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Katamari Creator Critical of Revolution

Gamasutra has an article on Keita Takahashi's reaction to the Revolution controller. From the article: "Takahashi commented of the Revolution, which has drawn widespread praise for its underlying concepts from other Eastern and Western designers: 'I'm not really interested in it. I don't think a controller should have that much influence on the enjoyment of games.' He continued: 'I see what [Nintendo is] trying to do, but they're putting such emphasis on the controller; 'Woah, this controller lets you do this!' and I'm thinking - are you messing with us?'"

397 comments

  1. What Evokes These Comments? by eldavojohn · · Score: 5, Insightful
    Seriously, during an interview does anyone actually think before they speak? It's almost like any new interview must end/start with an encouragement to say anything at all offensive or shocking so that the interview will be read by a wider audience. And it's kind of disgusting.
    "I'm not really interested in it. I don't think a controller should have that much influence on the enjoyment of games."
    A lot of the games that are released are cookie cutter games that are slaves to the limitations of the hardware. I welcome a new kind of controller. In fact, I would be tempted to say that you're narrow minded if you're not ready to try a completely new kind of controller.
    He continued: "I see what [Nintendo is] trying to do, but they're putting such emphasis on the controller; 'Woah, this controller lets you do this!' and I'm thinking - are you messing with us?"

    Takahashi, who has not yet announced his current post-Katamari game project or its platform, concluded on the subject of the Revolution: "So, there's nothing I really want to do with it right now."
    I sincerely hope this was taken out of context or misquoted otherwise I would mod this article as flamebait.

    It's new. It obviously has new capabilities. How about you use your imagination instead of your tongue?
    --
    My work here is dung.
    1. Re:What Evokes These Comments? by Fallen+Kell · · Score: 4, Insightful
      I agree with you completely on this. I think his main problem is that they WILL have to think outside the box again. This takes time and costs more money then just rehashing something you have already done in the past with maybe some new flashy graphics and some extra physics engine capability.

      Heaven FORBID that they need to go back to the drawing board on HCI (Human Computer Interaction) because there is now a lot more capability that was just added to the HCI interface. This completely causes you to re-design full gameplay and get new test studies on how to do things. It makes the companies work again for the titles instead of chop/paste from the past. WOW! They need to take some time again to develop games... what a concept. The sky is falling because of this.

      --
      We were all warned a long time ago that MS products sucked, remember the Magic 8 Ball said, "Outlook not so good"
    2. Re:What Evokes These Comments? by Anonymous Coward · · Score: 4, Insightful

      answer: A large wad of cash courtesy of Sony.

    3. Re:What Evokes These Comments? by Anonymous Coward · · Score: 4, Insightful

      I sincerely hope this was taken out of context or misquoted otherwise I would mod this article as flamebait.

      Try this, replace the word "controller" with the words "flashy graphics" in his quotes and I think you'll start getting a better sense of where he's coming from. I don't think his point is that he is not willing to adapt to a new controller, instead, he's saying that Nintendo seems to be emphasizing the controller itself instead of the things that Nintendo has been traditionally strong in, such as good gameplay and design. In a way he does have a point, cool controller does not a good game make. Just like having the most powerful graphics engine in the universe won't automatically make a crap game great. That's not to say that cool new innovative games that take advantage of the controller won't appear, I'm sure they will, but there's gotta be more than that in the long run to have a healthy platform.

    4. Re:What Evokes These Comments? by LithiumX · · Score: 1

      A game's quality should be independant of it's controller, but they're always still limited by those controls. FPS games will never be as good on a standard console controller as they are with a mouse, in the same way that an oversize crayon will never be as good for writing as a simple pencil. A simple hack-and-slash game will generally do best with a console controller, due to simplicity.

      A new controller design, with new capabilities and layout, is simply a new opportunity for improvements. If people end up not liking the new controllers, it's a sure bet that they'll get aftermarket controllers with a more conservative design.

      As for current designs, I personally prefer the Playstation-style controllers. They're more comfortable, simpler to use, well designed. The XBox controllers, on the other hand, are designed by crackheads. I am convinced of this. The current Nintendo controllers... aren't worthy of comment.

      --
      Do not confuse "Freedom of Choice" with "Free Will".
    5. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      How about you use your imagination instead of your tongue?

      Even better: Use both!

    6. Re:What Evokes These Comments? by Kent+Simon · · Score: 1

      correct me if I'm wrong, but gameplay as you describe is a software thing. Something we've always assumed nintendo products would have. the controller itself is much more closely tied to gameplay than graphics are, and as a result I dont think you can talk about improving gameplay without improving the controller itself.

      I see the point you were trying to make, but there is a clear distinction between how graphics affect gameplay, and how a controller affects gameplay.

      --
      Kent Simon Multitheft Auto
    7. Re:What Evokes These Comments? by netfool · · Score: 1

      "How about you use your imagination instead of your tongue?"

      I agree with your statement completely except for the referance above. This man does not lack in the imagination department. Anyone who has played Katamari Damacy will vouch for that.

      --
      Left 4 Dead Gaming Group - http://www.l4dgg.com
    8. Re:What Evokes These Comments? by PeelBoy · · Score: 2, Insightful

      So why is there such a big market for joystick style controllers for flight simulators if a standard controller should work fine? Why do PC users swear by mouse and keyboard combo's when they could easily hook up a PS2 controller to their computer? What was the point of virtual reality of a normal TV should be good enough?

      If you put your self in a bubble where the entire room is the screen and give your self a new controller (maybe the movement of your body? and a gun for shooting things?) and you've got your self a completely new gaming environment. How is the controller not a huge piece of this?

      In gaming you have the hardware, the screen, the controller and the game its self. If they were all equal the controller would make up 25% of that. Thats huge.

      If we always used the same flat screen and same basic controller how would we ever go anywhere with games? There would be very little freedom of what we could do.

      The problem people seem to be having is that they aren't using their imginations. They are trying to fit our standard type of games we play today into Nintendos new concept and they just don't see how they can play all their favorite games. They refuse to think about NEW games and NEW ways of playing games.

      When people think about sword fighting games, golf or baseball games for the Revolution they think of you swinging the controller around wildly or acting like a real base ball player and to me this just seems kind of stupid. I mean it could be fun but it doesn't have to be that crazy.

      Think about a baseball game. you could use the joystick part of the controller to move your guy around by the plate and hold the remote in your hand. slight wrist movements would move the bat around. You could swing your wrist foward to swing the bat with out even having to move your entire arm. It would give you full control of how your guy holds the bat and how he swings it. It would add completely new level of skill and fun to the way the game is played.

      There are tons of possibilities for a controller like the one for the Revolution but you're going to have to open your mind first.

    9. Re:What Evokes These Comments? by Chris+Burke · · Score: 4, Insightful

      Yeah, from that point of view it makes sense. But I think he's not giving Nintendo enough credit -- I believe they are emphasizing the controller's ability to enable good gameplay and design. The controller is the "revolution" in the "Revolution". Otherwise it's just a new console incorporating new silicon advancements following Moore's Law, like the other two.

      If you require neither flashier graphics, superior processing power, nor a new look at game input, then you really don't need a new console at all. Which you could argue you don't, if in fact you are one of those who has mastered good gameplay and design. But if you want to create actual change in gaming from the standpoint of hardware, then a game controller is a good way to do it.

      Case in point: Would you say that Nintendo abandoned good gameplay and design when they developed the N64 controller? Is a D-Pad all a good game designer ever needs? Or did the addition of the analog stick open up possibilities for good designers that didn't really exist before? From Mario 64 to Super Monkey Ball to Katamari Damacy itself, there are slews of games which were able to do more with an analog stick than they would with a digital one, and have much better gameplay as a result.

      I highly doubt Nintendo has de-emphasized gameplay and design. I strongly suspect that Nintendo's game designers want the new controller as much as anyone as a way to realize better gameplay. If Nintendo is mostly talking about the controller, it's because 1) it's the major change the console brings to the table and 2) they probably don't feel they really need to say that they'll put effort into making games that are well designed irrespective of the controller.

      --

      The enemies of Democracy are
    10. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      Uhm Nintendo has a long history of creating new and innovative controllers and then building GREAT games on top of them.

      Think N64 and Mario. Think about trying to play 3d games on a console with a single standard direction pad. Pretty hard to do huh?

      Think about the Nintendo DS and fun games like Kirby Canvas Curse and Meteos.

      Those are new styles of games that are very fun to play and wouldn't have been as easily possible with out the new style of controls that Nintendo came out with.

      The controller is every bit as important as graphical power if not more so. You can't play the game with out the controller, but you CAN play a game with out graphics and I have proof.

      Follow this link to find out what I mean: http://www.kotaku.com/gaming/in-the-pit/audioonly- doom-game-167797.php

      It's a game that can be played with no visuals at all. It uses the rummble feature in the XBox 360 controller. Check it out.

    11. Re:What Evokes These Comments? by SlayerDave · · Score: 1, Flamebait
      I completely understand where Takahashi is coming from. Both the 360 and PS3 offer enough computational horsepower that significant improvements in core gameplay elements, such as graphics, physics, AI, audio, level size, etc., are possible (once developers figure out the new hardware and the PS3 is actually on shelves). And all Nintendo has to offer is comparatively weak hardware and a goofy controller? Are you kidding me?

      I'd also like to point out that virtually every innovative console game (and boring imitator) since the NES 20 years ago has used basically the same controller design. That includes Mario, Zelda, RE:4, God of War, Katamari, Halo, Shadow of the Colossus, Psychonauts, Odama, Okami, etc. There have been a few good games that use gimmick controllers such as DDR and Guitar Hero, but for the most part good game design is about a lot more than "what wacky stuff can we pull off with this controller?" or "how the hell am I going to make my game work with this controller?"

      I think that Takahashi's point is that Nintendo is putting huge and somewhat arbitrary constraints on their developers with the Revolution. Since the Rev can't compete with the 360 or PS3 in terms of graphics or raw horsepower, the only thing it has is the controller. Personally, I'd hate to be a developer who can't make the game I want because of a non-standard controller and sub-par hardware.

    12. Re:What Evokes These Comments? by Serapth · · Score: 0

      A lot of the games that are released are cookie cutter games that are slaves to the limitations of the hardware. I welcome a new kind of controller. In fact, I would be tempted to say that you're narrow minded if you're not ready to try a completely new kind of controller.

      You realize you are saying this about the author of Katamari? The poster child for innovation out of this generation of games?

      I sincerely hope this was taken out of context or misquoted otherwise I would mod this article as flamebait.

      It's new. It obviously has new capabilities. How about you use your imagination instead of your tongue?


      Do you read what he *actually* said??? He isnt slamming the Revolution in the slightest. He said I don't think a controller should have that much influence on the enjoyment of games.

      Bold added by me. His point I actually agree with 100%. A game should NOT be built around the controller. A game should be built around the core game concept and make the best use of resources available. Its sorta like programming. Do you go wow, I just learned how to use objects now what should I build with them?. Of course not, well unless youre a shitty programmer ( its all part of the whole when you have a hammer everything looks like a nail mindset ). I think he is basically saying the same thing about the revolution. Putting too much focus on the controller is a bad idea. This I tend to agree with.

      Plus, I remember just how bad the power glove was.

    13. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      maybe i read what you said a little wrong. im not personally attacking you just talking in general.

      I need to read things better before I reply.

    14. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      i agree and find it odd that the creator of Katamari, which I thought had made very innovative use of controls, would say this. Personally i remember how many Atari 2600 joysticks i've busted in my life and am glad that the controller market continues to innovate. if it's good, everyone will add comparible features, if it's not - than it's another nintendo power glove. Nintendo has been doing the experimental controllers for years now, the Revolution may have a new controller, but the fact that a new Nintendo device has a new controller is old hat.
       
      in his defense though, I am puzzled by the constant revo-controllo-ad speak/rumours i keep hearing. after all, as i pointed out above, Nintendo making new wacky controllers is old, i expect a new twist on the controller when they put out a new system. when getting me excited about the Revolution, at least tell me something new apart from the controller.

    15. Re:What Evokes These Comments? by hobbesx · · Score: 1

      I agree with your "why doesn't anyone think before they speak?" comment in general, I like the idea of the Revolution controller, and I'm planning on picking up the Revolution at some point.
      However, I think it's narrow minded to expect developers swap completely to an unorthodox control system. The way I see it, what he's saying is that he wants to make a game that's enjoyable with the control system being transparent as possible. Right now, the controller is the focus of the Revolution and he wants to make games independent of that. It seems he feels that the innovation of the controller doesn't offset the costs of the limitations it imposes. (Or, more bluntly: He doesn't like it)
      I'd say he's got the right to voice his opinion, but what the hell do I know? ;)

      --
      This rating is Unfair ( ) ( ) Fair (*) Funny
      Sigh... If only. Modding would be so much more fun.
    16. Re:What Evokes These Comments? by hobbesx · · Score: 1, Redundant

      The games wouldn't have to be re-designed if it didn't take something away for what it brings. Nintendo is certainly capable of releasing a 'traditional' controller, and knowing them, they may still do so. Would you applaud Apple if they suddenly decided to limit a UI to voice input only? Dare I suggest that a developer that was involved with Katamari might just be familiar with the concept of working hard to produce something unique?

      --
      This rating is Unfair ( ) ( ) Fair (*) Funny
      Sigh... If only. Modding would be so much more fun.
    17. Re:What Evokes These Comments? by TheDefenistrator · · Score: 0

      For someone who makes some of the most intuitive games on the market (Katamari), I cant believe how much of an ignorant fuck he comes off as. I would have thought that he would have been one of the first few designers to embrace the Revolution. I can only imagine playing the Katamari games on the Rev controller. The controller's motion sensors would be the main method of moving around in the game. Instead, Takahashi has smashed my hopes and dreams.

      The good news is that I doubt that the loss of one (potential) game will hurt the console as a whole. I am sure that the PS3 will be just as mundane as the Xbox 360 (still a good console, but it is just a Xbox with better graphics, design, and online abilities). Because of this, the Revolution should provide a breath of fresh air once it is released. I can't wait for the first Zelda on the console, as I am 60% sure that the motion sensors on the controller will be used for Link's sword.

      For those who are not certain about the Revolution, just remember that most of the games on the 360 and PS3 will be sequels, reprints, and rip-offs. This is not to say that the aforementioned consoles will not have some great games (If history is any guide, Halo 3 will be an awesome game), but I am just tired of playing the exact same thing, even if it is in a different package.

      The Nintendo DS is, in my opinion, the finest handheld ever made. It has solely changed how I play games. I can only hope that the Revolution will do the exact same thing.

      Personally, I think that the only two companies that do things differently on the hardware side of things these days are Apple and Nintendo. Hats off to them.

      -Taylor

    18. Re:What Evokes These Comments? by Iffy+Bonzoolie · · Score: 1

      Well, I think that's the traditional view, but we are starting to see real Gameplay innovations in controller hardware like the Eye-Toy and Guitar Hero. I've been playing the hell out of GH and, yes, the guitar seems sort of gimmicky at first, but without it the game would not be the immersive experience that it is. GH is a game that is nearly entirely driven by gameplay - there is nothing exciting about the technology or the graphics - the use of audio is innovative, but the audio itself isn't technically innovative.

      I have less experience with the eye-toy but it seems like a platform where a lot of new ideas can come out of. Just adding a Stylus to the Game Boy had some interesting consequences like Trauma Center.

      It remains to be seen whether the Revolution really provides opportunity for an enjoyable new experience, or it is just hype. The hype is so absurd at this point that it better be pretty damn significant or there will be Daikatana-like consumer backlash.

      -If

      --
      Run a pencil-and-paper RPG campaign with your far-off friends: Gametable!
    19. Re:What Evokes These Comments? by Lobo42 · · Score: 2, Insightful

      Yeah, I see where's coming from. Also, as he has already demonstrated, it's entirely possible to create completely original, innovative games without changing anything in the actual hardware. While I'm totally psyched for the Revolution controller and the possibilities it will bring, I also think there's a bit of danger in going down the route of "It's a brand new game! Do all the same things you did last year WHILE WAVING A WAND IN 3D SPACE!" I don't think all games will be like this, but considering the first announced game for the Revolution is a first-person shooter, I definitely think some will.

    20. Re:What Evokes These Comments? by cente · · Score: 1

      yah.. BUT Nintendo is notorius for taking an old concept and revamping. They may be putting this controller out but how many of you are going to bet on them releasing 10 more mario games, 10 more kirby games, and any other gob-zillion themes that they have proven-true to public appeal. I think we can mostly agree, it's getting OLD.

    21. Re:What Evokes These Comments? by Dance_Dance_Karnov · · Score: 1

      /. needs to have a '+1 fucking truth' moderation.

    22. Re:What Evokes These Comments? by kisrael · · Score: 1

      Personally, I'd hate to be a developer who can't make the game I want because of a non-standard controller and sub-par hardware.

      I agree with the assesment that this new controller might not be the end all and be all...it seems like it might get very tiring after a while.

      But at the risk of sounding like that patent office guy who said we figure pretty much that can be invented has been, it seems like the only thing this "sub-par hardware" would cut back on is eye-candy. I can't think of too many things that the PS3 will be able to do that a "GameCube x 2" couldn't.

      --
      SO YOU'RE GOING TO DIE: The Comic for Dealing with Death
    23. Re:What Evokes These Comments? by Dryth · · Score: 1

      Heaven FORBID that they need to go back to the drawing board on HCI (Human Computer Interaction) because there is now a lot more capability that was just added to the HCI interface.

      You make this out to be some trivial process. It isn't. One of the first things taught in any HCI program is that it's an obscenely expensive and time consuming process, even when working with existing and well-known technology and paradigms. It's also the first thing you'll encounter doing HCI work in the real world, as you'll typically find yourself grossly under-funded, under-staffed, and treated in a similar fashion to tech writers: Your usability research and their documentation are afterthoughts.

      Mind you, in this case that doesn't even seem to be the complaint. I'd go so far as to label Takahashi's criticism as a response to the repeated suggestion from various Nintendo reps that they're pursuing innovation over graphic power, then putting so much emphasis into the controller. From anyone else I'd be more skeptical, but Takahashi managed to produce one of the most original, simple, and fun games of this past generation. Katamari is an example to his point of innovation not being dependent on control scheme.

    24. Re:What Evokes These Comments? by grumbel · · Score: 1

      ### So why is there such a big market for joystick style controllers for flight simulators if a standard controller should work fine?

      Because those games where not designed to work with a standard controller. The point that Keita Takahashi is trying to make, is according to my interpretation, not that the new controller is bad, but simply that you can make good and creative games no matter what controller you actually have at hand and I think he his perfectly right with that one. Current games are not all the same because the controller limits them to be nothing more, but because the developers fail to come up with creative ideas (or the publisher not letting those get through). Just look at the C64 or Amiga, those had *tons* of extremly creative games, sure, not all where good, but they had a varity of genres that is well beyoint what we have now and that, for most part they worked with a one-button digital joystick.

    25. Re:What Evokes These Comments? by The_Real_Quaid · · Score: 1

      "Personally, I'd hate to be a developer who can't make the game I want because of a non-standard controller and sub-par hardware."

      Then be a PC developer.

    26. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      Just curious, are you mildly retarded or something? The Revolution controller doesn't have constraints, it OPENS UP more possibilities. Even a fucktard can see that. You have the standard up/down/left/right movement that other controllers offers in Revolution controller and MUCH MORE. And Revolution can't compete with other consoles in terms of raw horsepower, you say? Well, from my POV, other consoles can't even compete with Nintendo's brand of fun factor and gameplay, period. Call me a fanboy if you must, but I've been gaming for over 30 years (yes, since Pong days) and I've came to prefer Nintendo-made games over others - PS2/Sony a close second - when it comes to console gaming in general.

    27. Re:What Evokes These Comments? by dorbabil · · Score: 1

      There's one issue with your complaint about physics and AI - The Revolution is an extension of the GCN, an extremely streamlined games machine, while the PS3 and X360 are both using hardware that'd be more suited to a database server or something of that nature.

      While the raw horsepower of Xenon and Cell may make up from the lack of branch predicting, out of order programming, and all of the other features that make AI and physics code run well, how many developers are actually going to fight with a design not meant for physics or AI calculations in order to get good results? I'd assume not many. And Game Informer is apparently pleased with Red Steel's AI, so I'm really not worried.

    28. Re:What Evokes These Comments? by chaoticgeek · · Score: 0

      Ok, so if the controller is not supposed to influce the game then I should be able to hook a NES/SNES controller up to a PS2 and play every game. I don't think that could happen. There are much more buttons to allow the game to grow and have more complex items be used. Such as the Dual Shock Analog sticks, the allowed you to move more fluidly around an enviorment and control the camera with out having it jerk around from a D-pad. I have to disagree with this whole concept of a controler should not influnce a game. It does, and it will. When we obtain a controller that is better than the rest, or we have new things on them (sholder buttons for SNES, Analog/digatal joysticks N64/PS) we can do new things. Would Katamari be playable with out the Dual Shock analog sticks? No. So untill then it will be influnced by the controler.

      --
      hello
    29. Re:What Evokes These Comments? by EggyToast · · Score: 4, Interesting
      Perhaps, except that his use of dual analog controls is really what makes the game fun. The limited movement on the PSP proves that in a large part, the controller's abilities made the game what it was.

      The thing that I don't understand about criticisms of the controller is that they seem to ignore the fact that "attachments" seem to be the order of the day. I'll balk at the Big N as much as the next guy if each attachment runs $20 and you need 4 or 5 in order to play the best games, but ignoring that, there's no reason he couldn't create a very creative game, and then create an attachment that really works for the game -- instead of having to graft it on to a standard controller.

    30. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      Then do all of us a favor and don't ever enter the gaming industry. We don't need fucktards telling us we have to be content with the same old shit. Unfortunately, someone would probably see the value in your verbal diahhrea (sp?) and make you an executive someday.

    31. Re:What Evokes These Comments? by Lord_Dweomer · · Score: 1
      To add to your point about exaggeraged movements with the controller....this is critical when you are playing multiplayer games. For example, the steering wheel they sold for Gran Turismo 3 on the PS2....great concept, except for the fact that the minimal movements you had to make with the joystick on the regular controller gave you a distinct advantage over someone playing with the wheel since they had to make a longer movement to achieve the same results.

      Thats just one example. And yes, a lightgun might be good in a FPS....but take it multiplayer and I'll use a mouse against a light gun any day of the week.

      --
      Buy Steampunk Clothing Online!
    32. Re:What Evokes These Comments? by hotgigs · · Score: 1

      Let's consider the fact that he may be a shill for Sony in that he has only produced for their consoles so far. This is sort of like asking a Windows guy if he considers the new Apple computer/OS.. to be a new influence. Of course he'll say he doesn't care, it's a gimmick... Same if you asked a Apple person if they thought Vista was going to be a breakthrough... He's developed for one company and is loyal to them their systems. Then again, I didn't read TFA so I could be wrong

      --
      I'm not clever enough for a sig...
    33. Re:What Evokes These Comments? by aplusjimages · · Score: 1

      I can't wait for this controller either. It's about time I get to play the same old Nintendo games with a new controller. You want to end cookie cutter games, then tell Nintendo to stop reinventing Super Mario Bros. I'm all for taking video games to the next level, but this controller isn't really going to take us there. How about doing something different like including different parts of our bodies to control different aspects of the game, like a footpedal to duck and jump. There's a company that's inventing a device so that your hampster can play games with you. Look how popular DDR is? No hand controller there. And what's new about Nintendo coming out with a new controller. They do it with every system. I'd have to say that you're narrow minded if you think this controller is something to get excited about. Now excuse me as I put on my Powergloves.

