controller changed by Lehk228 · · Score: 1

      the stick is a Nintendo 64 stick

      --
      Snowden and Manning are heroes.
  28. Re:How does this work? by Anonymous Coward · · Score: 0

    The gyros detect the direction (yaw, roll, pitch) of the controller and the angle of the controller.

    An accelerometer detects the amount of movement in 3D space that you make. It's probably in the same unit as the gyros (see some examples at http://www.dprg.org/projects/2003-01a/).

    This is all you need to determine your position in 3D space. The gyros give you the direction, and you can derive the speed and distance traveled by the controller from the acceleration (assuming there is a clock that times the duration of the movement).

    It's quite trivial and does not require any sensors outside of the controller, or any additional inputs such as bouncing infrared beams.

  29. Re:How does this work? by RyoShin · · Score: 1

    Depending on how fine tuned the spacial sensors are, the controller may not even have gyroscopes.

    You can look at it two ways:

    1) Spacial sensor positioned near the center of gravity for the remote. Two gyroscopes measure pitch and yaw, respectively.

    2) Four spacial sensors are on (or near) the four corners of the controller, one per corner. Their position relative to the sensors connected to the cube tell its spacial position, and their position relative to each other tell the pitch/yaw.

    However, I think that 1 would be easier, as you'd have to do less calculations on the fly.

  30. New genres won't survive without arcade publicity. by Kaldaien · · Score: 1

    Everyone is harping about the new posibilities for physical interaction in Revolution games, but it is safe to say that most gamers (US anyway) are not fond of anything more physical than pressing a button. I know what you're saying... what about DDR? I own a copy of DDR and the dance pad, it is a nice departure from the button mashing nature of video games, but in truth it is the social / competitive nature that gives it popularity. Nintendo might be in a position to cash in on the dwindling arcade industry if they adopt the unique technology for arcade use. I only bought a console version of DDR because of the competition at arcades. In fact, that is the same reason I own a console version of Time Crisis. People stopped going to arcades when console hardware caught up to arcade hardware, but Time Crisis and DDR still pull in profits for many arcades because they draw in crowds of spectators and long lines of people waiting to play.

    Most of the games in arcades that use traditional control schemes are never touched where I live. Time Crisis, DDR, and some of the aging SEGA racing games draw the big crowds. Nintendo should encourage developers to develop games that capatalize on the one aspect of arcade gaming that is still profitable. That said, the duality of arcade and console titles does not mean that the game could not survive solely as an arcade or console title, but they certainly seem to sell better.

  31. I still don't think people get this controller by SetupWeasel · · Score: 1

    There are so many people still talking about gesture-based controls. I'm of the opinion that gestures will be the bane of game players for a while to come.

    Swinging the controller for ball and raquet sports is not going to to work, because you have no reference point for the ball. I play table tennis, and I'm pretty good at it for an American. I have played an arcade table tennis game where you swing plastic raquets to hit the ball on screen, and it was unplayable. Why? There was no ball to hit. It ends up as yet another unintuitive indirect control method.

    Don't even get me started on lifting the controller to jump and crap like that. I'm as excited about the Revolution as anyone, but there are going to be a heaping load of bad control schemes if developers convince themselves that they can sacrifice accuracy for "intuitive" gestures.

    1. Re:I still don't think people get this controller by tukkayoot · · Score: 1

      Hm, I'm wondering how this is a problem with the Nintendo controller but not ordinarly controllers. Maybe your can explain what you mean about not having a point of reference and why exactly this is an issue with the Revolution controller specifically. Sure, you can't follow the ball from its origin to its point of impact on your controller (which represens your racket/bat/club) directly, but when you're using an analog stick and buttons to control the timing, location and direction of your swing, is the control really any less abstracted?

      You are still performing input based on the location of a ball relative to the character you're controlling and not relative to your own personal body. Both input methods are abstracted, and will require a bit of adjustment and probably require some time devoted to mastering, but it remains to be seen which input method is actually more accurate. It's not immediately obvious how exactly your joystick motions and button pressing will be interpreted in a game with a traditonal controller until after you play around with it a bit. I don't expect this challenge to go away with the Revolution controller, it will just take on a different form.

      Not that I'm saying the Revolution controller will automatically be more accurate and intuitive for these types of games, and I agree there are certain significant challenges to overcome. A lot depends on implementation, both on Nintendo's part in making the hardware and the software developer's side of things ... but I don't think that tennis/baseball/golf games, etc. for the Revolution are necessarily doomed to be inferior to what we're used to playing today.

    2. Re:I still don't think people get this controller by SetupWeasel · · Score: 1

      Sure, you can't follow the ball from its origin to its point of impact on your controller (which represens your racket/bat/club) directly, but when you're using an analog stick and buttons to control the timing, location and direction of your swing, is the control really any less abstracted?

      Depends.

      Let's take a tennis game. If you keep the 3rd person view, you could tell when the ball is with respect to your character. You could pull the controller back and hit the ball. This is, however, the exact same mechanic that you see in current tennis games, only done with a different trigger. If you try to get cute and make a chopping motion a slice, an upswing a top spin, and a flat swing a flat shot, you suddenly are at the mercy of the interface. Where is the threshhold between the three? You have no way to tell.

      Play Pac-Pix, you'll see what I mean. You need to draw arrows to defeat enemies. While practicing you can make one that meets the game's criteria every time, but when you are playing you must draw so quickly that you don't always meet the games threshhold for that gesture. There is nothing more frustrating than losing a game to the interface.

      A first person tennis game would be unplayable, because you have no reference point for the ball. I've played a table tennis game like this at an arcade. I'm decent at table tennis, but I just stood waving at the screen, hoping it would finally register my motion. I need the game to show me where the ball is in relation to me hit it.

      Simply substituting a button press for a wave isn't making the game better, but I think a tennis game would be better with the Revolution controller, and here's how.

      The big problem with current tennis games is the method of aiming shots. The same stick you use to move, you use to direct the shot. This is difficult, especially for novices. With the Revolution controller you can run with the stick or the D-Pad, hit the shot with the buttons, and direct the shot by pointing where you want it to go.

      Just because you can do something with the controller doesn't mean you should. Gestures are dangerous, because you are trying to trip thresholds that aren't clearly defined.

    3. Re:I still don't think people get this controller by Daetrin · · Score: 1
      Why are you so concerned about thresholds and determining relations?

      First of all, if the game is well designed you'll be able to see your racquet in the game, along with the ball. Mentally translating the relationship between the ball and the racquet from the (possibly) third person perspective you're watching to the first person perspective you're controlling might take some adjustment, but it's something that gamers have been doing forever, i think we can handle it.

      As for thresholds, why do you seem to think they'd exist? The Rev controller is supposed to detect position, pitch and yaw. There's no special combo you're going to have to enter to hit the ball, you just hold it like you were holding a racquet and swing. The racquet will (hopefully) hit the ball at a certain angle and speed, and from that point on it's just physics.

      Of course that's not necessarily the kind of tennis game _i_ want to play, since i don't know how to actually play tennis. I'd probably want something more like what you describe towards the end. However for those who want a more realistic game i'm not sure what the difficulty would be.

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      This Space Intentionally Left Blank
    4. Re:I still don't think people get this controller by SetupWeasel · · Score: 1

      You can make a realistic flight sim, because you can make realistic flight sim controls. You can give the user the same physical feedback from a joystick... from a joystick. It can't be very realistic because you can't give the user the feeling of the plane reacting, but you can give the feeling of proper resistance from a joystick.

      Sports, for instance, are far trickier. If you don't play sports, you might not know what I am talking about. There is no sport that is particularly complicated on the surface. Take tennis again. The sum total of the game is "hit ball in certain area." Not counting stamina, where the game gets difficult is the interface of the ball and the racquet.

      First of all, if the game is well designed you'll be able to see your racquet in the game, along with the ball.

      To start, let's look at depth perception. You will not find sucessful one-eyed tennis players. The reason should be simple enough. You cannot tell where the ball is, where the net is, or where the end line is to a great enough accuracy. You can see the ball and the racquet, but you cannot tell exactly where they need to meet. This is desperately important, because even small variations can cause very wild shots. Anyone without depth perception can tell you that is is dangerous to play certain sports, because your misperceptions can be large enough miss balls coming at your face completely.

      On a 2D television you are doomed to the same lack of depth perception. You won't get hit in the face, but you will have difficulty hitting the ball at all, let alone with the same fine accuracy to make it useful.

      There is more, but I'll stop there. The concept sounds simple, but there is a deceptive amount of information that needs to be present to make a truely realistic tennis game, and frankly, video games cannot give it to us. It is better to make a playable substitute like the example I gave a post ago, than to assume you can make the action of swinging work without the amount of information that make it work in real life.

  32. Awesome. by ScaryMonkey · · Score: 2, Funny

    So, finally, after all this time, jerking the controller frantically *will* actually help Mario jump over a pit.

  33. Re:How does this work? by grumbel · · Score: 1

    ### 1. The controller is supposed to contain a gyroscopic sensor, like the one found in WarioWare Twisted. It may control more than one, since it's supposed to be able to detect pitch and yaw as well.

    Wondering if the Revolution will actually use these, since the sensor in WarioWare Twisted is rather limited. It can only detect relative movment, not absolute and it is very easy to decalibrate it, not much an issue when you play the normal game modes, but if you play the same game (one that involves rotating the GBA into the same direction all the time) in WarioWare Twisted for a while the sensor starts to detect rotation when the GBA doesn't move, requires a reset to get out of that again. So with these it would be impossible to have a lightgun like behaviour.