      --
      Can I bum a sig?
    34. Re:What Evokes These Comments? by Serapth · · Score: 1

      See... thats the problem. Everyone is misquoting this guy and by proxy my response. He isnt saying, nor am I, that the controller should not influence the game. Re-read exactly what he said "have that much influence"

      He isnt saying the games shouldnt be influenced or take advantage of the controller, he is saying the controller shouldnt be the focus of the game. That I agree with greatly. I think if Nintendo keeps putting so much focus on the controller, game devs are going to come at it the wrong way. Instead of saying "We have this great game idea, how can we make it more fun using this controller" you end up with " We have this great controller, how can be build a great game around it". The second mindset imho, is very bad for the industry, the first is very good.

    35. Re:What Evokes These Comments? by Metex · · Score: 1

      It obviously has new capabilities

      How so? Seriosly it is an INTERFACE. So now instead of pressing A to jump I am going to flip the controller? Instead of pressing A for left or B for Right I am just going to titlt it to the side? All the input gets translated to a function in the game.

      The only thing this will probably improve is being sore after a long game of Mario Party. The controller will not spawn any new types of games but make certain games seem alot more fluid.

      --
      Never could figure out why my girl liked my bitch tits, then I found out she was a lesbian.
    36. Re:What Evokes These Comments? by jsx92 · · Score: 1

      I disagree. Without Nintendo's continued development on the human interface aspect of video games we would not have ANALOG control sticks - amusing how these little plastic pieces are the only controller features this man's Katamari game makes use of. Without such an invention I can't see how Katamari Damacy would even be any fun, nevermind possible. Better interface does a good game make -- and at the most basic of levels, at that.

    37. Re:What Evokes These Comments? by Mitaphane · · Score: 1

      I'd also like to point out that virtually every innovative console game (and boring imitator) since the NES 20 years ago has used basically the same controller design.

      And I'd like to point out that every controller design from Nintendo since the NES(well before the GC) has had an impact on that same controller we've been using. Cross D-pad, shoulder buttons, analog sticks, canned force feedback are all console precendents set by Nintendo.

    38. Re:What Evokes These Comments? by purfledspruce · · Score: 1
      I am completely with you. There are many good games out there that fail becuase the interface is poor; there are many poor games that succeed only because the interface is good. Allowing a more complete, natural interface to a game can do nothing but improve the experience--as long as that interface is used well.

      To completely discount something like the Revolution controller (and before you get the chance to actually use it) is a bit...limiting.

    39. Re:What Evokes These Comments? by timster · · Score: 1

      Not to repeat myself, but would "Mario Kart" be a better game if you called it "Troll Racer"?

      --
      I have seen the future, and it is inconvenient.
    40. Re:What Evokes These Comments? by Queer+Boy · · Score: 1
      he's saying that Nintendo seems to be emphasizing the controller itself instead of the things that Nintendo has been traditionally strong in, such as good gameplay and design

      This coming from a guy that's a one-trick pony. It's also OBVIOUS that the new controller is perfect for Katamari. I don't understand the problem. What's happening is that it looks like the Revolution is going to be the best-seller in the next round of console wars. With its unique controller, it's going to be difficult to make multi-platform games. The Revolution is making XBox360 and PS3 look like just another console. Who CARES if it has HD and blah blah blah. There's yet to be anything interesting on the 360, so how is all that power translating into a great game?

      Nintendo took a great risk with the DS and it's paying off big time and it's easy to see that with Revolution, Nintendo is going to once again define gaming.

      --
      Not since Marie-Antoinette played milkmaid has looking simple and honest been so fake and complicated.
    41. Re:What Evokes These Comments? by NewWorldDan · · Score: 1

      Well, I suppose that gets to the heart of the matter -- Is the new controller something truly revolutionary or just a silly gimick. I mean, kudos to Nintendo for trying something very different, but until I get my hands on it, I can't say if it's the Next Big Thing or a hinderance.

    42. Re:What Evokes These Comments? by Manmademan · · Score: 1

      Analog control sticks have been used as far back as the Atari 5200 and the Vectrex.

    43. Re:What Evokes These Comments? by MMaestro · · Score: 1
      "I'm not really interested in it. I don't think "flashy graphics" should have that much influence on the enjoyment of games."

      "I see what [Nintendo is] trying to do, but they're putting such emphasis on the "flashy graphics"; 'Woah, this "flashy graphics" lets you do this!' and I'm thinking - are you messing with us?"

      Wow, I want what you're smoking.

      I don't think his point is that he is not willing to adapt to a new controller, instead, he's saying that Nintendo seems to be emphasizing the controller itself instead of the things that Nintendo has been traditionally strong in, such as good gameplay and design.

      Uhhh... haven't people bitching about Nintendo constantly making "Mario Sequal X now with Jet Boots" and "Legend of Zelda, In Space!"? And god forbid we forget the flaming Nintendo got for using cel-shaded graphics for Wind Waker.

      Considering the only original hit game/idea/series hes made is Katamari Damacy (which is simply getting milked at this point), this is not a Sony Shigeru Miyamoto. This is one developer, who did well once but has yet to prove he has staying power.

    44. Re:What Evokes These Comments? by N_Piper · · Score: 1

      Katamari is an example to his point of innovation not being dependent on control scheme.
      I have to differ with you on this point.
      Let me ask you one thing.
      Would Katamari be the same played on one D-Pad?
      Katamari is one of a handfull of games to use the Right analog stick in any real or creative way. Sure there are some FPS / TPS games that use it but those are just a handfull compared to those that don't.

    45. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      releasing 10 more mario games, 10 more kirby games, and any other gob-zillion themes that they have proven-true to public appeal

      Have you ever thought it odd that you can't keep your spelling consistent through a sentence? Have you ever sought medical help for your condition?

      Oh, wait... you were actually right but accidentally made a point against your own opinion.

      Just to drive home the point, I'll put it into plain English (rather than letting you connect the dots above). Game mechanics are vastly different from the theme and artwork in the game. Everyone by now knows that Doki Doki Panic is the same game as Super Mario Bros. 2, but the artwork is very different. On the other side of this, Super Mario Kart shares only artwork and half a title in common with Super Mario World. They use the same theme but differ drastically in game mechanics.

      Meanwhile, I don't think the USA is going to stop putting bald eagles or dead presidents on money. It's a brand identity thing.

    46. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      Yeah and we all remember how utterly successful and intuitive the Power Glove was (which was designed by Nintendo also). Wow, who can forget the hundreds of games that were developed to harness its raw power and potential?

      Give me a fucking break. This newest Nintendo controller is nothing more than a gimmick. As you'll note from another reply, Nintendo didn't create analog sticks and they certainly didn't create motion sensing controls. I had a PC joystick back in 1995 that could do exactly what Nintendo wants, but I abandoned it for a traditional flightstick because it was genuinely a terrible way to play games.

      People give Nintendo too much credit most of the time. They don't really innovate, they copy. Their games aren't really that good (to myself and the people I know). They are notorious for putting gimmicky products, that ultimately fail, on the market (ie. R.O.B., Zapper, Power Glove, Super Scope 6, Super Gameboy, Virtual Boy, N64DD and DK Bongos) and they come off as blustering snobs.

      Bottom line, "good" is a relative and subjective term. The only way that it can be objectively measured is to look at the numbers. The last time I checked, Nintendo was at the bottom of the chain in terms of popularity...that says something.

    47. Re:What Evokes These Comments? by KeiichiMorisato · · Score: 2, Insightful
      Just because a game shares a name and is considered a sequel or a spinoff, doesn't mean it's the same game or that it's going to be repeating the same material over and over again.

      Do you consider Super Mario 1, 2, 3, World, 64 the same game or just a bland revamp? Do you think Mario Tennis, Mario Soccer, Mario Party....is a revamp of the Mario series?

      Try the games before you start spouting nonsense. These games are highly acclaimed because they are great games. Heck, it could be named Super Mario Part 23858934, if it's a good game, it will stand on its on merits.

    48. Re:What Evokes These Comments? by B_Realll · · Score: 1

      I think it would be awesome for developers to take the "We have this great controller, how can be build a great game around it(?)" approach. Half the posts on this thread are people bitching about developers rehashing old games with updated graphics. How is imagining the possible HSI a bad thing? This seems to me exactly what they should be doing to come up with something innovative. I don't think people are misquoting you. They are calling both of you shortsighted.

      --
      now you see that evil will always triumph because good is dumb.
    49. Re:What Evokes These Comments? by KeiichiMorisato · · Score: 2, Insightful
      As long as Nintendo uses this new controller as the primary controller, then it won't end up as a gimmick.

      Heck, people were saying the analog controller for the N64 was gimmicky, but once it was shown how it could be used and became a primary source, then it became an essential part of ALL video game controllers.

      The rumble pack, I considered a gimmick, however it caught on real fast and now it's part of ALL controllers.

      Even the touch screen stylus for the DS was at first considered to be a gimmick, and we know how successful the DS has been.

      As long as something this new and different is not an add-on / after thought, and is standard as part of a new system, developers will develop for it and we won't have to worry about the lack of games supporting this controller.

      Of course, this will only be true if the controller works properly, and so far, the reviews from people who have had HANDS-ON experience, is raving about this new step.

    50. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      How is it people still are not aware of the controller shell that Nintendo will be providing? It will give us the same controls we have with this generation of controllers by sliding the wand into the shell. You're not losing anything, but gaining a lot.

    51. Re:What Evokes These Comments? by eraser.cpp · · Score: 1

      I'd hate to be a developer that had to work without out-of-order execution. Past 20 years of OO design be damned!

    52. Re:What Evokes These Comments? by G-funk · · Score: 1

      Huh? How can they emphasize "gameplay and design"?? It's a console. The games are what determines gameplay and design, not how many bajillion-texels-a-second the system has. In fact, the only thing that really affects gameplay and design these days is... the controller. They're selling a hardware platform. Not to us as hardware yet, but to developers, and hyping the hardware seems to me a pretty decent way to go about it.

      --
      Send lawyers, guns, and money!
    53. Re:What Evokes These Comments? by Afrosheen · · Score: 1

      I totally agree with you, but Slashdot is the original home of Nintendo fanboys, and I predict within seconds you and I will be modded into oblivion. It was fun to express a valid opinion while it lasted. :)

    54. Re:What Evokes These Comments? by gabebear · · Score: 1

      I hadn't really thought about the attachment aspect much. If Nintendo makes it cheap and easy to make attachments then there are going to be a lot of different little doo-dads hanging off those remotes. I'm not certain how I feel about this... making a quality controller that will stand up to a lot of gameplay isn't trivial: look at all the 3rd party controller market, 90% of it is utter crap.

    55. Re:What Evokes These Comments? by IndigoParadox · · Score: 1

      I'm a Sega fanboy, but even I realize that Nintendo is usually quite creative and original with their new gameplay ideas compared to the likes of Sony and Microsoft. =O\

    56. Re:What Evokes These Comments? by TheFlamingoKing · · Score: 2, Insightful

      I consider Mario Tennis, Mario Super Sidekicks, Mario Golf, etc. to be revamps of sports games. Sports games have been around as long as there have been electronic games.

      So again, recycled concepts.

      And if I told you that I'm playing that one side-scrolling Mario game with the mushrooms and goombas, would you have any idea even which system I was talking about? Yes, each game has some differences but at the core Mario 1, 2, 3, World, 64, plus Mario Land, Wario etc are all the same game.

      As to the article - I hope this does not hurt Slashdotters opinions of Takahashi's. People should remember that this is a video game designer that doesn't play video games. What would he know?

      If DualShock wasn't implemented in PS2 would Katamari be any good? That is a game that relies on a certain controller to work - it could possibly be ported to XBox but not as easily to GameCube. Look at games like DDR, Guitar Hero, and Donkey Konga. People like (for the most part) new, different controllers. I agree with Takahashi that Nintendo is putting all of it's emphasis on the controller - that's why the Revolution was created in the first place. The hardware drives the controller, and that is it's primary purpose.

      In the end - no one cares what you think, Takahashi. Your first, one, and only game (while awesome) only came out on PS2 anyway. The sequel was a rushed rehash (still, even more awesome) - again on PS2 exclusive. Why would we believe you would develop for the Revolution?

      I fully expect to see him eating his words someday...

    57. Re:What Evokes These Comments? by Doomstalk · · Score: 4, Insightful

      BUT Nintendo is notorius for taking an old concept and revamping.

      Nintendo's also known for innovation in its hardware. With the Game & Watch Nintendo invented the D-pad, and introduced it to the home console with the NES/Famicom. Then they introduced the analog stick with the N64 (albeit in a bizarrey shaped controller). With the Gamecube they created the "digital click" which, though largely unused, was a very nice compromise between digital and analog shoulder buttons (for a good use of this feature see Metal Gear Solid: Twin Snakes). And now, with the DS, they've introduced all kinds of interesting possibilitied with the touchscreen (not their invention, but it's a first in consoles). There are games for the DS that simply CAN NOT be reroduced with a standard controller, such as Yoshi Touch & Go and Kirby's Canvas Curse. Then there are interesting side-notes, like the gyroscopic controls in Kirby Tilt & Tumble.

      Furthermore, you complain all you want about Nintendo's stable of franchises, but they do innovate a lot within the confines of said IP. For a classic example, look at Mario 64- it's basically the template from which all other 3D platformers are drawn. Also take a look at Super Smash Bros.- character-wise it's the epitome of Nintendo's franchise-itis: it's nothing but old Nintendo franchises stuffed into a fighting game. Pokemon, But, when you look beyond that, you'll find a fighting game that's hugely different from just about any other on the market. Pokemon, hated as it is by insecure teens, is another great example of innovation. It's a variation on the standard RPG formula, but it veers sharply from mand of the standards/cliches of the genre with wildly entertaining results. Finally, the Kirby titles in the previous paragraph also serve as a good example- the little puffball's had at least 4 different control schemes.

      I wouldn't say that Nintendo's reliance on fanchises is a case of laziness. It demonstrates an understanding of the power and recognizability that such old standards can have. Hell, I'd go so far as to say that it's a testament to the power of Nintendo's innovation. You don't create such strong brands by simply doing the same thing over. You do it by making something new and different that sticks with people.

    58. Re:What Evokes These Comments? by thatguywhoiam · · Score: 1
      The thing that I don't understand about criticisms of the controller is that they seem to ignore the fact that "attachments" seem to be the order of the day. I'll balk at the Big N as much as the next guy if each attachment runs $20 and you need 4 or 5 in order to play the best games, but ignoring that, there's no reason he couldn't create a very creative game, and then create an attachment that really works for the game -- instead of having to graft it on to a standard controller.

      The thing *I* don't understand is, you may as well buy a new custom controller for that special game. See what I mean? There's not a big diff at this point between person A with the Rev controller, buying special attachments for it, and person B with a 'standard' Sony/MS controller, and simply buying an whole extra Rev style controller for a special game. You are still buying 'the special controller for that game' no matter which angle you come at it.

      --
      If Jesus wants me it knows where to find me.
    59. Re:What Evokes These Comments? by mrsbrisby · · Score: 2, Insightful

      Is a D-Pad all a good game designer ever needs?

      Never forget that was invented by Nintendo as well. Before the D-Pad, people used joysticks, and had no idea how much they hated them until the D-Pad.

      In fact, being as how Nintendo was right about the D-Pad, right about the modern ``analog'' stick, right about the touching, why does it seem so difficult for people to believe that they might also be right about the freestyle wand?

      Nintendo has demonstrated again and again that they invent excellent general purpose input devices, and again and again that new and exciting games take advantage of them.

      Of course, then there's the Virtual Boy.

    60. Re:What Evokes These Comments? by Svenheim · · Score: 1
      Yeah and we all remember how utterly successful and intuitive the Power Glove was (which was designed by Nintendo also). Wow, who can forget the hundreds of games that were developed to harness its raw power and potential?

      The Power glove was developed by Mattel.

    61. Re:What Evokes These Comments? by Stregone · · Score: 1

      The Power Glove was made by Mattel, not Nintendo.

      http://en.wikipedia.org/wiki/Power_Glove

    62. Re:What Evokes These Comments? by Tragek · · Score: 1

      Hm. You learn something new every day; I knew about the D-Pad, but I did NOT know about the analog stick. I could have sworn the PS did it first; but, lo and behold. (Of course, it's not really an ''innovation'' per-say; After all, it is just a mini joystick.)

    63. Re:What Evokes These Comments? by Tragek · · Score: 1

      I could have sworn he was planning to do playgrounds....

    64. Re:What Evokes These Comments? by MorePower · · Score: 1
      Before the D-Pad, people used joysticks, and had no idea how much they hated them until the D-Pad.

      When the D-Pad came out, I realized how much I hated the D-Pad. We used the "Zinger" joystick for a while to control the original Nintendo, and after that..well I haven't owned a console since then. And don't get me started on those analog thumb sticks. I have no idea how anyone manages to control anything with those.

      Please, PLEASE, oh game console makers, please learn that human thumbs suck at coordinated movement! Bring back our joysticks!

    65. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      The article has some validity. The controller is kind of "gimmicky." However, creating new tools for developers to use can never be a bad thing. The only problem is that initially, developers may look at the controller and be uncertain how to use it. It's probably very likely that the Revolutions initial lineup, with the exception of Red Steel, will be stuck to an existing formula. However, as time passes, developers will start to think up new ideas of how to use the controller, and it will(hopefully) take off from there. Once people start to revise their thinking to incorporate the new tools offered by the Revolution controller, I think we can expect to see some truly innovative games for the first time in years. Gaming hasn't seen much originality in a long time. The real "revolution" is that for the first time in years, businesses are forced to allow developers to take chances, innovate, and come up with some original gameplay ideas.

    66. Re:What Evokes These Comments? by Doomstalk · · Score: 1

      Let my post be a lesson to you, kids: always proofread before you hit "submit".

    67. Re:What Evokes These Comments? by Parham · · Score: 1

      Nintendo isn't Nintendo without Mario, Kirby, Zelda, or any of their other characters. It may be old (to you), but I can't wait to fish with Mario, or do surgery with Kirby...

    68. Re:What Evokes These Comments? by TrancePhreak · · Score: 1

      I have an arcade stick that works for XB/PS2/GCN. It has an analog mode that you can turn on/off on the fly. Sounds about like what you want. However, dual analog games are still out of its reach. The X-Arcade and Pelican RealArcade sticks are both like this.

      --

      -]Phreak Out[-
    69. Re:What Evokes These Comments? by buffer-overflowed · · Score: 1

      And Katamari is a pacman derivative(differences = objects instead of pellets, no ghosts, and a different level design), what's your point? That there's nothing truly new under the sun?

      And yes, they(Mario themed sports games) are derivative, *EVERYTHING IS* but they take the concept somewhere else. These games bring the rules of a sport into an alternate world and add in stuff not possible within a realistic setting. There used to be quite a bit more of this(Mutant League Football etc.), but Nintendo are pretty much the only ones doing it anymore outside Kart Racers.

      It's not Madden. It's baseball, or golf, or soccer set in the Mario universe, and that universe plays by different rules.

      And if we're to use the Mario series as a benchmark, just about every modern platformer has it's genesis in that franchise. Every modern 3D platform up to Daxter for the PSP is the same exact game as Mario 64 by your criteria, no one has innovated in something like 10 years because everything is derivative of everything else. Claiming all the Mario games are the same is a downright stupid assertion, because you're nitpicking THEME and STORY, not gameplay, and ignoring gameplay improvements and innovations. It's like me tracing the lineage of any given game back through it's derivations, or going into the whole I'm an english major there are only 50 stories in the wolrd and we keep telling them in different ways rant, it's sophomoric idiocy. Perfect for an internet forum like slashdot where trolling is a sport, but beneath serious contemplation.

      You can take issue with the theme, you can take issue with the ever-present general stories found in the main games, but you can't claim they're all the same, because they aren't. Just like Katamari isn't Pacman, Mario X isn't Mario Y, Madden 200X isn't Madden 199Y, etc.

      And yea, Katamari wouldn't have been possible without the dual-shock, which wouldn't exist if it weren't for the analog thumbstick on the N64 multiplied by 2 because 2 is twice one. Hell, here, let me make a stupid assertion, sink to that level, almost everything we have in the game market today is either derivative of Nintendo or owes the possibility of it's existance to Nintendo.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    70. Re:What Evokes These Comments? by masterzora · · Score: 1

      Before I begin, yes I am a Nintendo fanboy (not as bad as some of them you see; I do play the other systems as often as I have the opportunity and I give them all a fair chance, I just firmly believe Nintendo to be the best). And I do agree with you in concept: if you had to buy 18 unique attachments per game, it would be better to just get a special controller. However, this isn't inherently that bad. In fact, it shouldn't be anywhere near as bad as that unless some real stupid companies decide to do stupid things. In reality, while there may be (hypothetically, but unlikely) 25 attachments, they are likely to be used for many games each, not unique per game. This is better, as long as it doesn't get out of hand.

      --
      Remember, open source is free as in speech, not free as in bear.
    71. Re:What Evokes These Comments? by PitaBred · · Score: 1

      It seems you may be in a minority, though...

    72. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      The way it worked was:
      1. Sony produces Playstation without analogue
      2. Nintendo produces N64 with analogue
      3. Sony changes their product to analogue ("Dual Shock") after seeing Nintendo

      And this kinda goes along with arguments already made and I may be beating a metaphorically deceased horse, but just because something in the general shape of the analog stick exists doesn't mean it isn't an innovation. Because it was the first analog controls to appear on any console system, and most would consider that innovative.

    73. Re:What Evokes These Comments? by Anonymous Coward · · Score: 0

      The Power Glove was Nintendo's idea. Abrams/Gentile Entertainment designed it and Mattel manufactured it but Nintendo was the one who sought to bring it to the video game market in the first place. Mattel was also Nintendo's distributor. In fact, some old NES systems and cartridges have a Mattel logo on them.

      "When Nintendo saw the glove, they knew there was no way to bring together the people to do it themselves," explains AGE partner and chief engineer Christopher Gentile. "We were flown out to Japan by a bunch of people who wanted to buy technology from us. It was a little change of pace, to say the least."
      .
      Mattel, Nintendo's U.S. distributor, bought the technological design license from AGE, raced to develop the Power Glove's appearance by using a California image shop, created enhanced software, and put on a multi-million dollar advertising blitz. The giant Hawthorne, CA, toy maker expects to sell a million Power Gloves in the product's first year. The company has a licensing agreement with Nintendo, but will sell the gloves as a Mattel product. This holiday gift-buying season will provide the lion's share of the first-year sales, Mattel marketers predict. Next summer, new game software will emerge designed specifically for the Power Glove so that game players can truly become part of the action.

    74. Re:What Evokes These Comments? by NeMon'ess · · Score: 1

      And don't get me started on those analog thumb sticks. I have no idea how anyone manages to control anything with those.

      Much better, thanks, because the stick doesn't have to travel as far in any direction. Consequently I can change directions faster than with a regular joystick. It's only for fine degrees of movement that larger joysticks are far superior.