    In general I have a hard time to imagine how one actually plays Revolution games[1], sure the Rev Controller is kind of like a mouse with more axes, there is however one fundamental issue, a mouse can be lift up and repositioned, with the Rev Controller there would however be no such thing as 'lifting it up' for repositioning. So what if I want to turn left, then more left and then even more to the left? At some point I have to reposition and that either has to be done via some button press or some kind of advanced gesture detection, neither of these sound exactly intuitive or robust.

    [1] Mostly refering to first person shooter games here, since that was one type of genre that was especially advertised to be played well with the Rev controller other type of games such as a Black&White style strategie game might not have such problems at all.

  34. Re:Fighting games by LurkerXXX · · Score: 3, Funny

    Yep. To learn that kids are going to have to play hockey.

  35. Re:Combos with the body (warning: may cause nausea by Turn-X+Alphonse · · Score: 1

    Whats wrong with some good old fashioned posing? Would make for some intresting games if special moves were pulled off by posing. A lot of super sentai (Power rangers original name in Japan) type things use this sort of thing for transforming or pulling off a finishing move. Why not make it so you do so in real life?

    If they included a mic in the revolution you could easily pull off a decent Kamen rider game (where you'd pose and shout henshin to transform) or use it to call on various armourments and allies.

    While power rangers is called childish in the western world, in Japan it is huge and been going on for 30-40 years. Which means a lot of adults love the series and would kill to be able to do the things the various riders/rangers do.

    --
    I like muppets.
  36. Re:Fighting games? by Anonymous Coward · · Score: 0

    Although the grandparent is trolling, there is a slight bit of truth to that. One of the reasons why they are lagging behind both Microsoft and Sony is because they took so long to permit Mature games. The biggest reasons why is they used a cartridge on the N64 which was very expensive to produce, and they used a proprietary disk in the gamecube; which was not only controlled by Nintendo, but also prevented DVD playback. People today want all in one units which both Sony and Microsoft knew that's what their customers wanted. Nintendo will finally be releasing a system that has DVD playback, but it may be a bit too late for that. That is the reason Nintendo is third on their console sales and could end up third on their handheld sales if they don't start listening to the ones that pay's their bills, their customers.

    One last thing that Nintendo has made a mistake other than technology is they bullied their third-party support for many years. They have always had inferior hardware, but since they released the NES slightly before the Sega Master system, they had an advantage over Sega. With third party support they had most of the exclusives that were blockbusters, whereas Sega had little third part support. Where they bullied their third party supporters was with content as they wanted everything sanitized, they also wanted to control distribution of the games. Nintendo tried that with Sony, it backfired and led to Sony developing and releasing the Playstation. Once that occured, most of their third party support went over to Sony and all of the good games was released for the PSX. Nintendo had a few good games for the N64, but they were expensive and most were First or Second party releases. A few good games were released from third party companies. NOw that Nintendo also has to deal with Microsoft, I doubt Nintendo will be able to recover, especially if they don't start listening to their customers wants and needs.

    I'm not trying to troll, in fact I would love Nintendo to remain in business. I would, however love to see Nintendo with a more competitive attitude, use better technology, and listen to their customers. I admit, they finally did when they decided when it wasn't profitable to censor the games that are released for their systems. Again it might be tad bit too late for them.

    p.s. Although Nintendo's next system will have DVD playback; according to Nintendo, the ability to play DVD movies will not be built into the machine itself. Consumers must purchase a 'dongle,' or key, to unlock the functionality. No information regarding the price or availability of this device has been provided yet.

  37. What if you have Parkinson's? by WillAffleckUW · · Score: 1

    Well?

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    -- Tigger warning: This post may contain tiggers! --
    1. Re:What if you have Parkinson's? by Langfat · · Score: 1

      Then quite honestly, I'd say you have better things to be doing with the remainder of your life than bitching about why you can't use Nintendo's newest controller....

    2. Re:What if you have Parkinson's? by WillAffleckUW · · Score: 1

      Then quite honestly, I'd say you have better things to be doing with the remainder of your life than bitching about why you can't use Nintendo's newest controller....

      That's easy for you to say.

      But what makes your right to play games more important than their right to play games?

      Why not fritter your life away playing games? It's better than thinking about other things, or drinking, or ...

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      -- Tigger warning: This post may contain tiggers! --
    3. Re:What if you have Parkinson's? by porcupine8 · · Score: 1

      Yes, because people with major illnesses must spend every moment dealing with their illness. They have no time at all to kick back and relax and feel normal now and then.

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    4. Re:What if you have Parkinson's? by Langfat · · Score: 1

      From what I understand there's going to be a 'standard' controller setup for the Revolution as well, but it's not as if that's gonna be any more useful to a person with Parkinson's than the 'new' controller. And by 'doing better things' I meant spending time with your family, seeing the world, doing the things you never got a chance to do. I really just can't picture a guy with Parkinson's sitting in his room and wishing that he could beat the latest rendition of Super Mario.

  38. Re:Fighting games? by MMaestro · · Score: 1
    and soon will be third in the handheld gaming market.

    Whoa! Theres a third handheld out there? I thought I was just the Sony PSP vs the Nintendo DS and GBA. I'm pretty sure the Ngage has fallen off the charts already.

  39. Re:How does this work? by Verteiron · · Score: 1

    I'm absolutely certain that there's a "trigger" button that tell the thing when you want it to detect motion. To "reposition", you'd just release the trigger, move the wand to the right, press the trigger, and go left again. To me that seems intuitive and it's certainly the way I'd expect it to behave for most games. Otherwise it would be far too easy for an involuntary movement to screw up your gaming.

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    End of lesson. You may press the button.
  40. Re:How does this work? by mliu · · Score: 1
    One of the main reasons I don't like to play FPSs on the consoles is because the PC with mouse is far superior control. This new controller might change that. Although it is hard to envision this hand-held device being used to aim as well as for "mouselook".


    This is a sentiment I hear a lot among PC FPS enthusiasts. As a former PC FPS player turned console FPS player, I'd say the big difference in mindset that most PC FPS players can't wrap their mind around is what does "far superior control" mean? Is being able to aim more accurately superior? Because the simple fact of the matter is that by this metric, the mouse and keyboard combo is a "far superior control" to holding a rifle in your hand and firing it, and something is distinctly perverse about that.

    If a new controller came out where you could just think where on the screen you wanna shoot, and you would hit it with 100% accuracy would it make the game more fun? Under most PC FPS enthusiast's line of thinking this is better control, yet I think it's obvious to most people the game wouldn't be much fun anymore at that point.

    Frankly, anything that reduces the amount of people jumping around wildly while firing sniper rifles in mid-air with pinpoint accuracy I consider a good thing, and so I'm quite pleased by the lower accuracy of console controllers over the mouse and keyboard. With console controllers, you can be fast, or you can be accurate, but it's very hard to be both. Y'know, sort of like with a real gun.
  41. New Genre by Deliveranc3 · · Score: 1

    Ever seen robot combat anime? The stuff in space?

    Imagine two people actually manipulating controllers in space and trying to destroy each other.

    Initially it will be pretty free form, just orientation but no real way to make their motions somewhat realistic.

    Eventually some mechanism for making the players not act crazy, then you can simulate dogfights with hand held little planes AWSOME!

  42. Hopefully this works for them... by ShyGuy91284 · · Score: 1

    Last time someone tried that (Sega w/ Shemue being the genreFREE (Fully Reactive Eyes Entertainment)), it didn't end up so good. The game did have boring parts, but it was a good concept and more of an "interesting life simulator" then your typical game. Although with the DS and probably the Revoluion, Nintendo has been making different kinds of games that are pretty hard to fit into any other genre.

    --
    In undeveloped countries, the consumer controls the market. In capitalist America, the market controls you.
  43. Break away from "genre's" by rAiNsT0rm · · Score: 2, Insightful

    My main hope for the Revolution is to get as freakin far away from genre's as possible. Genre's are bullshit easy pidgeonholes for developers, marketers, and the rest to use and abuse. Many of the best games always are labeled as "genre-defying" or some such in the media. Electroplankton, Nintendogs, Katamari Damacy, Spore, Animal Crossing, and many others. These are the truly innovative titles and none fit squarely in a "genre."

    Moreso than trying to apply old stale bystanders to a radically new device, try thinking outside the box and go in new paths. We've all played enough Fighters, Sports, RPG's, etc. Let's actually move in new directions and get back to the single genre: FUN.

    --
    http://teasphere.wordpress.com - A little spot of tea
    1. Re:Break away from "genre's" by KDR_11k · · Score: 1

      Genres also help the buyer decide whether he'd like a game. For example I don't like racing, stealth or turn based tactics while I like arcadey shmups (because I prefer immediate and clear error feedback). Without genres you need much more information to decide whether you'd like the mechanics present in a game.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  44. Re:Fighting games by __aaclcg7560 · · Score: 1

    Or watch their parents at Little League games.

  45. Re:How does this work? by Lehk228 · · Score: 1

    sort of like in real life, if you move like a spaz when doing things you screw up?