    75. Re:What Evokes These Comments? by somersault · · Score: 1

      The new controller works as a 'traditional' one when you turn it on its side, and hold it horizontally rather than like a remote control. Basing the whole hype of the console around the controller does seem like a copout - as any console could operate with a controller like this, as long as it had compatible games - but since it is actually standard with the console, and not just a 3rd party addon, then lots of games will be taking advantage of the new control system, and hopefully a few good games will turn out for it (most of the games using the touchscreen on the DS are just gimmicks/have no substance). Eventually we'll have decent 3D immersive gaming (we already have the 3D glasses technology, though we dont have many decent 'natural' controllers)

      --
      which is totally what she said
    76. Re:What Evokes These Comments? by Ginger+Unicorn · · Score: 1

      you should be modded to "Score 10: The Truth"

      --
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    77. Re:What Evokes These Comments? by mwvdlee · · Score: 1

      What I'm wondering is; what has Keita Takahashi created before Katamari?
      I mean, that one was a brilliant game, but it's not like Miyamoto, who has consistently created many great games.
      Could it be this guy is just a one-hit-wonder and we can pretty safely ignore his comments on gaming?

      --
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    78. Re:What Evokes These Comments? by Badaro · · Score: 1

      Sony wasn't even the second one to release a controller with an analog pad. A few weeks after the N64 was released, Sega released "Nights into Dreams", bundled with an analog controller for the Saturn.

      []s Badaro

      --
      My sig became obsolete, and I lack the imagination to create a new one. :(
    79. Re:What Evokes These Comments? by some+guy+on+slashdot · · Score: 1

      You're right. I can see two things mitigate that situation: one would be if the attachments are *very* inexpensive, like $5 or less. It is possible to design the thing so that the attachments could rely on the main controller for their more expensive components - wireless, for example. Really it depends on what the bare minimum is for something to interface with the main controller.

      The other would be a controller attachment packaged with *every* game that needed one. This seems more realistic, since Revolution games are likely to stay in the price bracket that Cube games are in today. With games for the 360 and PS3 starting at $60 thanks to the next gen price hike, Nintendo will be able to bundle a peripheral in the box, jack up the price $5 or $10 to cover manufacturing and still stay on level with games for the other consoles.

    80. Re:What Evokes These Comments? by Weasel474747 · · Score: 1
      There's a small problem with your statement. "Controller" and "flashy graphics" are not at all interchangeable.


      Let's say you're playing baseball. Not a video game, but the real sport. You're at bat. Which of these will have a bigger effect on the game?


      1) Everyone in the crowd is wearing the same shirt. You cannot see anyone holding a beer. There are no clouds in the sky. If you inspect the brick walls of the stadium up close, you will see that the bricks are actually just painted on smooth concrete. Your batting helmet is not shiny. Your pants are perfectly white, with no brown or green stains.


      2) Instead of a bat, you're holding a golf club.


    81. Re:What Evokes These Comments? by Magius_AR · · Score: 1
      Nintendo's also known for innovation in its hardware. With the Game & Watch Nintendo invented the D-pad, and introduced it to the home console with the NES/Famicom. Then they introduced the analog stick with the N64 (albeit in a bizarrey shaped controller). With the Gamecube they created the "digital click" which, though largely unused, was a very nice compromise between digital and analog shoulder buttons (for a good use of this feature see Metal Gear Solid: Twin Snakes). And now, with the DS, they've introduced all kinds of interesting possibilitied with the touchscreen (not their invention, but it's a first in consoles). There are games for the DS that simply CAN NOT be reroduced with a standard controller, such as Yoshi Touch & Go and Kirby's Canvas Curse. Then there are interesting side-notes, like the gyroscopic controls in Kirby Tilt & Tumble.

      They've had a fair number of failures as well...the Power Glove, Power Mat, R.O.B., Nintendo Scope, U-Force, and even the Light Gun (how many games utilized that besides Duck Hunt?)...face it, these "function-specific" hardware peripherals just don't pan out in reality. The Power Glove came with it's own D-pad, but no one used it because it was strange, awkward, and they weren't used to it. The same could happen with this strange new Revolution controller.

    82. Re:What Evokes These Comments? by Doomstalk · · Score: 1

      Contrary to polular belief, Nintendo did not make the Power Glove. That was Mattel. Also the Zapper and R.O.B. were part of an effort to make people think of the NES as something other than a video game system. Nintendo needed to disassociate itself from the all too recent video game crash.

    83. Re:What Evokes These Comments? by hobot · · Score: 0

      Yes there is no original content ever. Idiot.

    84. Re:What Evokes These Comments? by Golias · · Score: 1

      Not to repeat myself, but would "Mario Kart" be a better game if you called it "Troll Racer"?

      Depends. Could I still play as a fairy princess in a pink ballgown, or at least a cute little animal? And would the cars still look like adorable plastic toys, racing on magical neon-glowing floating tracks?

      The name is probably the least "kiddie" thing about that game.

      Not that there's anything wrong with that.

      --

      Information wants to be anthropomorphized.

  2. Sure, sure... by rAiNsT0rm · · Score: 0

    We all really believe that our sole interface to our games is "no big deal" to how we play and enjoy them?!? Umm, sure. Immersion beyond simple 2D controls is only natural when all games are now being created in 3D. I mean no one wants VR... who would actually want to feel like they are in the game when they can hold a small uncomfortable controller and contort their hands to manipulate little non-responsive sticks?

    With Nintendo claiming over and over that they have numerous MAJOR surprises yet to be released about the Revolution I think it is foolish at best to make such a short-sighted and stupid statement as this. Let's bash something no one including third party developers even know about yet! - ??? - Profit?

    Best of luck with that. Dual analogs for-evah! Please.

    --
    http://teasphere.wordpress.com - A little spot of tea
    1. Re:Sure, sure... by Anonymous Coward · · Score: 0

      I mean no one wants VR... who would actually want to feel like they are in the game when they can hold a small uncomfortable controller and contort their hands to manipulate little non-responsive sticks?

      Given that the controller is very, very suitable, if Nintendo aren't doing VR, surely they must now be thinking about it? VR on the Revolution would completely destroy both the PS3 and the XBox 360.

    2. Re:Sure, sure... by pla · · Score: 1

      Immersion beyond simple 2D controls is only natural when all games are now being created in 3D.

      The problem arises when console manufacturers start (or rather, when they started, since they've gone too far already) putting far more buttons than a typical human can remember how to use. Add in the idea of mode-specific buttons ("X fires in the minigames, jumps in the main screen, pans left on the map...") or even chording, and you quickly have even experienced gamers who limit their interaction to the merest basics of what they have available.

      Myself as an example... I've enjoyed gaming for around 20 years now, I consider myself "pretty darn good" at them, I prefer using a command-prompt for most tasks on a PC, and yet even on a first-gen PSX, I treat the controller basically like an SNES controller with extra "oh shit" buttons - By which I mean, it has a dpad, start, select, four buttons and shoulders, and everything else just gets whacked randomly when I can't figure out what the hell the game wants me to press to get the purple stone to light up by squishing the lucky firefly against its control panel.

    3. Re:Sure, sure... by Fordiman · · Score: 1

      Wow.

      Lets take an interview out of context and bash the one guy who's came up with innovative gameplay in the last ten years!

      Please.

      I won't defend the guy, but I can understand where he's coming from. Faster processor, nicer graphics, new controller - none of it makes a good game. The guy's a designer; his business is making good games.

      All he said is that he can't think of anything he wants to do with the revolution. What can YOU come up with?

      --
      110100 1101000 1101000 1100110 0 1101111 1101000 1100011 1
  3. Impact of controllers by JediLow · · Score: 5, Insightful

    Controllers have always impacted the way people play games - the gamepad revolutionized games (all of those games we had on the original NES and since then aren't practical to play on paddles), the top triggers added to that (allowing for greater control in games), the analog stick greatly added (and became pretty much required for 3d games)... If you want to take another example - take the DDR games... would they be possible without their special controller?

    1. Re:Impact of controllers by Steve525 · · Score: 1

      the gamepad revolutionized games (all of those games we had on the original NES and since then aren't practical to play on paddles)

      I'm going to disagree. Pretty much all NES games play quite similarly with a joystick, which was the standard controller before the gamepad. Where the gamepad outperforms a joystick is in cost, convenience (size), and the ability to put a lot of controllers/buttons in your hand. Until the game makers started putting a large (and in my opinion, excessive) number of controllers/buttons together in a gamepad, the effect on gameplay from the gamepad was close to nill.

    2. Re:Impact of controllers by Anonymous Coward · · Score: 0

      And the thing is.. Those are ALL Nintendo innovations.

      Everything front the Direction pad, shoulder buttons, analog stick and yes even the way the buttons are laid out on the controller.

      The PS2 STILL uses the SNES button layout.

      You can argue that somebody else invented the analog stick but it completely SUCKED. Nobody did it like Nintendo did and EVERYBODY copied the Nintendo design.

      And now we have things like the DS with its touch screen and the Revolution controller. Nintendo is keeping things interesting. It's making new ways to play games and I love them for that. I would have quit playing games a long time ago if Nintendo hadn't gotten me interested again. Once my xbox and PS2 were stolen I was ready to give up on gaming in general.

    3. Re:Impact of controllers by Anonymous Coward · · Score: 0

      The gamepad revolutionized games

      Invented by Nintendo for the NES.

      The top triggers added to that (allowing for greater control in games)

      Invented by Nintendo for the SNES.

      The analog stick greatly added (and became pretty much required for 3d games)

      Invented by Nintendo for the N64.

      Nintendo have always been about revolutionizing controls.

    4. Re:Impact of controllers by Anonymous Coward · · Score: 0

      None of those were so much invented as they were popularized by Nintendo, except maybe the shoulder buttons. They also came up with good implementations of them, though not the first.

      Now, the Revolution controller on the other hand will probably be an extremely original creation. I mean, there are Gyro mice and such, but they don't support so many degrees of movement (side to side, up down, forward back, pitch, roll, yaw) and always work via relative position, with no absolute position or in-between ground.

    5. Re:Impact of controllers by medgooroo · · Score: 1

      Of the games i've played, when you can actually control your character ( you think, turn left.. and instinctively you're turning left ) rather than fighting a control method are far superior. Nothing is more infuriating than being unable to do something simple because of a input method... This is incredibly apparent in platformer sections in FPS games. You know you need to jump just /here/ and grab /now/ but the pirouttes you are attempting to perform with your fingers are the only difficulty. hopefully HID advances are going to make this irrelevant.

      --
      Brain(s): 0.0% user, 1.3% system, 0.1% nice, 98.6% idle
    6. Re:Impact of controllers by Anonymous Coward · · Score: 0

      Nintendo invented the traditional D-pad. In fact, they patented it. That is why the Playstation had the weird four button D-pad system.

      Also, I don't remember analog thumbsticks on any console before the N64. I remember the fuss about it at the time. People were saying: "Lucky Nintendo has put it at the base of the controller, since nobody will want to use it".

  4. Guitar Hero via Gamepad ... DDR via Gamepad ... by hattig · · Score: 1

    Guitar Hero via Gamepad ... DDR via Gamepad ... that fishing game with a rod, via Gamepad.

    Simply put, different input mechanisms allow for a better gaming experience.

    What this guy should be doing is working out how to use this control system in a future game to best effect.

    Not all games can benefit from it I'm sure. The question should be whether enough games will to make it worthwhile for Nintendo to make it a base component of the system, unlike the examples above. Gameplay examples have been thought of before in previous articles for multiple game genres*, so in this case I think it is worthwhile.

    * aiming in a FPS
    * more natural fighting in a fighting game
    * aiming missile weapons in an RPG, sword/ace weapon wielding
    * steering a vehicle
    * looking around in walk-around-a-lots

    1. Re:Guitar Hero via Gamepad ... DDR via Gamepad ... by Gulthek · · Score: 1

      Heck, just imagine using it like a cricket bat to whap the katamari ball o' stuff around. Or maybe a golf club. Or a pool cue. Whatever! Neat!

      I wasn't excited about the Revolution...until I actually played with a DS and saw how a new control scheme can really spark developers' imaginations.

  5. Re:I doubt it will ever materialize anyway by drinkypoo · · Score: 4, Insightful

    And, even if it does actually work as advertised, it still may be a huge flop. Imagine if the NES had been released with the light gun as the only controller?

    The difference is that the Revolution controller does more than a normal controller, not less.

    I suspect we might see a more traditional controller emerge when everything is said and done--whether from Nintendo itself, or a 3rd party.

    There already is one. It's called the Gamecube controller, and you'll be able to use it with the Revolution.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  6. paradoxical comment by 0biter · · Score: 5, Insightful

    i find it funny that he claims that "nintendo is making all about the controller" because what nintendo is trying to do is rather make the human/machine interface disappear. as it stands, current controllers are totally abstracted: "press A to do this; press B to do that". the player has to take the time to learn what really has no context, thus making it *all about the controller*. now with good software, you just roll the Revo controller to move front, back left and right, swing your sword or toss you fishing lure; the software is what has to understand the context of the humans natural movements. this makes the game more about the human and less about the controller.

    1. Re:paradoxical comment by geoffspear · · Score: 1, Flamebait
      Right, because humans roll things when they want to move, rather than walking.

      It's still an abstraction, just a different one.

      --
      Don't blame me; I'm never given mod points.
    2. Re:paradoxical comment by Babbster · · Score: 1

      The question is the degree of the abstraction. For example, using a mouse to move a picture around a computer screen is an abstraction, but it's a fairly natural one - move hand to right, arrow moves to right. If I try the same thing using a directional pad then I am going to have to compensate for the length of time a button is pressed and perhaps how hard it's pressed (assuming an analog button). These factors increase the amount of work I need to do in order to move the arrow on the screen to a precise location. Depending on how well the Revolution's "wand" ends up working, it should allow a more "direct," intuitive interface with what is happening on screen than would a joystick or D-pad.

    3. Re:paradoxical comment by og_sh0x · · Score: 1

      To me it sounds like a more meaningful abstraction. Some interface metaphors are more naturally meaningful to most humans than other metaphors. Some fail because of novelty, some for organic reasons. The steering wheel, for instance, is more natural than a joystick for driving because the steering wheel allows for a smoother gradient of control, not just because it's been a metaphor people have been getting used to for 100 years. Whether or not the new metaphors presented by the Revolution will be as meaningful in practice as they sound has yet to be seen, but I don't think you can write it off so easily, unless you've played with one.

    4. Re:paradoxical comment by grumbel · · Score: 1

      ### this makes the game more about the human and less about the controller.

      In the end that might be true, but as it stands right now its all about the controller and only about the controller, we know exactly *nothing* about the games we will play on Revolution (except a few screenshots of Red Steel and N64, SNES, NES, etc. of course) and that is most likly what he is complaining about.

      With the N64 we had Mario64, so we raved about Mario64 and not the new analog-stick, with the Rev we rave about the controller, not the games and that is what he is rightfully complaining about. I doubt that he has anything against the controller, but its just that, a controller, nothing more nothing less, the games are what matters in the end and I for one prefer to play a good game with a bad controller then a bad game with a good one. If the Rev of course will provide us good games with a good controller we will all be happy, but so far we havn't seen anything.

      Last not least the Rev controller might end up like a solution searching for a problem, depending on how many actually game ideas Nintendo really has. The DS has a similar faith, sure its a success, but the number of great games that would only work with the touchscreen is very small, most great games play just like all other games with dpad and buttons, there its however not a problem since it has both and they don't conflict, with the Rev it might turn out more throublesome, since it might come only with the new controller.

    5. Re:paradoxical comment by Halo1 · · Score: 1

      I still remember moving my NES controller up in the air with every jump in Super Mario Bros the first few days (weeks?) I played it :)

      --
      Donate free food here
    6. Re:paradoxical comment by Anonymous Coward · · Score: 0

      I'm surprised nobody's mentioned either the shell or the 4 GameCube ports on the side yet. If Takahashi or whoever has some aversion to the new controller, can't they just use either of those for input? It's really looking suspiciously like Sony or Microsoft trying to spread FUD and he's bought it hook, line, and sinker.

    7. Re:paradoxical comment by hobbesx · · Score: 1

      Ok- so what movement would you use to move a game character forward in a 3D environment? How would that same character pick up a sword on the ground? You've got the sword, now you need to block an attack from the right and dodge left at the same time, which movement does this? Granted, your examples would be excellent uses for the new contoller, but let's not pretend that it will improve (or even match) a traditional controller in all instances.

      --
      This rating is Unfair ( ) ( ) Fair (*) Funny
      Sigh... If only. Modding would be so much more fun.
    8. Re:paradoxical comment by hkmwbz · · Score: 1

      There's the thumbstick addon (which comes in the package) for controlling movement.

      --
      Clever signature text goes here.
    9. Re:paradoxical comment by hkmwbz · · Score: 1
      "right now its all about the controller and only about the controller, we know exactly *nothing* about the games we will play on Revolution (except a few screenshots of Red Steel and N64, SNES, NES, etc. of course) and that is most likly what he is complaining about."
      So where was he when Sony and MS were all about the graphics of their new consoles?
      "With the N64 we had Mario64, so we raved about Mario64 and not the new analog-stick, with the Rev we rave about the controller, not the games"
      Eh? We rave about the possibilities of the Rev controller, for new types of games, for immersive gameplay.
      "Last not least the Rev controller might end up like a solution searching for a problem"
      The problem was that controllers were full of buttons and hard to get used to for most people. This solves that problem, and adds something new to the gaming world.
      --
      Clever signature text goes here.
    10. Re:paradoxical comment by MBGMorden · · Score: 1

      The thing that worries me about this is that there was a similar controller available for the original NES. You held it out and midair and titled it forward for "up". Backward for "down", left/left/, and right/right.

      It worked just as it was intended to, and it was absolutely the most annoying device I ever put my hands on.

      What's worse is that they made this the only/primary controller for the Revolution. Throwing the gyro controller in the box as an option like the light gun was would have been a really, really good idea. A large number of games though will still work best using a standard controller. As far as that form of interface goes, the Revolution controller stinks.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    11. Re:paradoxical comment by Anonymous Coward · · Score: 0

      Same here with the NES controller. Sounds like this controller will simply interpret the movement your body would naturally make while playing a game. ... which is one of the reasons the controller scares me a bit. I get the feeling that there will be a lot of dorky movement made while playing a Revolution game. I don't want my girlfriend walking in on me while I'm waving my joystick around. ;)

    12. Re:paradoxical comment by tmossman · · Score: 1

      Actually, your steering wheel analogy isn't correct. In the early 90's, then-Swedish automaker SAAB built a prototype car based on a fly-by-wire joystick concept. They found in testing that drivers had greater control with their joystick than they did with a traditional steering wheel. It was also safer in a crash, due to the advantages it offered in airbag placement. The system never went into production as it was determined that it would be far too difficult to convince the general public of these advantages.

    13. Re:paradoxical comment by Plaid+Phantom · · Score: 1

      Fine! You can go ahead and plug a standard controller into it for games that work better with it if you want. The "revolution" is not the controller itself, but its modular design that allows for multiple input methods. If you can't play Super Mario Brothers with the gyro, just plug in a controller plug-in that provides the design/feel of the original NES controller.

      --
      All comments are properties and trademarks of the voices in my head. Not like I'm gonna claim them.
    14. Re:paradoxical comment by Random+Destruction · · Score: 1

      But they had to change the sensitivity based on speed. This is because it is hard to make small adjustments with a joystick. GP stands.

      --
      :x
    15. Re:paradoxical comment by grumbel · · Score: 1

      ### Eh? We rave about the possibilities of the Rev controller, for new types of games, for immersive gameplay.

      Thats the point, the rave is about imagination of the players, not about actual games that Nintendo or another company is goining to produce. That will probally change after E3, but so far the Rev Controller, or better the games that will use it, is more dream than reality.

    16. Re:paradoxical comment by Random+Destruction · · Score: 1

      Gah. my girlfriend /still/ does this. Perhaps this controller will make her a better gamer than me?

      --
      :x
    17. Re:paradoxical comment by TimboJones · · Score: 1
      But they had to change the sensitivity based on speed.
      Many (if not most) modern cars do this -- it's called power steering.
    18. Re:paradoxical comment by justchris · · Score: 1
      Easy enough.

      To move the character, move the controller. Want to move forward, push the controller forward. You can program it to be analog, so if you move your hand forward a little and keep it there, the character will walk. If you move it forward a lot and hold it, the character will run.

      Move the controller down to duck, move it up to jump. If there is an object on the ground when you duck, you will automatically pick it up. Or, if that gets annoying (or you don't feel like programming context sensitive controls), you can dip it forward, then press the A button to pick up the object.

      To use the sword, you tilt the controller. Tilt to the right or left to swing that direction, or tilt up or down for overhand and underhand swings. To block an attack to the right while moving left, you tilt the controller right and move it left. Want to block into the attack, tilt it right and move it right.

      Because the controller understands positional movement seperate from angular movement you can pull things like this off. And this is without using the nunchuk attachment with the analog stick at all, or even using more than one button.

      If you do want to use both the A & B buttons, you can increase functionality. For instance, make it so you only use your sword when you hold down the B trigger, then you can assign a different action to tilting the controller depending on whether the trigger is depressed or not.

      --
      just some guy
    19. Re:paradoxical comment by justchris · · Score: 1
      A large number of games though will still work best using a standard controller. As far as that form of interface goes, the Revolution controller stinks.

      Such as? Please give examples of games that will work better with a standard controller. So far the only kind I can think of are 3D fighting games ala Soul Calibur. I can't think of a single other type of game that will work better with a "standard" controller than with the Rev controller.

      --
      just some guy
    20. Re:paradoxical comment by MBGMorden · · Score: 1

      I can't think of almost any except for FPS's that will work better with the Revolution controller. Platformers won't benefit from the gyro, and they'll need the analog stick, so you're stuck with a split controller and almost no buttons.

      Most RPG's are in the same boat. Action games is a toss up. RTS will work better with a mouse than either and flight sims work best with a proper HOTAS setup (though barring that I'd rather play with a good analog stick-capable controller than the Revolution controller).

      I'm not saying that we don't need new ways to interface with games, but something just strikes me as gimmicky about this particular method that Revolution is planning on using. Maybe if they'd just put the gyro sensor in a more standard controller rather than on something that looks like a remote controler I'd feel differently.

      I'll keep waiting for my VR headset and body-sensor suit :D.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    21. Re:paradoxical comment by Random+Destruction · · Score: 1

      No, thats different.
      Power steering changes the amount of assistance provided based on speed. This system changed the steering ratio. Big difference. I know steering ratio can change based on wheel position as well (not that you mentioned this) but this system changed the sensitivity throughout the entire range. This is not possible in a mechanical set up.

      --
      :x
    22. Re:paradoxical comment by justchris · · Score: 1
      Platformers will benefit more than FPS. 3 dimensional movement will be much easier to control with full wrist movements than with finger movements. 2D platformers won't benefit, but they won't suffer either.

      RPG's won't benefit, but they won't suffer, either. The biggest benefit to RPGs is that, ultimately, they really require very few buttons, so you'll now be able to play them one-handed (one of my favorite features of The Seventh Saga).

      RTS will work better with a mouse, but very few consoles will allow you to connect a mouse. Action games depends on what type of action game you're talking about. Most will benefit in much the same way that FPS will. They'll also benefit because some things that weren't possibly, or that triggered cognitive dissonance with a standard controller, will click better with the Revmote.

      The Revmote is actually the closest thing I can think of to HOTAS available besides an actual joystick. Only horizontally orientiend rather than vertically. For one, it inherently detects pitch, yaw and roll. Coupled with detecting positional movement, there's very little you can do in an airplane you can't do with the Revmote.

      A movement sensor in a standard controller would work just as well, but i think would prove less comfortable over time, as you'd need to coordinate movements with both hands at all times. For some games that will actually be better than the one handed mode, but the Rev controller can be turned on it's side and held in both hands, and will still sense position and tilt. But the real reason Nintendo chose the shape and design they did is because it appears less complicated than a standard controller. Putting movement sensors in a dual shock controller would not have achieved all their goals.