    --
    Snowden and Manning are heroes.
  46. Re:Fighting games? by Lehk228 · · Score: 1

    Nintendo stopped censoring with the creation of ESRB ratings, their reason for censorship was not for some greater moral cause, but rather so parents could be confident that they were buying something that would not be a seriously bad influence on their kids when buying games.

    the ESRB ratings gave that info to parents and so Nintendo did not need to continue to restrict content.

    --
    Snowden and Manning are heroes.
  47. Re:Fighting games? by PyroMosh · · Score: 2, Interesting

    This first part is from memory, but I'm certian you're incorrect when you say Nintendo has "always had inferior hardware".

    NES was second to the Sega Master System, this is true.
    The SNES was the most powerful system durring the 16 bit era. Excluding exotic choices like the Neo-Geo. It's rivals were the Genesis which has a higher clock speed, but was nowhere near as capable, and the Turbo Grafix 16, which IIRC was an 8 Bit system with a 16 bit graphics coprocessor (or some such trickery).

    The 32 Bit era, Nintendo skipped over. Unless you want to count the Virtual Boy which did indeed use a 32 Bit RISC processor. For mainstream home consoles of the say where was the 32X, which was just an add-on to the Genesis. The Saturn, which I believe was the least powerful of the "True" 32 bit, mainstream entries durring that generation. The PS1, and two odd-balls. The Jaguar, which was billed as 64 bit. This is often disputed, and I don't have background to prove or disprove the internals of Atari's last offering. The N64 was of course also 64 bit. Technically superior in most ways, save for game media. Cartridges, while much, much faster than optical media (especially back then) could not hold a candle to the sheer volume that discs can hold. But in terms of raw horsepower, I beieve that it's generally accepted that N64 lead that generation, not that it mattered.

    Come around to the current (or is it now previous?) generation. The 128 Bit era. We have four contenders. The Dreamcast, which is dead and burried roughly equivelent to the PS2 from what I understand. The PS2, which is regarded as not only underpowered for this era, but a bitch to code for, the gamecube which seems to surpass the PS2 in all technical respects, save for DVD playback, and disc capacity. And the X-Box, which is generally accepted as leading this generation in technical specs. Visuals alone prove that the pecking order goes PS2GCNXBox Look at ports like Splinter Cell, or Resident Evil 4. The polygons they needed to cut from RE4 to run it on the PS2, were just... just wow.

    Come to my second point. DVD playback. Are you aware that Microsoft already does (did?) this with the origional X-Box? X-Box "can not" play DVDs out of the box. You "have to" buy the remote control / DVD playback dongle pack in order to unlock this feature. The reason for this is simple. All DVD (legal, compliant) devices must be licensed by the DVD consortium. This licensing is not free. Microsoft's way of dealing with this was to rather than pass the cost of licensing each x-box and having to raise the sticker price to compensate, they took out the license fee, and took out the ability, unless you specificly went out and purchased the kit, and directly paid for it yourself. Saved money for the folks that didn't care to have their x-box play DVDs. Nintendo is probably going the same rout here. They are, after all known for keeping costs down.

    Sony on the other hand had DVD playback out of the box with every PS2 they sell. I'm not sure if they're passing the costs along, simply eating the cost, or if they're exempt from the cost (Sony sits on the board of the DVD consortium, so perhaps it's possible that they don't have to pay like other companies do to license DVD rights).

    The bits about Nintendo bullying it's licensees and censoring game content is correct, but ancient history. Those practices died out durring the SNES era. Nintendo was influential in founding the ESRB, and once that was done, they took the reigns off so to speak. Titles like Mortal Kombat 2, Conker's Bad Fur Day, and Geist would not be possible if they maintained censorship.

    I tend to disagree with your views as to what Nintendo "should" do. Best technology? Nintendo has had the best and they've had the worst. The industry has shown multiple times that it doesn't matter. Both in terms of gameplay (how *fun* is it?) and sales (PS2 anyone?). Should they listen to their customer base? To an extent absolutly. But remember, listening t

  48. Get hit? [ OK ] [ L-Cancel ] by tepples · · Score: 1

    Taking time to learn the idiosyncrasies of an engine can be quite rewarding, it just takes time.

    And Super Smash Bros. Melee has that in spades.

  49. Sims Crossing by tepples · · Score: 1

    Will I have to argue with my co-worker to get them away from their "Work Simulator"?

    Harvest Moon? The Sims? Animal Crossing?

  50. Re:Fighting games? by tepples · · Score: 1

    Theres a third handheld out there?

    Yes, and it's called GP2X. Available only by mail order, this handheld video game platform specializes in free software, freeware, and shareware.

  51. Step to VR by Anonymous Coward · · Score: 0

    The only problem with your idea is that the player lacks true immersion. I really think that this controller represents the first step to true VR. After programmers get used to this controller, how it can interface with a game, what new genres it can support, the natural progression in 5-6 years is to use VR headsets for total immersion.

    1. Re:Step to VR by CashCarSTAR · · Score: 1

      Agreed. But this controller IS the first step.

      #1. True 3d control. Not just 360, but 360x360x360. Lateral movement+Depth+angle. This is the Revolution controller.

      #2. 3d-imaging. Your standard VR helmet. Look where you want to look, combined with the 3d control.

      #3. Full body immersion. Walk in the direction you want to walk, duck, all that stuff. Actually fight in a fighting game.

      Both 2 and 3 DO exist, but not at the consumer level, and quite frankly not developed as much as they could be.

    2. Re:Step to VR by Anonymous Coward · · Score: 1, Interesting
      I can only imagine what the Virtual Boy would be like if it were released today. Damn, the thing was just 10 years too early. Today, it'd be:

      * 1/5th the size (maybe actually wearable on the head, or even just sunglasses
      * Full color (not that red crap)
      * Revolution controller compatible (now THAT'D be connectivity! better than the "meh" Gamecube/GBA connectivity)

  52. Re:Multiple Controllers per player the REAL revolu by Spazntwich · · Score: 1
    One person suggested making a headset for "free-look" type uses.

    What good would that be if you have to look away from the TV just to look any direction in the game?

  53. Re:Fighting games? by Anonymous Coward · · Score: 0
    The SNES was the most powerful system durring the 16 bit era . . . the Genesis . . . has a higher clock speed, but was nowhere near as capable
    Depends on your definition of "more capable". The SNES's main CPU was drastically underpowered compared to the Genesis's main CPU and Z80 coprocessor. And it had other technical deficiencies, like a sound DSP that required you to load programs into it at a plodding speed. (If you ever wondered why so many SNES games showed non-skippable credits when you first turned the console on . . . well, the game was probably using that time to load the SPC700.) On the other hand, the SNES had a very nice graphics chip onboard, and the cartridge slot had extra data lines so that developers could interface with on-cartridge coprocessor chips.

    The fact is, there are games on the Genesis (like Gunstar Heroes) that would not have been feasible to port to the SNES. Likewise, there were SNES games (like StarFox) that would have made terrible Genesis ports.

    The N64 was of course also 64 bit. Technically superior in most ways, save for game media.
    Or memory access speed. Or texture cache. Or ease-of-programming. Or any number of terrible design flaws that kept programmers from taking full advantage of the CPU, which was significantly faster than the PSX's.

    The reason the PSX won developer support hands-down in that generation isn't sheer dumb luck: Sony gave developers a nicely-designed and well-supported piece of hardware. Meanwhile, Sega, Nintendo, and Atari were putting together some of the most horribly-designed consoles since the pre-NES era, and then wondering why developers had the audacity to flock to the new-comer to the market. Sega's and Nintendo's already poor relationship with developers didn't help matters any.

  54. Lionhead by Anonymous Coward · · Score: 0

    Funny how the guy from Lionhead didn't think about the obvious application to Black and White, and seem to dismiss the controller as mostly for gimmick games. Lionhead even promoted a controller (glove) very similar to the rev controller concept, as being the ultimate way to play Blach and White.

    1. Re:Lionhead by KDR_11k · · Score: 1

      He said My big fear is that the Revolution is going to over-popularize shallow physical gaming such that everyone starts doing it and suddenly cooking simulators and orchestra-conducting games are going to be popping up on all formats.

      Sounds to me like Lionhead feels contested in the shallow physics simulation business.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  55. Brainscratch by Anonymous Coward · · Score: 0

    WARNING!
    Prolonged use of the brainwave sensor may cause nausea, headaches and mild hallucinations. Discontinue use on the first symptoms of schizophrenia.


    Or you can be forced to join some cult formed by a comatose hacker thats hunted by the BeBop crew.

  56. Re:Multiple Controllers per player the REAL revolu by LoveMe2Times · · Score: 1

    Yeah, it'll be somewhat limited, but you could still use it for leaning/looking around corners and making your FOV a little more natural with slight scanning left/right/up/down. Sitting here typing this, I can gain maybe 45 degrees in any direction and still keep my eyes on the moniter without undue effort. It would take some getting used to and might be disorienting, but the fact that it's easy, natural, and kind of reflexive would be a huge advantage. Making looking and aiming independent has some advantages if you're not overloading the control complexity, so it'd be worth a shot to see how it plays. Particularly if you're using the main controller as a sword, and a second controlloer for a shield, you can't use your hand's to look around, so if you can make a head-tracking solution workable, it opens things up a little.

    Also, as much as I ragged on the "gesture" approach in my earlier post, it's different with your head. In a Rainbow Six or other squad combat type of game, you could potentially issue orders with "head gestures." In other words, select a team mate by pointing at him (with the regular remote) and nod your head in the direction you want him to go. Voice commands are probably a better way to go for that, but it's worth thinking about the possibilities.