      It really is a superior control scheme. How superior depends on how developers use it.

      --
      just some guy
    23. Re:paradoxical comment by TrancePhreak · · Score: 1

      What if you want to duck while jumping and moving forward while looking in a completely opposite direction and shooting. Yeah, didn't work in Metroid Prime either, because Nintendo didn't know they were making a FPS. Sometimes that sort of thing pops up in platformer games too. So hopefully the regular controller add-on wont be all klutzy.

      --

      -]Phreak Out[-
    24. Re:paradoxical comment by justchris · · Score: 1
      You'd have to alter the control scheme. If you wanna do something like that, you'll have to assign duck & jump to directions that aren't diametrically opposed. Set sword attacks to modular so you have to hold down the B button to use the sword. Set back, forward, left & right movement to moving the controller, and look to tilting the controller. Jumping is still moving the controller up, ducking is still moving the controller down, and assign the A button to hold a position. So, to do what you suggested, move controller down, hold A to hold the duck and move the controller up and to the left to jump left, while tilting it right to look right.

      Or you could use the nunchuk attachment for movement, and use the wand for look, which would probably simplify things.

      That's why I like the controller, if you think about it, there's really a lot of different things you can do with it.

      --
      just some guy
    25. Re:paradoxical comment by Troglodyt · · Score: 1

      Nintendo-heads are allways fast to point out that everything is about the games, and them being fun to play. It's not about simulating reality, this controller seems to want to do just that.
      I can see this controller as a gimmick at most, kind of like the eye-toy, it's fun to play every now and then but I wouldn't want every game to use it. Input like that is not fast enough for a lot of games, and I don't even want to think about the ergonomics when you're holding your arm in front of you for that long.

    26. Re:paradoxical comment by geoffspear · · Score: 1
      The assertion is that using a wheel to steer a car is "natural". I'd argue that no method of controlling the motion of a car is "naturally" more intuitive to humans, and unless you can show me a randomized trial using people who were raised by wolves and never saw a car before that shows a human with no preconceptions about how a car should be controlled prefers one method of control over all others, I'm not going to accept it.

      I accept that early automotive engineers knew what they were doing and that the steering wheel is a good design. I may even accept that they are objectively the best solution for the problem of how to steer a car. Neither of these implies that using a steering wheel or a particular kind of controller for a video game is "natural".

      --
      Don't blame me; I'm never given mod points.
    27. Re:paradoxical comment by Anonymous Coward · · Score: 0

      Perhaps that's the problem with the gaming industry today: "reality" based instead of "dream" based.

      Like, for instance: The reality is, no matter how shitty your product, make it WW2 themed, add blood & guts, add T & A, and/or make a sequel off Shitty: The Game, it seems to sell well in the western market.

      The dream is exactly what you said: new types of games, and immersive gameplay.

      The arcades I've been to have have an abysmal selection nowadays. Two games that I have enjoyed immensely were Police 911 and Mazen: The Blade. The first is a shooter, and the other a sword-based game. The difference with these two were the immersiveness. 911 actually had *you* moving around to dodge bullets, while Mazen had you moving a plastic sword around to simulate not only slashes, but parries as well.

      I spent (not wasted) a lot of money in those games, simply because I got a LOT of enjoyment out of them. Police 911 was exceptionally bad; my legs would usually get sore after a bit of playing it. But I'd still come back to play it again.

      If we could get some developers and companies that could tap that imagination, that dream, we could get games that are truly enjoyable, rather than the me-toos that always seem to plague us every few years.

      Here's hoping that somebody, whether they be the big companies or indie developers, help bring those dreams back to us.

    28. Re:paradoxical comment by Random+Destruction · · Score: 1
      og_sh0x > The steering wheel, for instance, is more natural than a joystick for driving because the steering wheel allows for a smoother gradient of control



      As you see, it wasn't claimed to be more natural as in intuitive. It was claimed to be more natural as in easier to use.

      --
      :x
  7. Re:I doubt it will ever materialize anyway by RyoShin · · Score: 4, Informative

    Well, unless they screw something up between E3 05 and release date, it will work just fine.

    Many different gaming magazine writers got to sit down and actually use the controller with demo games. Pretty much every one commented on how flawlessly it worked.

    Imagine if the NES had been released with the light gun as the only controller?

    That would have been a problem because the light gun had only one function- read in light patterns from the screen. It did nothing else, so programmers would have been able to use that one function in their games.

    This is far from a light gun.

    (Also, Nintendo has already stated that it is making a "shell" for the controller so it will be more like a conventional one, for the developers and gamers who pussy out.)

  8. Re:I doubt it will ever materialize anyway by MindStalker · · Score: 1

    Imagine if the NES had been released with the light gun as the only controller? I seriously doupt this will be the only controller the system ships with. If it is, yea I agree, it would be a bad move. Luckily we have less then a month to E3 where suppositivly all specs and "surprises" will be announced.. So we shall wait.

    And if thats not good enough I understand that you can still hook an old gamecube controller to it.

  9. Does "it" mean the controller or the platform? by antifoidulus · · Score: 3, Interesting

    The revolution will be able to support current gamecube controllers as well, so I'm wondering if he is dismissing the entire revolution platform, or just the controller? I think we will still see lots of interesting things come out of the revolution that don't particularly use its controller or use a gamecube one instead.

  10. MOD PARENT UP by DorkusMasterus · · Score: 1

    MOD PARENT UP

    This is an excellent point, and one I really hadn't thought of previously. Great comment!

  11. Hmm... good opinion by Psykechan · · Score: 2, Interesting

    Remember that he also said that he wasn't going to do a sequel to Katamari Damashi and he eventually made two. He is free to change his opinion later if he wants. Who knows, the next game he makes could actually be a killer app for the Revolution. Nothing is set in stone at this point.

    On another note, I am enthused about the Revolution's controller but even I still have a nagging feeling that this step won't stop cookie-cutter games that all play alike, it will just create new styles of cookie-cutter games. I have a DS and play it quite frequently but developers will eventually reach the limit of what a touch screen can do as far as game mechanics goes. Not to mention games like Castlevania Dawn of Sorrow which would've been better without touch screen support and I can see some Revolution games that would be better off with a "standard" controller.

    1. Re:Hmm... good opinion by spyrochaete · · Score: 4, Informative

      We Love Katamari was started without the say-so of Takahashi, who later joined the project to ensure quality control of his brand. Me And My Katamari for PSP was made entirely without Takahashi.

    2. Re:Hmm... good opinion by cowscows · · Score: 1

      I'll take some new types of cookie cutter games over more of what we've already got now. Yeah, so eventually the limits of potential for the new controller will probably be reached...does that mean it's a waste of time to move to it? Should we just give up an stay with the current controllers forever, even though we're already pretty close to the limits of those?

      I don't know how much hands on experience this guy has had with the new controller. The article wasn't terribly informative. Hopefully his comments were just taken out of context. It sounds like it was less educated opinion, and more just a casual dismissal. I'd expect a comment like this from the PS3 lead developer spouting some PR to deflect others from comparing the competition to his own efforts. But a game designer should have more to say about something like this than, I don't like how the company is talking about it.

      It basically boils down to, if you don't have something nice to say, don't say anything at all. (I'd count constructive criticism as nice. Or at least it's not mean.) This article portrays him more negatively than it does the Revolution's controller.

      --

      One time I threw a brick at a duck.

    3. Re:Hmm... good opinion by GrumblyStuff · · Score: 2

      Wasn't he going into playground designing? I could have sworn reading somewhere he wasn't making (or at least planning) any other games.

    4. Re:Hmm... good opinion by Anonymous Coward · · Score: 0

      He didn't make two. He did the first sequel under duress, because it was going to be made with or without his input. The second was made without him.

  12. Criticism Warranted by bssteph · · Score: 2, Insightful

    As a video game (esp. Nintendo) zealot turned dissident, I think Takahashi may be on to something. There's been an awful lot of stabs (again, esp. by Nintendo) to "broaden the audience", getting more casual gamers playing. And hey, if Nintendo thinks this controller helps, that's their decision to make.

    But, speaking as an overworked graduate student in CS who once floated through K-12, I can say I don't have time for these "revolutions" in the game industry. Katamari Damacy is the only console game I've played in a long while that I actually loved, and part of that was because I could play for 20 minutes (make the moon!) and get a healthy dose of fun and entertainment (ah, the screams of people trapped in their office buildings...) and then put the game down and get back to work.

    That doesn't have any direct bearing on the controller, but the controller is representative of this push into new audiences, and I think a symptom of that is companies like Nintendo are starting to ignore old audiences. I'm not interested in using my controller as a light gun (complete with me having to stand and spin around to turn), or as a sword and shield for Zelda, or whatever other recent rumor/fanboy postulating has come up with. I want to sit down for take a break for twenty minutes.

    Granted that Takahashi's track record is pretty short, and not growing at any fast rate, but when reading his interviews (and playing his games) he's always felt like, to me, someone that got it -- I want my games to be fun, lazy, and distractions, not things I need to devote my life and body to (okay, I'm out of shape, sue me).

    My casual gamer friends may find using the controller as a wand to be interesting, and Nintendo may think that it's pure gold (and the majority of the industry press may agree), but I just want a simple game I know how to play and can do so without large effort.

    For me, Takahashi is right. And it makes me wonder if Nintendo is marginalizing one audience in favor of another.

    1. Re:Criticism Warranted by Quiet_Desperation · · Score: 1
      As a video game (esp. Nintendo) zealot turned dissident

      I'm with you. I was all set to bury my anti-MS feelings and get some next gen goodness with the XBox 360, but when I saw the initial lineup: FPS, sports, sports, FPS, FPS, FPS, sports, sports, sports... I passed. BTW, I consider car racing games as "sports" even if it's some silly "Oooo! Illegal street racing doodz!" title.

      PS3 lineup isn't starting to look all that much better. :( Although that shooter from Insomniac may have potential.

    2. Re:Criticism Warranted by Anonymous Coward · · Score: 0

      I'm sorry, maybe I'm reading your comment wrong but it sounds like you're EXACTLY what nintendo is aiming for. On the one hand, you're saying you don't want a revolution, you don't have time for one. And then you proceed to say that you don't enjoy most games today and that they aren't taking the right approach to things?

      It seems nintendo is doing exactly what you need in simplifying things and making the games have broader appeal because clearly the idea of more of the same is NOT what you're interested in..

      I think you need to identify what it is you truly want before you swing one way or the other as your comments seem contradictory.

    3. Re:Criticism Warranted by tourvil · · Score: 1
      I'm not interested in using my controller as a light gun (complete with me having to stand and spin around to turn), or as a sword and shield for Zelda, or whatever other recent rumor/fanboy postulating has come up with. I want to sit down for take a break for twenty minutes.

      Maybe I'm just not seeing something here, but I don't see how your first sentence has anything to do with the second. What makes you think Nintendo and other game companies can't/won't make games that have you wave the new controller around and be easily playable in 20 minute chunks?

      Also, your speculation about having to "stand and spin around to turn" is absurd. Why on earth would anyone make a game that required you to be facing away from the screen at any point?

    4. Re:Criticism Warranted by bssteph · · Score: 1

      Yes, I don't want a revolution, and yes, I think most games aren't taking the right approach to things, but I don't think that's contradictory. At least not depending on how one implements "revolution".

      I'd kill to see LucasArts-style adventure games big again. Maniac Mansion, Sam & Max (I died inside when the sequel was cancelled), etc. I wouldn't mind seeing more text adventures, even, although even I will admit that those don't have much market draw.

      I want more games that remember they are games and not mini-Hollywoods. I'm definitely a guy who pines for the old days of gaming -- and some consider this living in the past (and maybe they're right, but dammit, I'd be a console consumer now if I could) -- but there are two vague categories I want: nods to old, lost genres and fresh games. Not fresh reimplementations of games.

      I loved the Zelda games up to (and to a lesser degree, through) the Ocarina of Time. That's about when the game got tired to me. It wasn't because the controller was boring, it was because the game itself was. I've saved Hyrule before and I'm sure I'll be given the opportunity to countless times again, and I don't care about it anymore (even if I get to do it with a new controller).

      Nintendo's efforts here seem well-intended but they don't fit what I'm looking for. The same games with new controllers don't do it for me. Katamari is a decidedly different game. I can't think of anything remotely like it in the past.

      Some of my favorite console games have been the quirky ones -- Blast Corps for N64, Snake Rattle 'n Roll for NES, Maniac Mansion for PC/NES (I was introduced to the genre by the NES version), E.V.O. for SNES, Katamari Damacy, etc. I don't think a new controller will get Nintendo, or the rest of the industry, out of its funk. I'd be happier if there were more Takahashis than wand-controller implementations.

      But it could be that I'm a grump.

    5. Re:Criticism Warranted by Drachasor · · Score: 2, Informative

      Pardon me, but I think your take is 180 degrees off.

      Your enjoyment of Katamari has EVERYTHING to do with the controller; in particular the control scheme. The reason why you, as a very busy individual, could sit down and enjoy it was because the interface was simple and intuitive. The number of games and the breadth of design for them allowed by controllers like the Dual Shock is extremely limited though, which is why there aren't a ton of games out there like Katamari.

      Nintendo is doing their best to make a control so that the vast majority of games have a simple and intuitive interface. Instead of worrying about what button does what and such matter, you can just sit down and enjoy any game with this sort of interface. So you'll be able to sit down, play Zelda for a half hour or so and have fun. You won't have to fret over complicated and unnatural control schemes.

      A new controller can make a huge number of genres become intuitive to play. Compare that to other controllers with 10 buttons and counting, multiple analog sticks, and so forth and you somehow think the controller isn't playing a role?

      -Drachasor

      PS. And if the controller requires the tiniest modicrum of real physical exersion to use, then it will probably help you live longer and be healthier, while you are having fun. Really though, I don't it is going to be anything that could wear out anyone except those who are severely out of shape.

    6. Re:Criticism Warranted by bssteph · · Score: 1
      Maybe I'm just not seeing something here, but I don't see how your first sentence has anything to do with the second. What makes you think Nintendo and other game companies can't/won't make games that have you wave the new controller around and be easily playable in 20 minute chunks?
      When I take a break it is actually resting. How some people follow up a busy day with an hour of TV where they sit back and let the screen gloss them over, I do the same now with NetHack. If I actually have the time to be interested in a game for a couple hours, I play Oblivion, but I'm drifting off the point.

      Most games are playable in 20 minute chunks. Even the more crazy possible implementations of games with the wand, I'd imagine. The trick for me isn't 20 minutes of play time, it's play time where I can feel rested at the end. And I'd be curious as to the reasoning behind a game that used the wand so passively that I could possibly feel rejuvenated when I was done playing without the wand seeming gimmicky, or an afterthought.

      I don't think Nintendo can't pull it off, but I am very skeptical towards getting what I want out of games that use the wand.

      Also, your speculation about having to "stand and spin around to turn" is absurd. Why on earth would anyone make a game that required you to be facing away from the screen at any point?
      Embellishment on my part. But if you've seen the promo video from Nintendo when they first showed off the controller, it's not that far from their minds (or marketing's, anyway).
    7. Re:Criticism Warranted by digidave · · Score: 1

      Nintendo's controller doesn't prevent lazy-player games from being made. Not only can it be used in some games without waving your hand around, but you can always connect a Gamecube controller to the system and play it like any other console.

      Nintendo is broadening the types of games that will be played on Revolution, not restricting them.

      --
      The global economy is a great thing until you feel it locally.
    8. Re:Criticism Warranted by OverlordQ · · Score: 1

      Considering Nintendo has been around since 1889, I think after almost 120 years they know how to run a successful business, and how and who they need to market to to continue to be a successful business.

      --
      Your hair look like poop, Bob! - Wanker.
    9. Re:Criticism Warranted by porcupine8 · · Score: 2, Informative
      You seem to be making two conflicting points:

      1) Nintendo is sacrificing its "old" audience (that enjoys adventure games, etc that require time) for a "new" audience (casual gamers).

      2) As an adult, you are pressed for time and prefer casual games, and Nintendo is overlooking you.

      I think that 1 is more correct than 2, though I don't think it's totally correct. The whole point of the Revolution (and its more-intuitive controller) is to get casual gamers off of Yahoo! games and onto a console. Nintendo knows that casual gamers don't sit down for three-hour FPS sessions. They know that you want to sit down and relax for the 20 minutes you've got while dinner is the oven or whatever. That's what they're planning to deliver, though I don't think that they're going to give up on traditional gamers entirely.

      And I'm not just saying this because I hope it's true. They've proven with the DS that they can and will attract the casual gamer audience - titles like Nintendogs, Brain Age, and the new Tetris are all perfectly suited for a person who has 10-30 minutes here and there for gaming. I think the Revolution will have a lot of titles like this, and I think that (like the DS's inventive control system) the controller will facilitate this. It won't happen entirely *because* of the controller, but the controller will help. First, like the DS controls, it will inspire designers to think outside the box of what a video game can be. Then, it will attract casual gamers who use their mouse button to click on card games and find ten buttons too annoying to memorize.

      --
      Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
    10. Re:Criticism Warranted by Anonymous Coward · · Score: 0

      Keep in mind that the new Revolution controller can be used in a more traditional manner... It does have buttons and a directional controller on it. There's no reason why every game released on the Revolution has to involve pointing & spinning.

      I believe I also read somewhere that the Revolution will continue to support the current GameCube controllers as well.

      With these things in mind, I really don't see how Nintendo would be alienating anyone by the development of a new controller.

    11. Re:Criticism Warranted by The-Bavis · · Score: 1

      An old company can fail too. Being around a long time does not give them a ticket to profitable quarters and increased sales.

      I just think it's a silly point to make when the competition is Sony and Microsoft, no fly-by-night startups by any means.

    12. Re:Criticism Warranted by UnStatusTheQuo · · Score: 1

      Aha! " ... I could play for 20 minutes... and get back to work.",/i> Yes this is the opposite of World of Warcraft.

    13. Re:Criticism Warranted by tourvil · · Score: 1
      Ok I think I understand where you're coming from now. I think what it all boils down to is no one really knows what games will be like with the new controller. I think the promo video was made to spur people's imaginations as to what's possible with the new controller. But I don't think that means the games will necessarily have you standing up swinging your arm around wildly like in the video. I remember when the promos came out, some site (don't remember the site or link) had some "hands on impressions" of some concept demos. The article commented that you didn't have to move your arm, just twisting your wrist in small movements was enough for those early concept games. So I think there's a decent chance that the games taking advantage of the wand could still be relaxing.

      Personally, I'm "cautiously optimistic" about the Revolution. Honestly, I'm more excited about the prospect of the emulation of Nintendo's back catalog than the new controller (though I am looking forward to seeing what the developers can do with it). But regardless, I am happy that one of the big 3 is trying something different. Even if it does end up flopping, it might spur some innovation elsewhere.

    14. Re:Criticism Warranted by planetoid · · Score: 1

      But, speaking as an overworked graduate student in CS who once floated through K-12, I can say I don't have time for these "revolutions" in the game industry. Katamari Damacy is the only console game I've played in a long while that I actually loved, and part of that was because I could play for 20 minutes (make the moon!) and get a healthy dose of fun and entertainment (ah, the screams of people trapped in their office buildings...) and then put the game down and get back to work.

      Struggling with 2 hours of your PS2 saying "Disc Read Error" until it finally, luckily, reads and boots up the game notwithstanding.

      --
      Slashdot requires you to wait longer between hitting 'reply' and submitting a comment.
    15. Re:Criticism Warranted by aywwts4 · · Score: 1

      "I want my games to be fun, lazy, and distractions, not things I need to devote my life and body to (okay, I'm out of shape, sue me)."

      You just described a DS.

      --
      Web Developers: Celebrate to our roots! Animated Gifs and Tiled Backgrounds, dont let our history die!
    16. Re:Criticism Warranted by joshsisk · · Score: 1

      Microsoft? Who lost somewhere around $4 billion on the Xbox? Whose Xbox 360 is DOA in the eastern markets? The 360 is regularly outsold by the last-gen Gamecube in Japan!

      In contrast, Nintendo has almost never posted a negative quarter, sells well worldwide, and recently beat their profit predictions (based on strong DS sales). Yes, any company can drop the ball, but Nintendo has a very good track record in the games sector - better than Microsoft's by far.

      Without money from MS Office + Windows, the Xbox line would be in very, very poor shape. In contrast, Sony's gaming division makes a very large percentage of the company's profit. The ONLY company of the three that loses money on gaming is Microsoft.

    17. Re:Criticism Warranted by Queer+Boy · · Score: 1
      I want my games to be fun, lazy, and distractions, not things I need to devote my life and body to

      Yup, me too. And you know what? You don't have to use all the buttons on a controller to make a good game. Most PS games never even use the shoulder buttons. But then you have games like Metroid Prime on Gamecube that is a phenomenal game, and it uses 5 million damn buttons. VERY frustrating when trying to fire a missile you roll into a ball because, as stated earlier, there is no context for controller buttons.

      What Nintendo is doing is forcing developers to think more about the people playing their games instead of just the graphics in a game. Better graphics have not produced better games. Look at the top ten best-selling video games of all time. They're all OLD. (BTW the top 3 are Mario games) As an enthusiastic and satisfied DS owner, I have faith Nintendo knows what they are doing, they have been in the gaming business for over 100 years!

      --
      Not since Marie-Antoinette played milkmaid has looking simple and honest been so fake and complicated.
    18. Re:Criticism Warranted by Anonymous Coward · · Score: 0

      "PS. And if the controller requires the tiniest modicrum of real physical exersion to use, then it will probably help you live longer and be healthier, while you are having fun. Really though, I don't it is going to be anything that could wear out anyone except those who are severely out of shape."

      Or it'll give you repetitive stress injuries.

      But hey, it's Nintendo! IT'S MADE OF CANDY! THEY CAN DO NO WRONG!

    19. Re:Criticism Warranted by Twiceblessedman · · Score: 1

      The reason katamari does well is BECAUSE of the dual analogs on the controller. Controllers have a huge impact on games. Takahashi is far from right.

    20. Re:Criticism Warranted by NichG · · Score: 1

      There are plenty of text adventures still being made, just not commercially. The engines have gotten pretty sophisticated these days (in the sense that there's a lot less of the 'okay, exactly what grammar does it want me to use to tell it to do this thing I have in mind' as well as having a lot of the small details be taken care of by reasonable default object behaviors).

      Check out http://www.ifarchive.org/ for a bunch of games and
      http://www.tads.org/ for a particularly good IF engine.

    21. Re:Criticism Warranted by jdcool88 · · Score: 1

      Sounds to me like you are just a nostalgic gamer who has lost interest in modern games. This has nothing specifically to do with Nintendo or their controller; from your words it doesn't sound to me like you'd be any happier with any new console.

    22. Re:Criticism Warranted by justchris · · Score: 1
      ??????

      You do realize what you just said doesn't make any sense, right?

      Casual gamers are the gamers who sit down for 20 minutes, play, have fun, then move on with their lives. This is the category you just put yourself in. The catergory the new controller was made to encourage.

      Hardcore gamers are the ones who spend hours at a time playing. Hardcore gamers are the ones Nintendo has spent a lot of time and energy (and released pictures of Red Steel) to convince that they're not losing out. Nintendo has to prove to the hardcore audience that they can still play their long, epic RPGs, FPSs, Sports Games and Strategy games with the new Revmote, without being totally exhausted after 20 minutes of play.

      They've spent much less energy on targetting casual gamers so far, mostly because casual gamers don't spend hours trolling gaming news sites to find out every little bit of information. But also because the controller will be easier to understand, easier to use, so you can play a quick game, then go on with your life.

      But really, that depends less on the controller and more on the games. And Nintendo got it's reputation as a kiddy console specifically because they continually make games you can play and enjoy in 20 minutes without the hours of dedication (Super Smash Bros, FZero, Advance Wars, Super Princess Peach, Luigi's Mansion, Animal Crossing, Donkey Kong Jungle Beat, Mario Party). They just also happen to make games that require 100 hours of gameplay.

      --
      just some guy
    23. Re:Criticism Warranted by bssteph · · Score: 1
      You do realize what you just said doesn't make any sense, right? ... This is the category you just put yourself in. The catergory the new controller was made to encourage.
      You do realize that my entire post is about how I feel the controller's a bad idea, even if I'm placed in that category?

      Even if one were to accept your assumptions about the controller being easy to use/understand, it's going up against over a decade and a half of me knowing how to use a standard controller. And millions of other people's same knowledge. It's entirely plausible that there are lots of people who have no interest in learning this new input method, or will learn it and rather play games the "old" way.

      You seem to assume two things:

      1. The wand is a good controller for casual gamers
      2. Casual gamers, after the wand's introduction, will want to use only the wand

      My post was not "the Nintendo Revolution is doomed to failure because of the wand", just casting a light on the fact that hey, maybe Nintendo isn't blessed with perfection, and that I (and perhaps others) am less than thrilled with the wand concept. We have quite a lot of ways to go before the assumptions (or assertions, in your post) around this thing pan out.

    24. Re:Criticism Warranted by justchris · · Score: 1
      Hmmmm...okay, I understand. You are in rather a unique position.

      I've mostly considered the controller from two viewpoints. That of casual gamers who have rarely, if ever, used a standard controller, and that of hardcore gamers who routinely use a standard controller.

      Hardcore gamers are used to learning new control abstractions for new types of games. They may not initially want to learn to use the Revmote, but if there's a game they want to play, they can pick it up just as easily as any other control scheme, because they have that kind of dedication.

      Existing casual gamers have no prejudice towards existing controllers, and when presented with a controller that's easier to use, and more importantly looks easier to use, will be more likely to pick it up. Especially, again, with interesting software to back it up.

      Former heavy gamers turned casual due to life circumstances are in another boat entirely. They do have a prejudice towards existing controllers with up to 2 decades learning to use and refine that control. With less time to dedicate to learning a new control, they're probably the most likely to disregard a new control scheme out of hand for one they're familiar and comfortable with.

      However, how easy the controller is to use has nothing to do with how much fun it is, really. As far as that's concerned, Takahashi's comment stands. Fun is in gameplay, not control. If a game is fun, you'll enjoy it no matter what controller it uses. The difference is, the controller determines what games are possible, not what games are fun.

      To be honest, I didn't like the new controller at first either. But I've come to the conclusion that it will be preferable to existing controllers, if only because I'm a lazy bastard and any game that I can play with one hand while lying down automatically gets +10% to it's review score. I can think of reasons why people I know will prefer it over existing controllers as well. But I'm not so foolish as to assume that everyone will feel the same way about it as the people I associate with.

      --
      just some guy
    25. Re:Criticism Warranted by maggiemerc · · Score: 1

      You good sir should check out SCUMMVM.org. You will find what you seek. Ironically (perhaps intentional) you mention a desire to play a game for 20 minutes and walk away yet you love adventure games and those have a tendency to seat up time like WoW after a new patch. But yeah. Viva la Revolution! (Wonder when Nitendo patents that one?)

  13. Re:Excuse me for responding to flamebait... by Quiet_Desperation · · Score: 1
    And Satoru Iwata chimes in. :)

    Nice to see the ad hominem attack is alive and well on Slashdot.

  14. Re:I doubt it will ever materialize anyway by Babbster · · Score: 1

    The Power Glove and other non-standard controllers were not designed to be the primary controllers for their respective consoles. In other words, you weren't going to buy an NES with just a Power Glove inside, nor just a light gun, nor just a DDR pad, and on and on. One can reasonably assume that the new controller will work just fine out of the box because doing otherwise would just plain kill the console.

    As for Takahashi's whine, he seems to be talking out of the proverbial hindquarters. Of course controllers have "that much influence on games," just like my keyboard and mouse have huge influence when I work with a PC. Of course, I can see this kind of griping being commonplace as people have to get used to something new after being weaned for so long on more traditional stick/pad controllers. Change scares people...

  15. Re:I doubt it will ever materialize anyway by vertinox · · Score: 4, Insightful

    What happens if this thing comes out and it has massive lag, or a problem with the box "losing" the controller, or any number of other technical glitches

    Do you really Nintendo would not bother to beta test their flagship product?

    I'd think if they were going to ship a product that was horribly flawed they would notice it before they spent millions of dollars to bring it to market.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  16. One Man's Opinion by spyrral · · Score: 4, Insightful

    Keita Takahashi is the creator of one of my favorite games ever, and I'm inclined to listen to what he has to say on game design issues. But I couldn't disagree more with this statement, seeing as how it implies that he thinks good game design is completely independent of the platform it is made for.

    Keita can go and make Katamari Damacy for the original PS1 then. Oh, what's that? Can't handle the huge number of polygons in the game? Lack of dual-analog CONTROLLER makes it not nearly as fun? Yeah, that's what I thought :)

    The Revolution's controller, at the very least, will allow for new gameplay elements. Whether or not this will lead to new and exciting game design is up for speculation, but it won't hurt and it's certainly not some kind of smoke screen.

    1. Re:One Man's Opinion by spyrochaete · · Score: 1

      I agree with you mostly, but I can see how a designer like Takahashi would have an opinion like this. He is more interested in revolutionizing the existing system than bringing in a new standard that every game will have to abide by. He's obviously a veteran to games but he's new to the industry. In my opinion the Revolution is the Katamari of consoles - different and simple!

    2. Re:One Man's Opinion by Anonymous Coward · · Score: 0
      Keita can go and make Katamari Damacy for the original PS1 then. Oh, what's that? Can't handle the huge number of polygons in the game? Lack of dual-analog CONTROLLER makes it not nearly as fun? Yeah, that's what I thought :)

      Except... Katamari Damacy has a pretty low polygon count by modern standards... I suspect a lot of PS1 games have a lot more polygons than Katamari. And the PS1 did have dual analog sticks. The only difference between the original PS1 controller and the PS2's controller is the analog buttons, which aren't used at all in Katamari.

      So... is there some sort of sarcastic/ironic point you were trying to make? If so, I apologize, I didn't get it.
    3. Re:One Man's Opinion by Chris+Burke · · Score: 1

      Originally the PS1 did not have analog controllers. The Dual Shock came relatively late in the PS1's life. I take it from context that this is the era to which he was referring.

      --

      The enemies of Democracy are
    4. Re:One Man's Opinion by spyrral · · Score: 1
      original Playstation controller

      The dual analog sticks weren't added until later. And the individual objects in Katamari have a low poly count, but taken in aggregate it's a decent number of polys. My point was that Keita made a game that relied on the controller and specs of the system it was made for, it wouldn't have worked as well on previous generation hardware. See the other comments in this thread, someone replies to me with a description of the PSP version that pretty much illustrates my point exactly (I've never played it).

    5. Re:One Man's Opinion by Anonymous Coward · · Score: 0

      > Except... Katamari Damacy has a pretty low polygon count by modern standards.

      Actually, it has a fairly decent number in a crowded scene (We Love Katamari more so than the original). They're unlit and largely untextured, however.

    6. Re:One Man's Opinion by proxima · · Score: 1

      The only difference between the original PS1 controller and the PS2's controller is the analog buttons, which aren't used at all in Katamari.

      Somebody already mentioned the original PS1's lack of analog control, but I thought I'd mention that pushing both analog buttons (L3 and R3) simultaneously in Katamari would turn you 180 degrees (you would jump up and land on the other side of the Katamari). This was very useful to get out of tough corners quickly.

      --
      "The universe seems neither benign nor hostile, merely indifferent." --Carl Sagan
  17. Re:I doubt it will ever materialize anyway by Anonymous Coward · · Score: 0

    or any number of other technical glitches

    Nintendo hardware has been consistently of very high quality. That probably isn't something to worry about.

  18. Re:I doubt it will ever materialize anyway by PhoenixFlare · · Score: 1

    Everyone is commenting on it like they assume it's actually going to even work right in the first place. What happens if this thing comes out and it has massive lag, or a problem with the box "losing" the controller, or any number of other technical glitches (Power Glove anyone?).

    So you've missed where many industry people have already had hands-on experience with the thing, and are already a fair way through developing games that use it? Apparently you're assuming Nintendo learned nothing from the Power Glove, and also that they're doing zero testing on the new controller - practically every public report i've ever seen by someone that wasn't a rabid Microsoft/Sony fanboy has had nothing but glowing praise for it.

    Imagine if the NES had been released with the light gun as the only controller?

    How is that even a valid comparision? The light gun was designed to do one thing - gun games. The Revolution controller is being specifically designed to be a "real" controller, and not just a one-trick pony.

    I suspect we might see a more traditional controller emerge when everything is said and done--whether from Nintendo itself, or a 3rd party.

    AFAIK, there will be "shells" released for different controller types, which the remote-style controller will be able to plug into as needed. I don't have a link offhand, but i'm pretty sure Nintendo has announced something official to that effect. Not to mention the fact that the Revolution will have 4 ports for standard Gamecube controllers, which has been known basically since the system was announced.

    Gotta love these Nintendo articles....Please try searching a little first, instead of blathering some quasi-doom n' gloom statements with no real substance.

  19. Not deep enough? by RyoShin · · Score: 5, Insightful

    I'm not really interested in it. I don't think a controller should have that much influence on the enjoyment of games.

    The controller has everything to do with the enjoyment of games, because that's how you interact with them. If this statement was really true, we'd all be using controllers like the Colecocision and other such monstrocities from the early 1980s. Look, it has nine buttons AND A KNOB! What more could you possibly ask for? And it's a sturdy, small design, so it can easily be stored.

    Can you make enjoyable games with the current controllers? Hell yeah. But the Revolution contoller is about immersion as much as it is about enjoyment. Instead of sending an instruction to your character to swing the sword (passive second person) you actually move your arm to swing the sword (active first person), which will make people much more interested if they actually play the game instead of watch it.

    Let's say you like playing sports. Which would you rather do? Be the coach who sits in the box and tells the batter when to swing, or be the batter and decide when you want to swing?

    Games will be made on the PS3, 360, and Revolution that are enjoyable. But games will only be made for the Revolution that are immersable, which just compounds the enjoyment.

    1. Re:Not deep enough? by spyrochaete · · Score: 2, Interesting

      Games will be made on the PS3, 360, and Revolution that are enjoyable. But games will only be made for the Revolution that are immersable, which just compounds the enjoyment.

      Unless the game itself features a character reaching its arm out, I don't think the Rev controller will really be that much more immersive than a gamepad. If the controller moves a spaceship or Mario's body or even a mouse cursor, players will still have that extra degree of separation as they translate their physical moves to the onscreen action.

      You're absolutely correct in a certain context, but by your argument the inverse works in favour of dual analog for flight sims, for example.

      Also, the old VR\Virtual Boy\Powerglove argument comes into play here - you lose all immersiveness when you accidentally whack a lamp in your living room!

    2. Re:Not deep enough? by DrXym · · Score: 3, Funny
      But the Revolution contoller is about immersion as much as it is about enjoyment. Instead of sending an instruction to your character to swing the sword (passive second person) you actually move your arm to swing the sword (active first person), which will make people much more interested if they actually play the game instead of watch it.

      Which is great, but I suspect that a few years down the line you will a Lancet study on a whole slew of Revolution related injuries - RSI, bruises and fractures etc. - caused by a system that requires someone to wave a controller around, possibly quite forcefully.

    3. Re:Not deep enough? by mlylecarlin · · Score: 1

      Oh my god. I never even thought of using the revolution controller for sports games! I *hate* madden football, but I might really enjoy it if I could actually "throw" the ball, as long as I didn't let go and throw the controller through the TV.

    4. Re:Not deep enough? by rabbot · · Score: 1

      I'm not sure how you got modded insightful for spreading misinformation. I'd love to see where you got the notion that the rev controller will require more than slight hand rotation and movement.

      Last time I checked nobody got injured writing a book report.

    5. Re:Not deep enough? by Dance_Dance_Karnov · · Score: 1

      you don't have to swing wildly like a madman, subtle wrist movements will work just as well.

    6. Re:Not deep enough? by pembo13 · · Score: 1

      It won't be forcibly. If moving in random directions causes you injury, you may have more serious issues that playing video games.

      --
      "Thanks for all the money you paid to us. We've used it to buy off ISO among other things" -Microsoft
    7. Re:Not deep enough? by mariotwins · · Score: 2, Insightful
      Unless the game itself features a character reaching its arm out, I don't think the Rev controller will really be that much more immersive than a gamepad. If the controller moves a spaceship or Mario's body or even a mouse cursor, players will still have that extra degree of separation as they translate their physical moves to the onscreen action.

      How often have you seen someone move their controller wildly as they try to make Master Chief dodge enemy fire or have Mario perform a difficult jump? Or how about moving their controller along with the aircraft on the screen? These people, who are more often than not, casual gamers, are so immersed already that they think moving the controller will help, even though it doesn't. Given that, I think the Revolution has a pretty darn good chance to be more immersive than any controller we've seen so far.

    8. Re:Not deep enough? by meringuoid · · Score: 1
      I suspect that a few years down the line you will a Lancet study on a whole slew of Revolution related injuries - RSI, bruises and fractures etc. - caused by a system that requires someone to wave a controller around, possibly quite forcefully.

      Another scenario. I'm playing Super Super Katana Fighter F Revolution-chan on my new huge TV screen with the Revolution controller. I've been playing it for three hours now, using the controller as a sword. Its motions translate to those of the legendary Moon Katana on screen, and I've carved my way through Bad Fighter Ototototo, Evil Mage-wizard Kamumimo and I'm up against Big Ultimate Monster Fufuuru-sama. My hands are sweating badly from all this swinging around of a little plastic stick, but this is the final fight and I'm about to win...

      ... swing from below to get beneath his guard...

      ... oh shit...

      ... slippery hands ...

      ... no grip ...

      SMAAAAAASSSHHH!

      There will be some truly livid parents next Boxing Day, I guarantee. And lots of new TVs sold shortly afterwards.

      --
      Real Daleks don't climb stairs - they level the building.
    9. Re:Not deep enough? by spyrochaete · · Score: 1

      How often have you seen someone move their controller wildly as they try to make Master Chief dodge enemy fire or have Mario perform a difficult jump?

      Every time my mom or sister plays. Good point.

    10. Re:Not deep enough? by DrXym · · Score: 1
      I'm not sure how you got modded insightful for spreading misinformation. I'd love to see where you got the notion that the rev controller will require more than slight hand rotation and movement.

      Duh, from Nintendo's own teaser. If you can't see how badly this could end then you're not watching very carefully. The outtakes for the teaser could easily have contained strained wrists, dislocated shoulders, black eyes, smashed bulbs, broken vases and all kinds of accidents resulting from the flinging of arms around in a confined space.

    11. Re:Not deep enough? by DrXym · · Score: 1
      Tell that to an excitable kid after he smacks his sister in the mouth while playing a game. My crystal ball says you'll see lawsuits a few years from now over accidents caused by this.

      Personally I think it would be cool to wave your arms like a lunatic for some games, but it's an inevitability that this system will cause injuries.

    12. Re:Not deep enough? by steveo777 · · Score: 1
      Not likely. The controller isn't likely to wiegh any more than 4 ounces or 100g. You're going to have to whip that sucker somewhere in the vicinity of 80fps to hurt some of those screens. The LCDs may be more fragile though.

      I'd be more worried about crotching one of your in-room opponents.

      --
      This sig isn't original enough, it's time to come up with something witty...
    13. Re:Not deep enough? by Anonymous Coward · · Score: 0

      Nothing you do with the controller could possibly be any different than the movements needed in things like conducting an orchestra, or playing baseball, or any other number of sports. The fact that there will be more movement that is varied will actually mean that RSI and other problems will be minimised compared to gaming using the PS2/3 controllers for instance.

      Your argument doesn't hold.

    14. Re:Not deep enough? by rabbot · · Score: 1

      Yeah, I guess I should ignore any commentary by people who have actually had a chance to use it. I hope you don't take all exaggerated advertisements as literally as the initial teaser video.

      It wouldn't be so "exciting" and "flashy" if they showed people sitting there barely moving the controller (which is in fact what you will be doing). What marketing droid would do that?

      Please think before you make ridiculous comments like that. If you have some kind of grudge against Nintendo that's fine. You can express that easily in other ways. If not, do a little research before ranting about black eyes and broken vases. It's laughable.

    15. Re:Not deep enough? by WhatAmIDoingHere · · Score: 1

      Hell, have you seen kids play racing games? We-- I mean "They" jerk the controller all over the place, and even lean in to the turns!

      Seriously, watch some people play.

      --
      Not a Twitter sockpuppet... but I wish I was.
    16. Re:Not deep enough? by triffid_98 · · Score: 1
      But the Revolution contoller is about immersion as much as it is about enjoyment. Instead of sending an instruction to your character to swing the sword (passive second person) you actually move your arm to swing the sword (active first person), which will make people much more interested if they actually play the game instead of watch it. Which is great, but I suspect that a few years down the line you will a Lancet study on a whole slew of Revolution related injuries - RSI, bruises and fractures etc. - caused by a system that requires someone to wave a controller around, possibly quite forcefully.


      So you're saying the same dumb fighting game where 2 guys whale on each other will take on whole new levels of 'interaction'?
    17. Re:Not deep enough? by WinDoze · · Score: 1

      I am 36 years old.

      I game anywhere from 3 - 10 hours per week (was much more before my daughter was born).

      Been gaming for roughly 26 years.

      My wife LOVES watching me play games. Not because she's into gaming (she's not...), but because I gyrate wildly and jump up and down and wave my controller all over the place while playing my XBox. She thinks this is hilarious.

      Granted, I'm usually drunk when playing games, but still... I'm not alone here. Right? Guys? Guys?

    18. Re:Not deep enough? by john_uy · · Score: 1

      this is good. at least it will encourage physical activity in children and hopefully reduce risks of overweight and obesity.

      --
      Live your life each day as if it was your last.
    19. Re:Not deep enough? by DrWho520 · · Score: 1

      They will also cover all the RSI injuries related to the repetitive motion of beer drinking and masterbation. Not to mention all those baseball bat swinging and football throwing injuries.

      I am not sure if you area fanboy or a troll. Oop, answered my own question!

      --
      The cancel button is your friend. Do not hesitate to use it.
    20. Re:Not deep enough? by TychoCelchuuu · · Score: 1

      Fencing requires you to do the same sort of stuff.

      --
      Against stupidity the Gods themselves contend in vain.
    21. Re:Not deep enough? by Anonymous Coward · · Score: 0

      Meh. Darwin at work.

    22. Re:Not deep enough? by Anonymous Coward · · Score: 0

      But games will only be made for the Revolution that are immersable, which just compounds the enjoyment.

      "Immersable" isn't a word, but I'll assume you just misspelled immersible. In which case, I, too, am very excited that I'll be able to play Revolution games while submerged. Think of all the fun you'll have in between surfacing for air!

    23. Re:Not deep enough? by DrXym · · Score: 1
      Yeah, I guess I should ignore any commentary by people who have actually had a chance to use it. I hope you don't take all exaggerated advertisements as literally as the initial teaser video.

      Does the ad say "this is exaggerated for effect"? Nope. Then I think I will continue to expect the controller to work much as was shown. Though perhaps you think everyone is going to be waving their warrior with gay little wrist movements? That's surely a stunning controller.

      Please think before you make ridiculous comments like that. If you have some kind of grudge against Nintendo that's fine.

      Oh yes it must be a grudge. Why else point out such a very obvious issue with the controller? Perhaps you're a fan boy yourself? I know it can be easy to get overly defensive in such a situation.

      You can express that easily in other ways. If not, do a little research before ranting about black eyes and broken vases. It's laughable.

      It's not laughable. It's extremely obvious. This thing is an accident waiting to happen and when it does someone like the Lancet will pick up on it. It's not the first time they've done such stories as you could easily confirm yourself with a google for "playstation lancet".

    24. Re:Not deep enough? by rabbot · · Score: 1

      Don't let facts get in the way of your speculation.

      And by the way, ads never say "exaggerated for effect". Whether or not small movement is "gay", as you put it, it is what makes a controller like that stunning. We shouldn't *have* to flail our arms around wildly to play games, and luckily we won't have to.

    25. Re:Not deep enough? by Anonymous Coward · · Score: 0

      The mods agree, it is laughable. Satirical even. (Intentional or not, the mods have spoken)

  20. Fencing simulator. by Anonymous Coward · · Score: 0

    Having trained for a couple years in Western-style fencing, I can see the Revolution controller being really good as an actual fencing trainer, especially in foil, because of its sensitivity to both attitude and position. While sabre training might be hindered by the lack of force-feedback, when fencing with the foil the blades rarely actually come into direct opposition, and force-feedback isn't really required for a good simulation.

  21. Re:I doubt it will ever materialize anyway by Anonymous Coward · · Score: 0

    I'd think if they were going to ship a product that was horribly flawed they would notice it before they spent millions of dollars to bring it to market.

    Well, if it works for Microsoft... ;)

  22. BINGO by Anonymous Coward · · Score: 0

    Guitar Hero via Gamepad ... DDR via Gamepad ... that fishing game with a rod, via Gamepad.

    You just proved his point. Your examples are simply rehashes of old games with a new controller. Just like redoing the makeup of an old game to use a new systems higher powered graphics without touching gameplay and calling it something new (GT3 anyone?) Innovation can't just be about "Yet Another 3rd Person Shooter But With a New Controller Paradigm". I'm sure someone will do it, I'm sure it'll be cool, but after a while, guess what, it's still yet another 3rd person shooter. Big Whoop. Where's the innovation there?

    1. Re:BINGO by hattig · · Score: 1

      Um, you can't play guitar hero with a gamepad, and DDR via a gamepad defies the point of the game. Gamepads are well know to suck at certain genres - first person shoot-em-ups for example, and any idea that is generic enough to be used in multiple genres of games, yet improves the gameplay and fun for the player is to be welcomed.

      A new controller mechanism will create new ways to interact with games, and create new gameplay concepts that wouldn't have worked with a gamepad.

      The DS's touchscreen has created new gameplay, both in the available games, the interfaces and the interaction. I see this controller doing the same for the Revolution.

    2. Re:BINGO by Anonymous Coward · · Score: 0

      Um, you can't play guitar hero with a gamepad, and DDR via a gamepad defies the point of the game

      Never said you could. Funny how the two examples you gave have innovative "controllers". Innovative games will either create their own controllers (like the two examples you gave), or be innovative despite the controller limitations. Again, I'm not saying that a cool new controller won't bring about some cool new games that take advantage of it, but it will bring about more games that are simply the same old thing with a new controller and bring absolutely nothing new to the table.

  23. I think everybody's missing the point by scolby · · Score: 3, Insightful

    I don't think he's saying that the Rev's controller is inherently crappy...I think he's saying that a good game should stand on its own merits, regardless of what you're using to control it. Granted, controls that are difficult to use can ruin an otherwise good product...but any developer worth his salt should be able to program around a controller, not for a controller.