  57. Re:Fighting games? by damsa · · Score: 1

    I don't think it really counts as it doesn't play any commercial games in English nor is it marketed in the US. You have to get it in the grey market.

  58. Re:Fighting games? by BTWR · · Score: 1

    well said. just look at the Gameboy. I piece of @#&$, graphically, next to the Game Gear, TG Express, Lynx, Swan and NeoGeoPocket. Yet, add up all those console sales, triple it, then triple that, then triple that once more. Gameboy still leads them all. It's all about gameplay.

  59. Re:Multiple Controllers per player the REAL revolu by Tzarius · · Score: 1

    However, this also illustrates the biggest challenge to be faced by Revo developers, IMHO. In all current games, your characters have canned animations to represent your moves. You press the A-button or whatever, and the sword swipe animation playes. It's pre-rendered, beginning to end. Revo games will have to do realtime skeletal animation, so that you can begin swiping your sword, check it mid-stroke, and block with your shield. If you use physical movement to trigger canned animations, it will feel surreal, and you'll quickly give it up because it won't be responsive. You'll start to swipe your sword, and the game won't respond for .5 sec while the animation finishes. In effect, now you're just talking about mouse gestures in 3D space. If the on-screen avatar doesn't track your movements accurately, smoothly, and convincingly, then you're just memorizing gestures to trigger a move--and that would be physically tiring with not much reward, and we'll go back to pressing buttons.

    Don't sweat it, Inverse Kinematics is pretty popular these days.

  60. Not new genres so much as expanding on old ones... by Zantetsuken · · Score: 1
    ...when you can simply put one controller in each hand and start punching...

    That doesnt sound like a new genre to me, more like just expanding and improving on current and old genres. Dont get me wrong, expanding and improving is obviously how video gaming continues to grow, but dont lable it as creating new genres when it isnt.

  61. Re:Combos with the body (warning: may cause nausea by KDR_11k · · Score: 1

    I'd expect a Viewtiful Joe game to implement that first.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  62. I can tell from the pixels by Tab+is+on+Slashdot · · Score: 2, Insightful

    Moreover, it's painfully obvious that for the bottom and side images the front was simply mirrored. You can tell from the lighting, bevels, and not to mention the lack of any way to open the battey case.

  63. Re:How does this work? by aichpvee · · Score: 1

    Here's a little demo by Tim Etler that shows how the Revolution controller would work with a FPS.

    You might also take a look at this video.

    Think of it more like an analog joystick than a mouse, where it'll turn as you point toward the edges. Probably with faster rotations the closer you're pointing to the edge and an area toward the middle of the screen where you have a bit of wiggle room for adjusting your aim without looking all over the place.

    --
    The Farewell Tour II
  64. Another brilliant idea by AmiMoJo · · Score: 1

    Europeans: too embarrased to dance around fighting
    Japanese: house too small to dance around fighting
    Americans: too fat and lazy to dance around fighting

    Oh Nintendo, have you really forgotten the PowerGlove?

    Actually, I think the controller is generally a good idea. N will come up with some interesting games for it. But most 3rd party developers won't have a clue what to do with it. I predict that the European and US consoles will start to ship with ordinary controllers, even if only 3rd party ones in a bundle, after one month on sale.

    --
    const int one = 65536; (Silvermoon, Texture.cs)
    SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
    1. Re:Another brilliant idea by Anonymous Coward · · Score: 0

      You forgot us canadians : too stone to dance around fighting

  65. Re:How does this work? by n3k5 · · Score: 2, Interesting
    Although it is hard to envision this hand-held device being used to aim as well as for "mouselook".
    Let's not forget that in mouse-controlled FPSs, aiming and mouselook are one and the same thing. You are quite right in pointing out that this wouldn't work with the revolution controller. There will be an accessory you attach to the primary controller with a short cable; it will have a joystick that lets your turn around. Thus, you lose the mouse's advantage of being able to aim precisely (which is irrelevant, you're aiming precisely with the primary controller, not the joystick as on a, say, PS2 FPS) and in the next millisecond do a 180 turn very quickly (which is a disadvantage, but not so bad if every player is bound by that limitation).

    I have been playing Quake II this way years ago. However, I did so in a VR Cave, so turning around quickly was easily accomplished by just physically turning around. Let me tell you, wearing those 3D shutter glasses and seeing those badass weapons precisely attached to your hand, swiftly following its every move, is absofuckinglutely brilliant. The cost of the hardware is prohibitive though, not least because in order to set it up, you need to devote a large (and I mean large, even if you use mirrors you need plenty space behind the screens to set up the projectors) room to it. However, I hear affordable VR goggles of decent quality are just around the corner. Interesting times lie ahead!
    --
    but what do i know, i'm just a model.
  66. Re:How does this work? by BenjyD · · Score: 1

    I agree that a lot of PC FPS games have far too accurate controls. But console controls go too far the other way, which is why they mostly have some sort of auto-aim to compensate. I'm halfway through metroid prime 2 at the moment, which would be impossible without the autoaim. The problem is the tiny range of motion of the console controllers: you can either have accuracy but bringing the gun to bear is slow, or rapid turning but innaccurate shooting.