    1. Re:I think everybody's missing the point by jcostantino · · Score: 2, Informative
      I agree. I think the problem is that people are pigeonholing the Revolution controller just like they did the DS's dual screens. Hell, even I sneered at the DS when it was being shown. I thought it screamed "GIMICK!" and then I bought one a few months ago... the touch screen does three things: It enables games that would be impossible or extremely difficult to use without it for direct input, it provides an auxiliary screen for additional control buttons, and it provides a second status screen instead of an overlay.

      The Rev controller will (or should) do three similar things... It'll function as a gamepad for standard games, it can be a positional input for 3D games, and it can accept peripherals to act like different controllers altogether. Just because this system has a new fancy controller doesn't mean that every game has to exploit it. I'm pleased that most of the DS games haven't made unnecessary use of the touch screen. Quite a few games are very playable without ever picking up the stylus but those that need it make it an integral part of the game experience.

      --
      Reviews with a twist! http://www.sardonicbastard.com
  24. I tend to agree. by MaWeiTao · · Score: 3, Insightful

    Just because the guy developed one popular game doesn't suddenly make him an expert. On the other hand, I tend to agree with the guy. I'm positive that the Revolution's controller is going to be absolutely phenomenal, but only with a handful of games. Excessive amounts of emphasis have been placed on this controller when the reality is that most games just wont quite work with the controller. It's control mechanism is simply too specialized to fit most games. Maybe its partly the media's fault for pushing this thing so much, but then again, Nintendo hasn't really shown us anything other than that controller.

    I personally cant stand the existing controllers covered in buttons and poorly designed games where developers felt the need to use every single button on them. So, I'm not saying Nintendo shouldn't use this thing as the centerpiece for the Revolution. Games like Guitar Hero have shown that Nintendo doesn't really corner the market on unique controllers. So I don't think it's going to quite spur the sort of innovation some people are expecting. The innovations that come will be due to compelling game design, not because some unusual controller has inspired it.

    1. Re:I tend to agree. by The_Real_Quaid · · Score: 1

      "I'm positive that the Revolution's controller is going to be absolutely phenomenal, but only with a handful of games."

      Phenomenal for some games, and in the worst cases, just as good as any other controller. Don't forget that Revo can use GameCube controllers, and also new shells for the remote that can give it traditional controls while retaining the positional functionality.


      "Games like Guitar Hero have shown that Nintendo doesn't really corner the market on unique controllers."

      Comparing a standard controller with a non-standard add-on is rather pointless.

    2. Re:I tend to agree. by knn03 · · Score: 1

      It's control mechanism is simply too specialized to fit most games.

      For most existing games. Nintendo just created room for many new creative ideas, and I have no doubt we will see them soon.

    3. Re:I tend to agree. by justchris · · Score: 1
      Actually, I think the Revolution's controller is the least specialized of any controller I've ever used. It allows for more direct control than existing controllers, but it also allows for greater levels of abstraction.

      Just like now we press a button to do something on screen, we can easily translate that to tilting the controller to the right. Of course, the idea behind the controller is to create less complex abstractions, but that depends on the programming of the software (game), not the controller itself.

      Even still, for the greater majority of people on the planet, it's easier to make small movements of their wrist or arm than to press a complex series of buttons. The human brain handles patterns of movement for the arm and hand more easily than patterns of movement for the fingers.

      --
      just some guy
  25. It's a matter of interpretation. by beluv · · Score: 1

    Given that he created one of the more innovative games released recently, it seems to me that he is trying to say you don't need innovative hardware in order to come up with innovative games if you're a good developer. I'm not against the new Revolution controller. However, he has a point in that perhaps too much focus is being put on it. The new controller shouldn't be the only reason games on the Revolution are fun. He's a little too quick to dismiss it though. It seems like games that utilize the controller will have some very interesting elements.

  26. Remember who's speaking by Silent+sound · · Score: 4, Insightful
    "I'm not really interested in it. I don't think a controller should have that much influence on the enjoyment of games."
    A lot of the games that are released are cookie cutter games that are slaves to the limitations of the hardware.
    Have you ever played Katamari Damacy? There are a full thirteen buttons on the PS2 controller which Katamari Damacy ignores. The entire game is played with two joysticks. The simplicity is enough to make even the Revolution controller look complicated, and yet it entirely achieves the sense of natural interface that the Revolution controller aspires to.

    Keita Takahashi, as a game designer, is not slave to the limitations of the hardware. He is master of the limitations of the hardware. Takahashi is one of those rare people who knows how to play limitations like a harp.

    I would imagine this is why he is apparently not all that interested in seeing those limitations removed.

    He is, of course, a bit of an aberration. Pretty much all other game designers are working at a quite different level. Among this group of developers ("everybody else"), there are quite a lot of people who are excited by the possibilities the Revolution controller offers nad feel it will allow them to express ideas that otherwise would be impossible to manifest in game form, and a lot of other people who aren't expressing interest in the Revolution but in the whole don't seem to think a whole lot about play control (and so keep churning out games which never quite feel natural or correct when thoughtlessly shoehorned underneath the modern standard maze-of-joysticks-and-buttons game controller). With both of these groups, and I think that's a significant portion of all game developers, both the developers and the resulting games would benefit from the Revolution control idiom if it became standard.

    But if anyone has the right to say the revolution controller isn't necessary, it's the guy who, with Katamari Damacy, managed to make a totally revolutionary and unique control scheme out of the Dual Shock 2.
    1. Re:Remember who's speaking by knn03 · · Score: 1

      You're still doing it with your thumbs. >_ It's about time for something new.

    2. Re:Remember who's speaking by Anonymous Coward · · Score: 0

      I refuse to buy another console until I can control it using telekinesis.

      Anything else is just more of the same.

    3. Re:Remember who's speaking by Chris+Burke · · Score: 1

      I refuse to buy another console until I can control it using telekinesis.

      Anything else is just more of the same.


      What do you mean? You already can! Telekinesis is moving things with your mind -- just use it to push the buttons! Actually, I'm really looking forward to the Revolution as a way to practice even finer grained control of my telekinesis to maneuver the controller in 3D space, rather than crassly mashing buttons with bolts of mental force.

      --

      The enemies of Democracy are
    4. Re:Remember who's speaking by mmkkbb · · Score: 2, Insightful

      Have you ever played Katamari Damacy? There are a full thirteen buttons on the PS2 controller which Katamari Damacy ignores. The entire game is played with two joysticks. The simplicity is enough to make even the Revolution controller look complicated, and yet it entirely achieves the sense of natural interface that the Revolution controller aspires to.

      Have you ever played Katamari Damacy? Katamari is a slave to that controller. You could not play that game without two identical joysticks. MAYBE you could play it on a GameCube controller.

      --
      -mkb
    5. Re:Remember who's speaking by AngelofDeath-02 · · Score: 2, Insightful

      Then again, so will any game designed to play on a revolution controller exclusively. I fail to see your point.

      --
      No, I am not an English major. My posts are subject to typos and incorrect grammar. Do not expect perfection.
    6. Re:Remember who's speaking by Jerf · · Score: 1

      You could not play that game without two identical joysticks.

      Yes you could. One joystick and two analog triggers would be fine. Katamari only uses three axes, not all four.

      And I'm sure we could work out a way to do it with the Revolution controller alone.

    7. Re:Remember who's speaking by poot_rootbeer · · Score: 1

      There are a full thirteen buttons on the PS2 controller which Katamari Damacy ignores. The entire game is played with two joysticks.

      Okay. But imagine how much MORE fun Katamari might have been if the most natural interface for rolling a ball around -- a trackball, naturally -- had been available.

      It's great that Takahashi figured out a way to shoehorn an intuitive control scheme onto a decade-old input device. But not every game designer can, or should be expected to, work under those same constraints.

    8. Re:Remember who's speaking by macshome · · Score: 1

      Erm. The Gamecube control has two analog sticks, as does the XBox controller...

    9. Re:Remember who's speaking by ExoticMandibles · · Score: 1
      It sounds like you've played Katamari Damacy; perhaps you've even played We Love Katamari. But it sounds like you haven't played Me And My Katamari for the Sony PSP--a console which has only has one analog joystick. M&MK ignores the analog nub, and instead you use the D-pad and the four buttons (triangle - x - square - circle) to navigate like they were two D-pads.

      Anyway, I can certainly envision other control schemes for KM. For instance: joystick moves, shoulder buttons rotate, other buttons for special moves (dash, 180 degree jump, Prince Look, etc).

      larry

    10. Re:Remember who's speaking by Anonymous Coward · · Score: 0

      Yes, and it's a hack that just about works fine, but is really inferior to the dual analog controls.

    11. Re:Remember who's speaking by KDR_11k · · Score: 1

      Katamari's tank controls certainly aren't the most intuitive. I've tried the game on my parents, they couldn't get used to the concept of pushing both in different directions to turn. On the Revolution the controls could have been implemented with a single directional input instead of two. Granted, the same goes for a joystick with tilt axis but joysticks aren't exactly common on consoles and people don't want them either.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    12. Re:Remember who's speaking by jsx92 · · Score: 1
      Have you ever played Katamari Damacy? There are a full thirteen buttons on the PS2 controller which Katamari Damacy ignores. The entire game is played with two joysticks. The simplicity is enough to make even the Revolution controller look complicated, and yet it entirely achieves the sense of natural interface that the Revolution controller aspires to.
      I've been playing it, yes, and it's fantastic. I'll remind, however, that Nintendo invented the analog stick with the Nintendo 64! I wonder if this guy would have dribbled the same tripe when the N64 hit the shelves... and how those comments would bite him in the ass a few years later when his legacy lives on with a game that makes use of nothing but a pair of Nintendo-invented analog sticks.
    13. Re:Remember who's speaking by iridium_ionizer · · Score: 1

      He also says that little kids should spend less time playing video games and more time playing outside. He also says the project he most looks forward to is creating a new type of playground. For someone who's livelihood came from video games, this guy sounds very jaded (although he seems to come across as an optimist). The only one more jaded with the industry right now is proabably Chris Crawford.

    14. Re:Remember who's speaking by timster · · Score: 2, Insightful

      A trackball wouldn't work for Katamari Damacy. Moving the ball constantly would be extremely annoying and there isn't a way to distinguish turning from strafing. I think it's a stretch to go from "a trackball has a ball" to "a trackball is the best way to move a ball around in a video game."

      --
      I have seen the future, and it is inconvenient.
    15. Re:Remember who's speaking by Anonymous Coward · · Score: 0
      Keita Takahashi, as a game designer, is not slave to the limitations of the hardware. He is master of the limitations of the hardware. Takahashi is one of those rare people who knows how to play limitations like a harp.

      Thanks for your input, Mr. Wired Magazine, but everyone is a slave to the limitations of the hardware. Strip away all the graphics and sounds you're being blinded by, and Katamari Damacy isn't that tough of a concept to execute. And some would say the way Takahashi's staff decided to execute the idea was buggy and amateur, regardless of the innocent charm that their ineptness brought to the finished title.

    16. Re:Remember who's speaking by Jerf · · Score: 1

      You must have hit the wrong "reply" button; that makes much more sense as a reply to the great-grandparent of this post than my post.

    17. Re:Remember who's speaking by apoc06 · · Score: 1

      you make a good point. one that i thought of myself too.

      the revolution controller is great in concept, but ultimately it is up to the publishers and developers. as consumers, we have overall been playing console games for 20 some odd years. we get excited by something new; whether new graphics abilities, new genres, etc... what scares me most about the new controller, is that it /COULD/ provide developers with the lazy way out. what i mean is instead of allowing new genres of games to be created, it could just rest on the ability to play the same games in a new way. thats not true innovation. true innovation in my humble opinion is inspiring developers to create new games to be played in ways that normally would NOT be possible.

      open the way to a new path. dont just make us keep walking the same path, except now you can ride a bike down the same path. different experince? yes, but its still the same thing. to nintendos defense, its still better than how the other consoles have us walking the same path, except now with prettier pictures on the walls.

      case in point. a FPS on revolution would theoretically be better and control easier. thats great! BUT, that doesnt change the genre; it just makes for an easier way to control it. i cant "DO" anything new that was impossible with a controller or with a keyboard/ mouse.

      the dual screen of the DS is a very nice aspect of the system. but other than the convenience factor of not having to pause to view subscreens, inventories, being able to have a vertically larger screen, etc, etc... the advantage of the dual screens has not truly been capitalized upon. has there been a DS game that would have been totally impossible to port to another system due to the lack of dual screens? the hardware is more convenient. if there was a game made possible only by having dual screens, and impossible to play without... that would be innovative in my opinion. the same goes for the stylus. the stylus makes certain games more convenient to play, but with a few major exceptions, the majority of games for the DS could be ported to other consoles. most DS games would lose their edge if pushed back to regular control schemes, but in theory most DS games could be.

      personally, i want games that are ONLY possible with a stylus. not just games that are better due to having one. this is not nintendos fault. i dont blame them. they created the hardware and inspiration. their first party titles have even provided example to follow, but the publishers and developers have the final say so to shovel off an existing game, and claim that its new and innovative because now it can be played with a stylus.

    18. Re:Remember who's speaking by Anonymous Coward · · Score: 0

      "But if anyone has the right to say the revolution controller isn't necessary, it's the guy who, with Katamari Damacy, managed to make a totally revolutionary and unique control scheme out of the Dual Shock 2."

      The dual stick mode of controlling things isn't exactly new...there are games in Mario Party that use a similar system (moving the treads on a tank with the two sticks), and I can think of a few arcade games back in the day that used the two stick approach (not analog sticks mind you). Robotron and Karate Champ come to mind.

      Maybe I'm missing something but I don't see it as all that revolutionary.

      I don't know...so far all this guy has produced that I've seen is Katamari, and while I love it, he seems to be given a lot more credit than I think he deserves. Everyone gets lucky at one point or another, or has an epiphany, he just had the means and the drive to make it a reality when it hit him. *shrugs* We'll see what the next 4 or 5 titles he does is. I wouldn't expect them all to be winners, but if a few of them are on par with Katamari then I think he would deserve all this "cred" he's being given.

    19. Re:Remember who's speaking by PantsWearer · · Score: 1
      You need two joysticks? The first external controller I had for a video game was a set of two paddles. Yep, that's one axis each and a button for each one.

      I think that his complaint about an improvement to a controller should definitely be taken with a grain of salt. Improvements in controllers definitely can improve game possiblities. No, they don't necessarily improve games, but they do open new vistas.

      I remember playing pong just fine against my brother with those paddles; it was a really fun game, but there wasn't a whole lot you could easily play other than that. Of course, it was hell to play Spy Hunter, since one paddle controlled the steering, one controlled the acceleration/braking and each one had a separate weapon switch, one for machine guns and one for oil slick.

      It was like some kind of miracle when we got a joystick.

      --
      Be glad life is unfair, otherwise we'd deserve all this.
    20. Re:Remember who's speaking by Jace+of+Fuse! · · Score: 2, Informative

      Keita Takahashi, as a game designer, is not slave to the limitations of the hardware.

      Unless I'm thinking of someone else, I'm pretty sure Keita Takahashi isn't a game designer at all. He doesn't even play games, and never even liked them much. He has said so himself before. He considers himself an artist and he wasn't really even thrilled at the idea of working on video game design, but it was a job that came along and he took it.

      I tried to find the interview where he admits this, but I failed. If I'm thinking of someone else, someone feel free to correct me, but I'm pretty sure I'm right. Keita Takahashi. Katamari Damacy. Yeah, same dude, I'm sure of it.

      He had a great idea with Katamari Damacy. This doesn't make him a game design genius by any means. He's still too new to the game for anyone to know if he can continually innovate. I'm not saying he won't prove himself, but if I had place value in opinions, Shigeru Miyamoto would win out over Keita Takahashi in my eyes.

      And for the record, I love Katamari.

      --

      "Everything you know is wrong. (And stupid.)"

      Moderation Totals: Wrong=2, Stupid=3, Total=5.
    21. Re:Remember who's speaking by Anonymous Coward · · Score: 0

      "totally revolutionary and unique control scheme out of the Dual Shock 2"

      I love Katamari Damacy, but wouldn't call the control scheme revolutionary and unique. Tank games have used a similar control scheme in the past.

    22. Re:Remember who's speaking by Rimbo · · Score: 1

      But if anyone has the right to say the revolution controller isn't necessary, it's the guy who, with Katamari Damacy, managed to make a totally revolutionary and unique control scheme out of the Dual Shock 2.

      You've never played Robotron:2084, Smash TV or even BattleZone before, have you?

    23. Re:Remember who's speaking by macshome · · Score: 1

      Doh!. I didn't even notice that there were two reply choices now.

    24. Re:Remember who's speaking by TimboJones · · Score: 1
      personally, i want games that are ONLY possible with a stylus. not just games that are better due to having one.
      Brain Age. Writing alphanumerics and tapping particular areas of the screen are both pretty impossible without the stylus. At least impossible to do quickly enough to make the game anything more than frustrating. Though I admit the label 'game' applied to Brain Age is arguable.
    25. Re:Remember who's speaking by rkanodia · · Score: 1

      Those games also use both sticks, but in a completely different way.

      I seem to recall Virtua On (or was it Cybersleds?) used a control scheme that was basically like Katamari.

    26. Re:Remember who's speaking by Anonymous Coward · · Score: 0

      Of course, the Katamari Damacy controls SUCK ASS. Yeah, it's the gimic that "makes the game" but I seem to recall playing ball-rolling games with a single analog stick plenty of times before Katamari Damacy.

      Hell, I seem to recall having no problem rolling morph-ball Samus around in Metroid Prime on the GameCube using just one stick.

      The two-stick thing is a freaking GIMIC and nothing more. There's absolutely no reason to require two sticks. Katamari Damacy could easily be created to use the Revolution controller - it just would require using a control scheme that doesn't suck ass. (Tip forward to roll forward, tip to the side to roll to the side, and so on.)

    27. Re:Remember who's speaking by Anonymous Coward · · Score: 0

      You stupid ass. Nintendo "invented" the analog joystick about as much as Apple invented the apple tree.

    28. Re:Remember who's speaking by jsx92 · · Score: 1

      According to IGN and many other credible sites, they give credit to the Nintendo 64 as the first console to have analog control sticks on the controllers. Argue all you want, but there's a lot of sources feeding me my information.

      And please don't give me the "computers had _____ first" story because computers ALWAYS have it first, in one way or another. We're talking about consoles here. I posted a similar comment up the board and someone replied with something along those lines. It's not even worth discussing. Computers will always be ahead of consoles, as consoles are simply stripped down computers.

    29. Re:Remember who's speaking by Ondo · · Score: 2, Informative

      Have you ever played Katamari Damacy? There are a full thirteen buttons on the PS2 controller which Katamari Damacy ignores.

      Next time you play, try doing the introductory level where it teaches you the controls, because Katamari doesn't even come close to ignoring all the buttons. Of the thirteen buttons, R3 and L3 are pretty fundamental to the game, as together they switch your direction 180 degrees. R1 and L1 are both used for looking around in different ways. Start pauses, as it does in every game. Select turns on and off vibration. The analog "button" is ignored by every PlayStation game, so Katamari gets no credit there. The face buttons are mostly ignored, but they do use X and Triangle in the level select portion and X and Circle in "Camera Prince" mode (according to the rules, anyway - I never noticed this playing the game). Square, R2 and L2 are also used to see comets, though that is extremely minor.

      Not to mention that wiggling the joysticks back and forth to change, and charging farther the faster you manage to do it, is probably the least natural control I've ever experienced outside a fighting game.

    30. Re:Remember who's speaking by Anonymous Coward · · Score: 0

      Nintendo did not invent the analog stick, even on the early 80s consoles you could find them (Mattel had one of those). Nintendo maybe has invented the gamepad, which is a questionable controller, if you grew up with the early joysticks.
      The early digital joysticks allowed a much faster reaction thanks to their right hand centricness, but they lacked buttons so you ended up mostly with weird control schemes like pushing a button and the stick into a correction position. But for precisiveness of control and speed of reaction the joysticks were a joy to use compared to gamepads. Which even after 20 years I do not like.

    31. Re:Remember who's speaking by Rimbo · · Score: 1

      Those games also use both sticks, but in a completely different way.

      BattleZone's wasn't completely different. It was limited in that the sticks didn't go left and right (so you couldn't slide, but then, whoever heard of a tank sliding against its tread?).

    32. Re:Remember who's speaking by LordVader717 · · Score: 1

      Why would there be no difference in strafing and turning? Obviously it depends on whether you are using a truly primitive two-dimensional trackball or not.

      If you consider the trackball a globe, to turn, you would have to rotate it on the polar axis, and to strafe, rotate it on the axis perpendicular to yourself, that lies on the equatorial plane.

      It sounds complicated to explain, but anybody couldn't figure it out in a real setup.

    33. Re:Remember who's speaking by timster · · Score: 1

      By "truly primitive" you're referring to every trackball ever made, as far as I know. Obviously a ball could be made that detected twisting but I've never even heard of such a thing. It also seems like it would be difficult to twist the ball unless it were large, like a globe. That might be cool, but I'm not sure that it would be more natural or better than the dual-analog setup that the game currently uses.

      --
      I have seen the future, and it is inconvenient.
  27. Overrated Moron by The_Real_Quaid · · Score: 0, Troll

    Hey, maybe if you created something otehr than a Super Monkey Ball rip-off, then maybe I'd care what you think. Seriously, if thinking of something new hurts your brain that much, then maybe it's a good thing you stick with your own kind on Playstation.

  28. That already happened. by Anonymous Coward · · Score: 0

    Keita can go and make Katamari Damacy for the original PS1 then. Oh, what's that? Can't handle the huge number of polygons in the game? Lack of dual-analog CONTROLLER makes it not nearly as fun? Yeah, that's what I thought :)

    Oh, he already did. Of course, it was for the PSP, and not the PS1. But exactly the thing you described happened. Katamari Damacy PSP couldn't handle the huge number of polygons in the game and had to reduce the ball-of-junk katamari to a big object-eating ball, and the PSP only has one analog stick so the control scheme was wrecked. The result was something that just wasn't all that fun or interesting.

    I think really what we should take away from these comments is that Mr. Katamari Damacy is really, really, really at home on the PS2. The idiom of the console works for him, and it shows. He isn't interested in taking a step forward into something new and different with the Revolution, and when he tries to take a step backward into what the PSP represents it just doesn't work. There is nothing wrong with this. The PS2/PS3's idiom is just what suits his style of creativity best, and as long as that's what gives his creativity flight, that's a good thing for all of us.

  29. Re:I doubt it will ever materialize anyway by Babbster · · Score: 1

    "I'd think if they were going to ship a product that was horribly flawed they would notice it before they spent millions of dollars to bring it to market."

    Hello, Virtual Boy! How have you been?

  30. The King of All Cosmos says... by RobertB-DC · · Score: 5, Funny

    Konichi-wa! Have you ever been to Tokyo?

    We dropped the controller there. It just fell out of Our hands while We were playing. Just slipped right out.

    We hope you can visit during the day's rolling. Like that's possible.

    If We were designing the controller, We would have made it much bigger.

    --
    Stressed? Me? Of course not. Stress is what a rubber band feels before it breaks, silly.
  31. Something is wrong here. by kyle+(in+stereo) · · Score: 2, Informative

    While Takahashi is free to have any opinion he wants, its slightly suspicious that a man who has been quoted as saying that, the drive behind the Katamari games was to "create a quirky and fun game", eschews Nintendo for trying the same thing.

    I dun get it.

    --
    ---space.is.the.place---
    1. Re:Something is wrong here. by nuzak · · Score: 1

      He created one quirky game. Got roped into making a sequel.

      He's lambasting Nintendo for attempting to make their entire franchise on the basis of one quirky controller.

      See the difference?

      --
      Done with slashdot, done with nerds, getting a life.
    2. Re:Something is wrong here. by kyle+(in+stereo) · · Score: 1

      No, I dont see the difference. Using the revmote isnt even a requirement for the Revolution.

      --
      ---space.is.the.place---
    3. Re:Something is wrong here. by nuzak · · Score: 1

      I'm simply conveying what I think his perception was. Goodness knows he's not terribly articulate in english.

      And what do you actually know about the Rev?

      --
      Done with slashdot, done with nerds, getting a life.
    4. Re:Something is wrong here. by kyle+(in+stereo) · · Score: 1

      Other than the fact that I think its interesting? Nothing, really, except for whats been released.

      --
      ---space.is.the.place---
  32. Only on slashdot by TJ_Phazerhacki · · Score: 0, Troll
    Do you get such a broad spectrum of nintendo fanboys. Let's face it - the guy DOES have a point. Any game that is heavily reliant on the controller to make a majority of the mechanics function is doomed from the start - you're going to add 20-30$ to the cost of the game for the attachment alone.

    Standardized interfaces exist because it allows developers to map the controls they want to a widely accepted standard. I can't tell you how much it irritates me switching between games and having to learn a completely different control system. Games should allow custom controller maps, not require custom controllers.

    I'm excited to see them prove me wrong, as I'm sure they will with one or 2 outstanding titles (preferably with something other than Zelda, Metroid, or Mario in the title, plzkthx) but the words "Glorified light gun" keep springing to mind....

    --
    Physics is nothing like religion. If it was, we'd have an easier time trying to raise money!
    1. Re:Only on slashdot by The_Real_Quaid · · Score: 1

      "you're going to add 20-30$ to the cost of the game for the attachment alone."

      Huh? What part of "included in the box" are you not understanding?


      "Standardized interfaces exist because it allows developers to map the controls they want to a widely accepted standard."

      Standardized interfaces exist because 99.9% of hardware and software developers are afraid to innovate. Why aren't you using the same controller that you were using in 1985? Because somebody powerful and brave enough came along and changed the standard. And they changed it again in 1991, and again in 1995. Guess who did that?

    2. Re:Only on slashdot by hkmwbz · · Score: 2, Funny
      "Any game that is heavily reliant on the controller to make a majority of the mechanics function is doomed from the start"
      I agree. That is why I love FMV style games where the game plays itself! No pesky controller to make a majority of the mechanics function!

      Who needs a controller to play games? FMV, dude!

      --
      Clever signature text goes here.
    3. Re:Only on slashdot by dorbabil · · Score: 2, Informative

      Glorified light gun? Does 5 very natural axises of control mean anything to you? A light gun, at best, has 2 axises of control. If you've got the dexterity to manipulate two analog sticks independently of one another, then you get a maximum of 4 with traditional controllers. Hardcore gamers may have that kind of dexterity, but have you ever seen an average person try to pick up Katamari or any number of FPS games for any of the current gen systems? It's almost painful to watch. And even if you DO have that kind of dexterity, the 5 axises of motion can still add a LOT to games. I mean, imagine what the guys who made games like Ikaruga could do with that kind of freedom. I could list a number of ideas of my own, and I'm just a regular joe-shmo gamer.

    4. Re:Only on slashdot by Anonymous Coward · · Score: 0

      Yeah, like I heard some guy made a game where you use the twin analog sticks on the DualShock to roll some ball around...and he was never heard from again!

    5. Re:Only on slashdot by njen · · Score: 1

      Any game that is heavily reliant on the controller to make a majority of the mechanics function is doomed from the start

      errr, you do realise that Takahashi's own game, Katamari relies on a controller with dual joysticks, hmm? So are you saying Katamari is doomed from the start?

    6. Re:Only on slashdot by mrsbrisby · · Score: 1

      Any game that is heavily reliant on the controller to make a majority of the mechanics function is doomed from the start

      You mean like the NES (origin of the D-Pad)? Or maybe you meant the DS (touching outsells Playstation and PSP)?

      Standardized interfaces exist because it allows developers to map the controls they want to a widely accepted standard.

      Except Nintendo invented those standards. Each one introduced new games that were more fun than what was out there. Having a dozen first person shooters to pick from doesn't mean you have a dozen fun games, and I think Nintendo knows this.

      I think every gamer should give Nintendo the benefit of the doubt on this one- unless you bought a ROB or Virtual Boy :)

      Games should allow custom controller maps, not require custom controllers.

      I think the Jaguar, with it's overlay cards pretty much prove you wrong.

      you're going to add 20-30$ to the cost of the game for the attachment alone.

      I think that's exactly why Nintendo opted for spending less on the rest. People can make excellent games when they're not vying for the most polygons and highest levels of technical accuracy. Nintendo is doing the smart thing- companies that develop on the Revolution will have to compete on fun-ness instead of pixels. They're going to want to because they're suddenly going to have all these "great ideas" on new gimmicky input devices that they can manufacture cheaply.

      the words "Glorified light gun" keep springing to mind....

      Actually, I just bought a bargin-bin eyetoy thinking the same thing. You know what? At least half the games on the disc are fun. I mean, really fun. I mean, I'd like more games but the eyetoy is too uncommon and too glorified-light-gun looking for anyone to develop for.

      I think this lends even better to the idea that by making the glorified light gun standard, we might actually see it get used. And if it gets used, it's probably going to be fun.

      And isn't that what really matters?

    7. Re:Only on slashdot by dangitman · · Score: 1
      Standardized interfaces exist because it allows developers to map the controls they want to a widely accepted standard. I can't tell you how much it irritates me switching between games and having to learn a completely different control system.

      It irritates me just as much when I cannot use my specialized controllers with certain games, and they insist on some "standard" layout that I don't like. I very rarely use the standard configuration for any game.

      --
      ... and then they built the supercollider.
    8. Re:Only on slashdot by buffer-overflowed · · Score: 1

      Revolution Revmote Axis of Control:
      Revmote -
      Pitch/Yaw
      Spin
      Forward/Back
      Roll
      Left/Right
      Up/Down

      D-Pad -
      Left/Right
      Up/Down

      A Button
      B Trigger

      Nunchuck -
      Left/Right
      Up/Down

      Dual Triggers

      So, 10, plus 4 buttons.
      Or 8, plus 8 buttons(depending upon how the d-pad is used)

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    9. Re:Only on slashdot by MrJack5304 · · Score: 1

      I will only reply to this:

      "Any game that is heavily reliant on the controller to make a majority of the mechanics function is doomed from the start - you're going to add 20-30$ to the cost of the game for the attachment alone."

      Donkey Konga and Donkey Konga 2 both sold for $50 with the bongo controller. This price is still $10 less than a standard XBOX360 game. I don't know if you have ever seen the controller, but it is built pretty sturdy. So I highly doubt that we will be looking at a price bump because of controller attachments. I think Nintendo released Donkey Konga to feel out the market, and I also think it has shown them that even with including the bongos they can still turn a profit.

  33. Two Things To Think About by AudioEfex · · Score: 0, Troll

    #1. The controller everyone is talking about is the base unit. Not every game will be played with the remote control style. There will be shells that fit around it that haven't even been thought of yet - Nintendo certainly doesn't have all their eggs in that basket.

    #2. Just who the hell is this guy anyway, and why do I care what he's excited about? Never heard of his game, so I looked at some screenies - looks like dererative shit to me. It's cool though that the hype around Revo is so good that every time some dumb-shit designer burps the name Nintendo.

    AE

    1. Re:Two Things To Think About by Anonymous Coward · · Score: 0

      You might want to actually play Katamari Damacy before you call it "dererative(sic) shit." The fun is in the gameplay, and definately not in the screenshots.

    2. Re:Two Things To Think About by Homestar+Breadmaker · · Score: 0, Flamebait

      You might want to play it before you pretend is fun. Its about as enjoyable as a colonoscopy.

  34. Re:I doubt it will ever materialize anyway by faloi · · Score: 1

    I'd think if they were going to ship a product that was horribly flawed they would notice it before they spent millions of dollars to bring it to market.

    Yeah, or if someone were to like ship a bunch of systems that got really hot and caused all sorts of problems and negative feedback. That'd be stupid!

    --
    "It is a miracle that curiosity survives formal education." -Albert Einstein
  35. I think people miss the point. by danpsmith · · Score: 1

    I've said this before, but dual-analog SUCKS. It is a horrid way to control a FPS and it has kept me from buying one of the current incarnations of consoles. If I wanted to play FPS I would just play them on the PC where it makes sense. They need a new control mechanism if they want to do FPS games on a console effectively. If you think about it, the controller design with the seperate analog stick might just be what is needed, a separation of concerns. Yes it will be able to detect position and everything, but just the fact that you have one hand controlling position and the other controlling other actions is a step closer to the native feel of mouselook.

    --
    Judges and senates have been bought for gold; Esteem and love were never to be sold.
    1. Re:I think people miss the point. by mlylecarlin · · Score: 1

      The native feel of mouselook? There's no such thing in 3d. This is closer to the native feel of looking with a Gyroscope in your hand.

    2. Re:I think people miss the point. by danpsmith · · Score: 1

      My point is, it doesn't take learning a new skill with your hands. Your mouse hand can point like it is used to, and your keyboard hand can control other movements. This is very intuitive and natural feeling. Using both thumbs on axis in strange direction coordinations is far from natural feeling, even for someone who has been playing other types of games for years, and it is something that really does need correcting IMO.

      --
      Judges and senates have been bought for gold; Esteem and love were never to be sold.
  36. katamari by Anonymous Coward · · Score: 0

    I don't know what katamari is, but it looks friggin weird.

  37. Ironic Title? by s21825 · · Score: 1, Funny

    What I find ironic is the title of this article! "Katamari Creator Critical of Revolution" ... I thought the whole Katamari game was based on rolling a ball around ... the more revolutions the better!

  38. The Revolution faces a challenge by DrXym · · Score: 1

    The controller is so weird that combined with the lower specs in the machine, games makers are going to have a hell of a job to port their games over to the platform. Nintendo may find themselves one of only a handful of makers who even bother.

    1. Re:The Revolution faces a challenge by shoptroll · · Score: 1

      Like games haven't been made on anything less powerful than a PSOne right?

      Oh and lifting from Wikipedia:

      "Companies developing or intending to publish games for the Revolution include Activision, AQ Interactive, Artdink, Atlus, Blitz Games, Clover Studio, Crossbeam Studios Entertainment, Electronic Arts, Grasshopper Manufacture, Koei, Kojima Productions, Konami, Kuju Entertainment, Midway Games, Namco Bandai, Natsume, N-Space, Inc., Sega, Square Enix, Ubisoft, Tecmo, Pandemic Studios and THQ."

      If most of the heavy hitters in the industry is that "handful" I see no problems here.

      --
      Insert Sig Here
    2. Re:The Revolution faces a challenge by DrXym · · Score: 1
      The point is that the PS3 & XBox 360 are fairly comparable. Similar controllers, same screen resolutions, ability to dump out large numbers of polygons. Porting a game from a PS3 to an XBox 360 or vice versa will be a relatively straightforward affair. You can programme to the lowest common denominator (of the two) and your game would still look good on the other. There may be differences and things unique to each system that you want to exploit but on the whole, they're similar enough that there is no great shakes moving from one to the other.

      The same is mostly true for the current generation. The Gamecube, PS2 & XBox have roughly comparable performance to allow porting. There are differences (e.g. PS2 ports sometimes need a squeeze to fit), but the similarities probably allow you to share a substantial amount of the code and graphics.

      Not so for the Revolution. It's so dissimilar with the PS3 and XBox 360 that any game maker will be forced to compromise in all kinds of ways to get their game to fit - graphical detail, the game engine, the controller system will all be massive headaches for developers. Even 3D models and textures may have to be redone. Just read the developer's diaries that go with PS2 to PSP ports and read their problems and you'll the problems in store for the Revolution.

      That is the challenge.

    3. Re:The Revolution faces a challenge by shoptroll · · Score: 1

      Isn't that part of the point? Nintendo has reiterated that they are going in a different direction, and screw the cross-platform games.

      If Nintendo is planning on offering a new experience, then having cross-platform games that are standardized across the board does not fit in their grand scheme. What's the point of having this new-fangled controller thingy if all people are going to do is shovel ports from the other two systems onto it?

      The system will reward the developers that are willing to take some time and try something new, not just try to square-peg-in-a-round hole their current offerings.

      --
      Insert Sig Here
    4. Re:The Revolution faces a challenge by knn03 · · Score: 1

      It's true that it will be difficult with the low specs (though, we don't know the official specs yet). As for controls, the Revolution will have peripheral addons to the remote controller, as well as the Gamecube controller ports.

  39. Nintendo's got it backwards by lowe0 · · Score: 2, Insightful

    In all of your examples, however, the gameplay dictated the design of the controller. Revolution appears to be the other way around.

    1. Re:Nintendo's got it backwards by joshsisk · · Score: 1

      ...except that the revolution controller is modular. It can be a standard controller, the remote, or that FPS two-handed thing. And that's just the ones they have talked about so far.

    2. Re:Nintendo's got it backwards by Anonymous Coward · · Score: 0

      Now... I attended a series of talks given by one of the members of the design team for Guitar Hero, while at my university. One thing he brought up a lot was immersion and innovations. Although he didn't state it a nessesity, which it is not by all means, it's still a great idea to change things up a little.

      Now when you talk about designing a controller based on the gameplay of a game, such as DDR and Guitar Hero did, that's slightly different. The design of the new Nintendo controller is not just a rearrangement of triggers and buttons. It has required sensors and very different mechanisms. I'd say more complicated than the eyetoy.

      This isn't as simple to throw in a package like "DDR and Pad kit" or the Guitar Hero box that came with a guitar. This controller runs with the system, rather than a simple plug/play set.

      So it's expecting/hoping that designers will experiment with it, enough to use it's potential. It's demos showed it has potential, people just need to harness it, and as the DS has shown, people will eventually.

    3. Re:Nintendo's got it backwards by Plaid+Phantom · · Score: 1

      the gameplay dictated the design of the controller.Revolution appears to be the other way around.

      And all console controllers in the past decade...?

      That's the entire point of the modular control Nintendo is touting. Instead of having to map a great game into an old gamepad that is entirely inappropriate to the gameplay, a developer can go, "Hey, here's a great game. Now what kind of control would work best with it?"

      --
      All comments are properties and trademarks of the voices in my head. Not like I'm gonna claim them.
    4. Re:Nintendo's got it backwards by justchris · · Score: 1
      Actually, on that point I'm pretty sure you're wrong. Nintendo has always created controllers as a result of their game ideas. Usually as a result of Miyamoto's ideas.

      In the NES era, they switched to the digital pad because of Super Mario Bros.

      For the SNES they added shoulder buttons for Super Mario World.

      For the N64 they went to an analog joystick for Mario 64.

      For GC they added the digital click feature for Rogue Squadron 2.

      These games aren't the only influences for each of the controller designs, but when Nintendo designs a controller, they alway start with a game, and work out which will control it best from there. They make tweaks and changes after that to improve control for other games in other genres. That's why they have had a noticeably different controller with every console they have released.

      --
      just some guy
    5. Re:Nintendo's got it backwards by lowe0 · · Score: 1

      "And all console controllers in the past decade...?" ... are just evolutions of the tried-and-true joystick/button combo that's been in arcades forever.

      I'm all in favor of a new controller - I don't think that dual-analog is the end-all-be-all of controllers. I'm just not yet convinced that the Rev's controller is the union of what makes a good controller for several genres - it seems like there's a few "it would be really cool if..." ideas that don't necessarily translate to good control for a broad range of games. I'm willing to be pleasantly surprised in a few weeks, however.

  40. Re:I doubt it will ever materialize anyway by porcupine8 · · Score: 3, Interesting
    What happens if this thing comes out and it has massive lag, or a problem with the box "losing" the controller, or any number of other technical glitches (Power Glove anyone?).

    Wow, what kind of morons do you think are running Nintendo? This company has been around for over a century, and is the only company currently managing to make an actual profit on video game consoles. You actually believe that they would risk the entire existence of their company by putting out a new console (in a very competitive marketplace) with a main controller that faulty? I mean, if they would, they don't deserve to keep existing anyhow, because that would be such a colossally stupid move. They're not Sony or Microsoft, they don't have a bazillion other products that can keep them afloat if their console bombs. They've got consoles and handhelds, and that's their business.

    Yes, it could still be a flop just because of the whims of consumers. But I seriously, seriously doubt it will be because of actual flaws in the technical aspects. They'd push back the date or cancel the controller entirely rather than risk that. The fact that they've gotten this far strongly suggests that it won't be a problem.

    --
    Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
  41. emulation by Anonymous Coward · · Score: 0

    imo, I think that nintendo's two latest creations have been to deter emulation. I mean, provided a revolution emulator is created, it won't be easy to control the games without the revolution controller.

    Also, look at the DS. I am not sure if any DS emulators exist, but if they do, I can't imagine it's very easy to play with that extra touchscreen section.

    -freeze

  42. that's a great line by silvermorph · · Score: 1

    "I don't think a controller should have that much influence on the enjoyment of games." This man clearly never played his own game for more than 5 minutes. Either that or his thumb is just one giant callous.

  43. Hypocrite by majortom1981 · · Score: 1

    So the cretaor is saying control doesn't matter? So that his games dont need the buttons and only the analog stick doesnt matter at all then ? he is a big hypocrite

  44. Release Mother 3 in the States!!! by Anonymous Coward · · Score: 0

    Nintendo's not seeing another penny from me until they localize and bring an official Mother 3 here to the States. "Not profitable" my ass. Maybe that was true 10 years ago but EarthBound's following has GROWN over the last decade! I'm not buying another Nintendo product, be it the Revolution or DS or anything else they put out, until Mother 3 reaches the states!! Westerners shouldn't have to rely on fan translations just to enjoy Mr. Itoi's brand of fun and humor.

  45. The pwoer glove was not made by Nintendo by majortom1981 · · Score: 1

    Get it through your minds. The powerglove was Not a nintendo product.

  46. Agenda? by gildo4realdo · · Score: 1

    How come there seems to be an anti-Nintendo agenda of late. This is like the 3-4 story like this totally bashing the Revolution. I understand news is news, but how come there were no stories totally bashing the 360 before it came out. There were some articles about questionable sentiment toward the system but nothing outlandish like the articles about the Revolution. I want to know everyone's thoughts about the existence of an "agenda" here on slashdot. Frankly, it's pissing me off cause I love gaming and only someone who would apparently know nothing about gaming would say "I don't think a controller should have that much influence on the enjoyment of games". That's about the dumbest statement I've ever heard and we all know why. This article is a waste of my wasted time at work reading the news. The controller is only the single way that a person inputs their abilities into a console. (Sarcastic Response) Yeah, there's no way that's important. What's way more important is if it's wireless or not cause everyone knows that 95% of the enjoyment of a game comes from maneauverability around the room while your playing the game.

    1. Re:Agenda? by Anonymous Coward · · Score: 0

      You want to know what the agenda is? They post the stories that spark the most heated conversations in comments. Every story is a troll. You're the little fishie. Hits...hits...HITS!

      If there was a nintendo story the other day that prompted 10000 comments, then you can bet there's another one right around the corner because those same people who participated in the first 10000 comment debacle are ready go again. No new story? Not to worry...just post a dupe. Slashdot is just a big messageboard with an incredibly exclusive list of users that are allowed to post on the main board by stealing the ideas of the submitters.

    2. Re:Agenda? by Anonymous Coward · · Score: 0

      > This article is a waste of my wasted time at work reading the news Fair dues. This is the single greatest sentence I have ever read on Slashdot.

  47. Limitation, or dongle? by tepples · · Score: 1

    Um, you can't play guitar hero with a gamepad

    Fundamental limitation of the game, or artificial limitation of the software (like dongle-based PC copy protection)? To use a standard controller for a game like Guitar Freaks, which can be considered a predecessor to Guitar Hero, one would have to place one hand on the buttons and the other on the Control Pick. Is that so hard?

    and DDR via a gamepad defies the point of the game.

    Tell that to people who play 15-foot songs in StepMania on their arrow keys.

    The DS's touchscreen has created new gameplay, both in the available games, the interfaces and the interaction.

    Touch screen gaming as seen on the Nintendo DS is nothing that could not have been done on a PDA running Palm OS or Windows Mobile. Likewise, the early Revolution games will be ports of PC titles that use the mouse for control.

  48. Alternative Controller by raquor · · Score: 1

    I'm just curious...Am I the only one that sees a 3rd party manufacturer if not Nintendo themselves releasing a wireless standard controller? Or perhaps even simply using the gamecube controller ports? You people do realize that the gamecube controller is a potential option for controlling the games yes? Hence the only real restriction is that Nintendo isn't blowing their load on a hugely technical machine that only avid gamers will be willing to pay for.

    Give Nintendo a bit of credit and think about the whole system and what Nintendo is trying to achieve before knocking them. They are competing for the players money not for a monopoly of the players time. I'm pumped about the Rev and just might pick up a 360 as well simply because the online experience looks to be so streamlined. Meanwhile Sony looks to be pumping out the same dull crap for a third time. I'm tired of seeing a new Madden, NHL, and MLB every year. Give me something new and exciting instead of more FPS.

    Maybe I am alone in this?

    1. Re:Alternative Controller by chlo310 · · Score: 1

      I'm just curious...Am I the only one that sees a 3rd party manufacturer if not Nintendo themselves releasing a wireless standard controller?

      The revolution standard controller is wireless, let's just hope it's not as heavy as the GC wavebird...

  49. Well I think this kind of declarations are normal by Anonymous Coward · · Score: 0

    It's normal since he cancelled Katamary for the nintendo DS and released it only for PSP
    Sony has bucks to buy some opinions...

  50. I agree with him by Anonymous Coward · · Score: 0

    I agree with him, Nintendo do keep banging on about the controller like it's the most important thing they've ever done. I just see it as the illegitimate lovechild of the superscope and the mariopaint mouse.
    They also keep talking about the ability to play their back catalogue on the revolution. Yes, fantastic, it just sounds like a cynical attempt of trying to grab a hold of the liscences and rights of old ROMs to try to cripple the emulation scene - which won't happen, thankfully. Neither feature is revolutionary, so I'm hoping their keeping something special up their sleeves.

    Don't get me wrong, though, I do like Nintendo.

    Instead of dumping their back catalogue on the Revolution, why don't they do so for the DS? To be able to download roms from the DS' wireless connection for a reasonable price of £1 each would be great. To do so on the Revolution, well, you may as well build a PC that connects to the TV for the same price and download the roms illegally

  51. Lets apply his analogy some more! by extra+the+woos · · Score: 1

    "well, I'm not impressed with the keyboard. Why should the way I enter data into the computer depend so much upon learning to type?"

    "I'm not that impressed with the remote control. Why should my ability to change the channel be so dependant upon this thingy i can hold in my hand?"

    "I'm not impressed with google, why should my ability to find porn on the internet be..." oh nevermind

    --
    replacing it with NEW Folger's Crystals! (lets see if they notice the difference)
  52. Revolution and NES controllers compared by tepples · · Score: 1

    The thing that worries me about this is that there was a similar controller available for the original NES.

    Exactly. In addition to the tilt sensor and the A and B buttons used in the remote position, the Revolution controller has the same +Control Pad, a Button, b Button, Select Button, and Start Button as the NES.

  53. WUSSS!! by Jeremy.DeGroot · · Score: 1

    Don't mess with us? Is this guy that scared of change, that he responds to a new controller paradigm with the same response ghetto white kids use with people who insult their freestyling? If he doesn't like the motion-sensors, he can tell people that play his game to turn the controller sideways and use the cross or attach the nuncuck peripheral. This guy's just spewing FUD.