  67. I got yer controller right here, pal by Pang+Mao · · Score: 1

    Hmm, how about a Strap-On Genre?

    ducks

  68. This may come as a surprise to you... by LKM · · Score: 1
    I mean, I guess it would be nifty to be able to find a sparring partner in the computer, but still, might as well hit a real human.

    This may come as a surprise to you, but some people prefer not to have their heads bashed in. Even non-lazy ones.

  69. Same genre, different mode. by Kuku_monroe · · Score: 0

    Pikmin Revolution: "Play with your friends each of them being an individual Pikmin!!" (113 controllers required to play)

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    //WR
  70. Arcades are dinosaurs by Telepathetic+Man · · Score: 1

    They really don't have much entertainment value left. Why leave home to play video games at $1-$2 a play, when you can pay $20-50 to play at home as much as you want?

    --
    Just because you can, does not mean you should.
  71. Re:How does this work? by Soybean47 · · Score: 1

    Also, they have an arrangement with Gyration to use their gyroscopes in the Revolution controller. What you describe is exactly how Gyration's "air mouse" products work, so it's not much of a stretch to assume that Nintendo might use the same system.

  72. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  73. Punchout! by Otonotachibana · · Score: 1

    Speaking of fun fighting games, just imagine Punchout on the Nintendo Revolution. A controller in each hand to simulate gloves. Gameplay would be incredibly intuitive. Punching with the controller would translate to different types of punches (jab, cross, hook, uppercut). Bringing both controllers up to your face could simulate blocking. Moving both controllers to the side would simulate dodging. I am warming up to the potential here...

  74. Re:Combos with the body (warning: may cause nausea by Turn-X+Alphonse · · Score: 1

    yea.. except viewtiful Joe is based on these Sentai shows and they have oh.. a 30 year history and release a game for the latest at least twice a year. But yea you're quite right, lets pick a new shiny series over one with a huge long standing fanbase.

    --
    I like muppets.
  75. Oh dude!! by racazip · · Score: 0

    Probably for the first time in my life, I just got giddy at the idea of a game. Dance Dance Revolution - Waltz Edition. Just think, you can look like an idiot stepping around your living room, but then you could totally go impress your wife/girlfriend/"the ladies" I can't wait to see what the Revolution can do.

  76. Re:How does this work? by Anonymous Coward · · Score: 0
    There will be an accessory you attach to the primary controller with a short cable; it will have a joystick that lets your turn around.

    If the wand is to move an aiming reticle, and the joystick is to turn, then how do you move forward/backward and strafe?
  77. Unfortunately unlikely by Pearson · · Score: 1

    I fear that the reality will be far different. Rather than making the big devs come up with something original, the controller is going to 'force' them to ignore the Revolution completely.

    As you noted, these companies are all about a cheap, quick buck. That means making one version of a game and porting to the other competing platforms. If the Revolution doesn't ship with a standard (normal) controller, and instead requires significant customization of the game to allow it to be playable, the big companies will just skip the Revolution version altogether. Even more so if the adoption rate for the Revolution is similar to the Gamecube's.

    --
    I...I'm attacking the darkness!
  78. Re:Combos with the body (warning: may cause nausea by KDR_11k · · Score: 1

    A new shiney series with Capcom behind it making games like mad. As air fills any vacuum, Capcom fills any market with sequels. And while movie and TV tie-ins tend to be derivative shovelware Capcom is more likely to add some not-tried-before feature so I doubt a tie-in would use the mechanic first.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  79. Dancing games? by Phantasmo · · Score: 1

    I can't wait to buy Dance Dance Revolution Revolution!

    --

    The US Army: promoting democracy through unquestioned obedience
  80. Re:Combos with the body (warning: may cause nausea by Turn-X+Alphonse · · Score: 1

    You have no idea about the Japanese games market and how many "TV tie-ins" are extremely good games there.. I suggest you slap yourself till you understand that US tie ins doesn't equal Japanese tie ins

    --
    I like muppets.
  81. Re:Combos with the body (warning: may cause nausea by KDR_11k · · Score: 1

    No idea? I've played my fair share of crappy tie-ins, I see them rated very low in Famitsu. Some tie-ins are good but the majority is still trash. Never mind that many of those tie-ins DO get released in the west.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.