  54. Katamari by mlylecarlin · · Score: 1

    Katamari was a fantastic, unusually creative game, but it did suffer a bit in the controls. I liked the idea, liked what they were attempting to do, but much like Ape Escape 2, the dual analog system was just sort of clunky and weird.

    So, with all due respect to one of my favorite video game designers, I don't think he's really the right person to speak about controllers. I think the revolution sticks may even be a bigger and better change than analog sticks.

  55. Wow a sony dev has no interest in Nintendo? SHOCK by grapeape · · Score: 5, Insightful

    Keita Takahashi has never developed anything outside of PS2 and PSP titles so why is this a surprise? Whats next, an interview where Bungie declares it lack of desire to port halo to the ps3?

    As for the controller, I believe Nintendo's goal isnt to focus on the controller but to make the controller something you dont have to think about. I really think they have the right idea and if its done well, it will revolutionize the game industry. Imagine an interface that has virtually no learning curve. People that have never gamed before will be attracted to it after learning its as easy as using a remote control. As a bonus, educators and parents groups will praise it because it not only encourages but requires physical activity. I really think the hardcore gaming community is really underestimating what Nintendo is bringing to the table.

  56. Katamari uses 2 axes by tepples · · Score: 1

    have you ever seen an average person try to pick up Katamari or any number of FPS games for any of the current gen systems? It's almost painful to watch.

    For Katamari on PS2, you only need two axes: left forward/backward and right forward/backward. It's in fact easier than Battlezone because you don't have the additional axis of having to shoot.

  57. Lot check by tepples · · Score: 2, Informative

    There already is one. It's called the Gamecube controller, and you'll be able to use it with the Revolution.

    Unless Nintendo's lot check guidelines require that only GameCube compatible games may use the GameCube controller. This is not without precedent: the GBA hardware accepts a GBC 2-player link cable just fine between two GBAs, but licensees are urged to make their games compatible only with the GBA-GBA multiplayer cable, which is actually slower (half duplex, slower baud rate) than the GBC cable.

  58. *cough* by Anonymous Coward · · Score: 0

    RTFA

  59. Playgrounds or Video Games? by Hootenanny · · Score: 2, Funny

    This is an interesting comment coming from the person who, according to TFA, is "arguably more interested in designing children's playgrounds than video games."

  60. Re:I doubt it will ever materialize anyway by pembo13 · · Score: 1

    Virtual boy was their flagship product?

    --
    "Thanks for all the money you paid to us. We've used it to buy off ISO among other things" -Microsoft
  61. Zapper and Super Scope by tepples · · Score: 1

    the light gun had only one function- read in light patterns from the screen. It did nothing else

    The NES light gun could detect both light/dark of the target area. By correlating the raster timing with the light/dark reading, games using the light gun could detect the Y (up/down) coordinate of the target. On top of that, the Super NES light gun added a more accurate timer that could detect the X position, giving pixel-perfect aiming albeit in a too-large package.

  62. What is "flagship"? by tepples · · Score: 1

    Virtual boy was their flagship product?

    Virtual Boy was released after the Super NES and before the N64, and it was significantly more powerful both CPU-wise and graphically than the Super NES (albeit with only one color component).

  63. Do you remember by GWBasic · · Score: 4, Interesting

    Do you remember when you played video games as a kid? When you'd twist the controller to the right and left? The revolution will actually respond to these movements.

    1. Re:Do you remember by knn03 · · Score: 1

      omg don't encourage those people.

    2. Re:Do you remember by miro+f · · Score: 1

      I still do that =(

      --
      being vague is almost as cool as doing that other thing...
    3. Re:Do you remember by dangitman · · Score: 1

      Well, in my formative gaming days, it was very difficult to "twist" the controller or tilt it - because they were joysticks, steering wheels, paddles or trackballs built into extremely sturdy arcade cabinets. But I would sway my body backwards and forwards when trying to change direction quickly!

      --
      ... and then they built the supercollider.
    4. Re:Do you remember by Tadrith · · Score: 1

      Don't feel bad, man, so do I.

      I've been playing games for 20 years now and I can't break the habit. You should see what happens when I have to sneak around the corner in an FPS... I have a tendency to crane my head so I can "get a better view".

      But I don't let it get me down. =)

    5. Re:Do you remember by be-fan · · Score: 1

      No, I wasn't autistic as a child...

      --
      A deep unwavering belief is a sure sign you're missing something...
    6. Re:Do you remember by Anonymous Coward · · Score: 0

      So when did your autism set in, then?

  64. Understandable? by suv4x4 · · Score: 1

    Katamari Damacy concentrates on gameplay, where Revolution makes it seem if you don't use the capabilities of the new joystick your game will suck. It's understandable that he can become a bit frustrated having to rethink the control use and build a gameplay around it, he might also give couple of bitter intervews but with time he'll get over it...

    And by the way, without the add-on the Revolution controller has one joystick and Katamari requires two, one more reason for his grievance.

    1. Re:Understandable? by knn03 · · Score: 1

      "...Revolution makes it seem if you don't use the capabilities of the new joystick your game will suck." That's why there are many peripheral add-ons and Gamecube controller ports. And the joystick ain't the "revolutionary" feature of the controller. This is similar to the DS. Many great DS games don't use the touchscreen. The Revolution's controller isn't a limitation, it only opens up new possibilities.

  65. Re:I doubt it will ever materialize anyway by duerra · · Score: 1
    Apparently you're assuming Nintendo learned nothing from the Power Glove

    The Power Glove was *NOT* a Nintendo product.

    This really can't be stated enough, and it is entirely relevent to this discussion, should any moderators notice.
  66. Re:Wow a sony dev has no interest in Nintendo? SHO by Is0m0rph · · Score: 1

    My thoughts exactly. A guy who has only released software for the PS2 doesn't have anything good to say about the competition's new box? Man that's a suprise.

  67. Re:I doubt it will ever materialize anyway by elrous0 · · Score: 1
    Virtual Boy!

    God, even REMEMBERING that POS gives me a headache.

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  68. Re:I doubt it will ever materialize anyway by elrous0 · · Score: 2, Informative
    Wow, what kind of morons do you think are running Nintendo?

    The kind that would release the Virtual Boy.

    The kind that would lose a virtual monopoly on the console industry.

    Should I go on?

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  69. Re:I doubt it will ever materialize anyway by The_Real_Quaid · · Score: 1

    Wow, what kind of morons do you think are running Nintendo? The kind that would release the Virtual Boy.

    The people people responsible for Virtual Boy are no longer running the company, so your comment is baseless.

  70. Re:I doubt it will ever materialize anyway by Babbster · · Score: 1

    Flagship or not, the Virtual Boy was released to a big ad campaign and was greatly anticipated...and "horribly flawed" would be something of an understatement. :)

  71. Re:I doubt it will ever materialize anyway by smbarbour · · Score: 0

    Exactly. The Power Glove was made by a big-name toy manufacturer (Mattel) who's two main product lines are molded plastic dolls (Barbie) and die-cast miniature cars (Hot Wheels). I thought it worked fairly well, all things considered. There were some things that you could do with one that you could not replicate on a regular controller. I remember playing Milon's Secret Castle with the "Glove" and having the character moonwalk (i.e. walk backwards).

  72. Re:I doubt it will ever materialize anyway by Anonymous Coward · · Score: 0

    That, and he only had 2 comments in over a century of history, with profits every quarter.

    Please, do go on. I wouldn't want to call you out on your silly little attempt to be witty though.

  73. Finally, someone in the industry gets it by Dachannien · · Score: 1

    It's good to see someone in the industry figuring out the most frustrating part of video games. After all, those of us with poor hand-eye coordination have been blaming the controller for decades.

  74. Re:Well I think this kind of declarations are norm by Twiceblessedman · · Score: 1

    wish I had some mod points to give you some karma since most people don't know that and his games require dual sticks to be any sorta fun ;p

  75. nintendo w00t w00t by goarilla · · Score: 1

    it looks odd, it plays odd probably 2

    but if someone is able to do it righ... nintendo is the right company for the job, no doubt about that

  76. What happens when by j.a.mcguire · · Score: 1

    What happens when microsoft brings out a similar controller for the Xbox 360...uh oh, Revolution de-evolved.

    1. Re:What happens when by knn03 · · Score: 1

      Nintendo patented the hell out of their controller.

    2. Re:What happens when by smash · · Score: 1
      You think that will stop microsoft, right?

      smash.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    3. Re:What happens when by richman555 · · Score: 1

      Don't forget that this controller is the default primary control scheme for this console. Most all games will utilize it whereas the PS3 and Xbox 360 will mostly use their regular old controllers. I think they will release controllers on a game to game basis, which is expensive if you ask me. They will certainly have guitars, fishing rods, light guns, which will be made to play with specific titles.

  77. Or Virtual Reality by Anonymous Coward · · Score: 0

    Try replacing the word "controller" with "Virtual Boy".

    1. Re:Or Virtual Reality by IndigoParadox · · Score: 1

      Try replacing "Virtual Boy" with "DS."

      The Virtual Boy was a health hazard, and I think they've learned their lesson there.

  78. Too many controllers required.. by Anonymous Coward · · Score: 0

    The only problem I see with this new type of controller design is that we will be forced to buy 4 of them, maybe even five (If we include our heads) to be able to play fighting games; this doesn't make financial sense. Not only that, our significant others will die of laughter; this controller is dangerous.

  79. Yes. by Belial6 · · Score: 2, Insightful

    Those of you that are old enough, think back to the days of the 2600. Some of the best most memorable games used the paddle. To date, Kaboom! has not had a decent remake. It simply cannot be done with anything other than a paddle. As much as I love Playstation controller for a gamepad, it had definitly limited game play. That is also why FPS suck on the consoles and are good on the PC. FPS need the mouse/keyboard interface.

    1. Re:Yes. by Tragek · · Score: 1

      Though, the DS gets it almost perfect. My only real gripes about Metroid:Hunters relates not to the controls, but to other things, like gameplay.

    2. Re:Yes. by Anonymous Coward · · Score: 0

      Heck, even a direct port of Kaboom! suffers because of the lack of a paddle.

      Several of Activision's Atari 2600 games were released in a compilation pack for the GBA. Kaboom! was one of them. Although several of the games were pretty cool to have on the go, Kaboom! is a mess because of a D-Pad, versus the paddle.

  80. i see the problem by Anonymous Coward · · Score: 0

    he's just mad because the controller isn't made of glue so crap will stick to it.

  81. He's scared of it! by whyner79 · · Score: 1

    Criticism is one thing, but outright dismissal? To me such a reactionary stance on a potentially huge industry development indicates feelings of inadequacy on Takahashi's part, and perhaps a lack of imagination as well.

    I think I would put my trust in Shigeru Miyamoto and his team over this guy. Miyamoto's track record's just a bit more prestigious...

  82. Re:I doubt it will ever materialize anyway by grumbel · · Score: 1

    ### Do you really Nintendo would not bother to beta test their flagship product?

    GBA, the one without ligth and an extremly dark screen
    Virtual Boy
    that Z-Button on the Gamecube controller

    Sure, Nintendo does beta test their stuff, but not-so-release-ready products have already been released by that company and it migth happen again. It migth not be likly that the controller sucks, but that it holds up to all expectations of the players isn't a sure thing either.

  83. Takahashi needs to learn from the DS by mouse_clicker · · Score: 2, Insightful

    Takahashi is making the same mistake a lot of developers made before the DS came out: he's assuming that because this new control mechanism is offered, you *must* use it to make a good game. That's not it at all, the Revolution controller simply opens up a brand new area of control never before offered in such a way- the focus on it is marketing.

    The same thing happened to the DS- developers assumed that because there were 2 screens and a touch screen and a microphone, you had to use all of that in your game. A few developers pre-emptively knocked the DS for this very reason. But look at the best DS games, like Castlevania, Mario Kart, or Nintendogs: they're all more or less the same kind of games we're used to but they use the features the DS offers in exciting ways to enrich the gameplay and immerse us in it. The Revolution operates on the same principle- don't build your game AROUND the features but rather use the features to enhance an already-good game design.

    So in that sense I agree with Takahashi, that the quality of a game design is not inherently linked to a controller. However, I think the best game designs are the ones that use the unique tools available to them. Dawn of Sorrow would've been just like the trifecta of Castlevanias on the GBA had it not included the new spell system you drew onto the touch screen yourself. In this way, a good game design was enhanced with the DS's tools to make it unique, which I think very much helped Dawn of Sorrow become the best game in the series, save Symphony of the Night only.

    The Revolution is all about ENHANCING gameplay, not CREATING gameplay.

    -Moses

  84. Controller or graphics, its the games that matter by Jagasian · · Score: 1

    Why do gaming elitists deride cutting edge graphics as sucking the life out of the game industry, but then claim that cutting edge controller design is somehow going to save the game industry. Both graphics and controller are a means for communicating between the gamer and the game. Improvements in either controller or graphics will allow for the creation of better games, more innovative games, etc. However, in the end, the game is all that is important. A crappy game on a console capable of breath taking graphics is still a crappy game, and a crappy game on a system with an extremely innovative controller is still a crappy game.

    I can't be the only person to have noticed the hypocrisy, but then again, the fanboyism around here seems to cause people to lose the ability to think rationally. Nintendo fanboys often say something along the lines of the following:

    "The PS3 and 360 are crap because they emphasize cutting edge graphics, but the Revolution will be great because it emphasizes cutting edge controllers".

    Lets start calling them out on their hypocrisy.

  85. Controllers are the weakest link by dangitman · · Score: 1
    Firstly, has he even tried the controller, or is he just talking smack about the concept? Sounds like he hasn't, otherwise he would mention the limitations it has for gameplay.

    I have always been frustrated with controllers, and it always seems to be a neglected area in gaming. As a simulation fan, I have spent a lot of money of quality joysticks and rudder pedals for flight simulators. Yet I am still tied to the keyboard for many controls - unless I went and built a whole cockpit with switches, levers and dials. It just feels wrong trying to create an immersive experience, but then to have it feel like you are operating a computer.

    I think it would be great if interfaces and controllers were the next fronteir of game development.

    --
    ... and then they built the supercollider.
    1. Re:Controllers are the weakest link by mark_hill97 · · Score: 1

      I totally agree with you, games are reaching a point where the graphics are good enough for decent immersion, yet, the controls havent caught up at all. this may just be the next next gen sales point. Heck it might even prevent the gaming market from crashing again, games have been getting stale lately, a new control system will force devs to think differently.

  86. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  87. Tsk tsk tsk Mr. Takahashi by BruceTheBruce · · Score: 1

    I can kind of understand this remark coming from him considering that he did use dual analog sticks in an unconventional (although not entirely new) way to control the Katamari. But has he seriously never considered how the shape of ALMOST EVERY GAME WE PLAY today has been entirely, uh, controlled by the input options available to designers? When I consider it, the venerable old analog stick is just a metaphor for human locomotion. We are all creatures which, essentially, just move about in a 2-dimensional plane. Hence, our joysticks are 2-d input devices optimized for making our little avatar run around on an essentially flat plane of polygons. Trouble is, we humans do so much more than just moving around. We pick up and manipulate things with our hands, we swing our heads around, etc. Three dimensionally complex motions like this have always just boiled down to "press a button to perform an action". Yes, just picking things up will get boring, but my point is that maybe designers can now focus on actions at a finer level of detail than just "move here and press a button". My skill at a sword fighting game can now be based on my ability to move in a way that actually mimics real swordfighting, instead of the challenge of pressing a button at the correct time. I can now play a billiards game where I actually have to move like a person playing pool would. We can now shape challenges in ways that aren't limited to a direction and a binary input. Videogame players are comfortable with our conventions. Of course we can immerse ourselves in an experience that completely abstracts itself through joysticks and buttons, because we've grown up doing it, our minds are trained to do it. Nintendo sees the masses of people out there who can't understand this, those people who see the moving of sticks and the pressing of buttons as the central part of the experience, and who can't understand why the rest of us are so enamored of it. That's why Nintendo is pushing this, and why they'll have a 'backwards compatible' controller for the Revolution. As bullish as I am on the controller, I still want to see it in action, use one for myself, to see if the promise pays off. But still, at least Nintendo is trying to open new doors for designers to peer through.

  88. ahem.... by smash · · Score: 1
    I agree with the guy.

    Now before all the nintendo fanboys try to rip me a new one, bear with me...

    It's a controller. This is NOT an integral part of the console that could never be done without buying a Revolution, as nintendo are trying to make out.

    Do PC makers make a big deal out of the fact that you can buy an entire car simulator controller (proper pedals, wheel, seat, etc)?

    I believe I'm on the same wavelength as the guy, and my problem isn't really the idea of the controller per se`.... just that nintendo seem to be relying on using it as their entire marketing campaign, and are hyping the shit out of something that is a PERIPHERAL and not a core part of the console.

    There is NO technical reason that this controller could not exist on a PC, PS2, Xbox... or even a Gamecube, n64, etc.

    This is contrary to the story nintendo are trying to push - and this is what is pissing people off about it.

    IMHO....

    I mean I may well end up buying a Revolution, but it's not because of the controller, and in fact the controller/hype is one of the things pushing me AWAY from that choice at the moment...

    smash.

    --
    I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    1. Re:ahem.... by justchris · · Score: 1
      Do you have the Bongos for DK Jungle Beat, the microphone for Mario Party/Odama, the guitars for both Guitar Freaks & Guitar Hero, a steering wheel for racing games, the Steel Battalion controller, an arcade stick for fighting games AND a dance pad?

      I'm just wondering, since you seem to be putting the revolution controller in the place of a peripheral. Even knowing that peripherals sell fairly badly, no matter how popular the game. Because every game that is put out has to have a fallback to the standard controller in one way or another.

      However, the Revolution Controller will be the standard controller for the system. That means that every game will have to, no matter what peripheral options it offers, have to fall back to the Revolution controller. A controller which is inherently capable of things that simply aren't possible with any other controller on the market and can do anything they can do as well.

      You're right that there is no technical reason the controller can't exist for any other console or a pc. But for any of those consoles, it's a peripheral that may be used by one or two games, if you're lucky. For the Revolution, every game will use it in some fashion. So, if as Nintendo believes, the controller is inherently superior to existing controllers, you won't have to ditch your old controller and go out and buy a new one since no games will use the old controller any longer (or, more likely, the controller would be a spectacular add-on, regarded as the best thing to ever happen to videogaming, but there'd only be two games that used it, cause no other company could take the risk that you wouldn't buy the peripheral and therefore wouldn't buy the game cause you wouldn't be able to play it).

      --
      just some guy
    2. Re:ahem.... by smash · · Score: 1
      You mean, do i have a controller suited to the game I'm playing, rather than one that is sub-optimal for all of them?

      You betcha - i have a wheel, a negcon, an arcade stick, mouse, etc, etc...

      smash.

      --
      I run: Windows, OS X, Linux, FreeBSD. Just because you have a hammer, doesn't mean everything is a nail.
    3. Re:ahem.... by justchris · · Score: 1

      Yes, that's exactly what I was asking. Since you do, you pass.

      --
      just some guy
  89. What? by I+Like+Pudding · · Score: 1

    This is twice as odd when you consider that Katamari's control scheme would have been ass without the Dual Shock (the greatest controller known to man).

  90. healthier and safer, probably by pokopoko3k · · Score: 1
    Which is great, but I suspect that a few years down the line you will a Lancet study on a whole slew of Revolution related injuries - RSI, bruises and fractures etc. - caused by a system that requires someone to wave a controller around, possibly quite forcefully.

    The controller will require you to use larger muscles and more muscle groups rather than smaller muscles individually. So in theory it should be much better than current controllers for RSI. There is pretty much nothing that could be worse than what we have now for causing RSI.

    I can see one potential problem-- a given game could require lots of isolated wrist rotation. but unlike, say, using a screwdriver, it won't require the application of any force while doing the rotation. and if you're moving your whole arm while rotating, shouldn't be a big deal.

    Of course the controller isn't measuring force, so you don't have to do anything forcefully.

    And c'mon... if you are already preemptively worrying about it bumping into someone, or flying out of someone's hand and giving somebody else an owie... i'm sure your type can find a million other things to worry about until it's actually released.

    --
    there is only the door, the door, the door.
  91. Bungie isn't the best example by excalibur4life · · Score: 1

    Seeing as Bungie originally planned on releasing Halo for the Mac & PC. Halo was only announced for the Xbox after Bungie was acquired by Microsoft. They actually created the first real FPS for the mac. Check out the wikipedea article for more info. Your point was made, though.

  92. Lazy developers... by Cyno01 · · Score: 1

    Except that the Revolution ships with just a Rev controller, not a game cube one (and probably not a shell). Games have to be playable with a system out of the box, no third party acessories unless they include them, ala guitar hero of FFXI. If nintendo shipped with the old controller, or alowed developers to develop specifically for it, then nobody would utilize the new controller because its probably a lot more complicated. I think the shell will be their mostly for backwards compatability, to play GC games, and SNES-N64 games, you dont need anything else for NES/Famicom though, since if you turn the Rev controller sideways its exactly the same.

    --
    "Sic Semper Tyrannosaurus Rex."
  93. Re:Controller or graphics, its the games that matt by mouse_clicker · · Score: 1

    You have completely missed the point- Nintendo fanboys, as you're calling them, aren't attacking graphics as a whole, they're attacking the notion that higher-quality graphics make for a better game on their own.

    Beyond that, if they ARE implying a new controller makes for a better game, they're dead wrong. Rather, what myself and many others are excited about are the *possibilities* offered by the new controller. It has the potential to open up completely new avenues of game design, which may end up changing the industry.

    Therefor, your analogy of comparing graphics to controllers is flawed. Graphics are extremely important in communicating gameplay, but that has more to do with style and less to do with actual quality. A better comparison would be like saying the Revolution controller is akin to a completely new art style: not inherently good on its own, but when used correctly can create very new experiences. What you're talking about is like comparing the quality of graphics to the quality of the build of the controller- just as adding a few more polygons really doesn't offer a whole lot to the game, just like making the controller a bit sturdier really doesn't add a whole lot to the game..

    So what I'm saying is, graphics become integral to a game's quality based on *how* they're used, not to the level they're used. Similarly, the Revolution controller becomes integral to a game's quality based on *how* it's used, not to the level it's used (as in, employing as many crazy features as possible). The controller is not the game itself but can enable great things *in* the game. The Revolution is all about posibilities.

    -Moses

  94. Re:I doubt it will ever materialize anyway by porcupine8 · · Score: 1
    Virtual Boy was not intended as Nintendo's flagship gaming system. If they'd released the SNES with similar "capabilities" as its main selling point, or had tried to *replace* GameBoy with Virtual Boy, you'd have a point. But it was just a side product that didn't pan out - much like the Power Glove. There is a big difference between introducing one product that's a flop and betting your entire company on the flop.

    As for losing a virtual monopoly... They're still the only one turning a profit on their consoles, even if their marketshare has fallen. It hasn't exactly destroyed the company.

    --
    Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
  95. Thinking outside the box by Aokubidaikon · · Score: 0
    'Woah, this controller lets you do this!' and I'm thinking - are you messing with us?'

    That's probably what they said about the mouse when the first one was made...

  96. Futile circle. by paullyjunge · · Score: 1

    Katamari Damacy is the only console game I've played in a long while that I actually loved

    Sounds like you are a jaded gamer that could use something like the Nintendo Revolution.

    I think a symptom of that is companies like Nintendo are starting to ignore old audiences.

    I'm sorry, but didn't you just say you hadn't played a game you loved in a while until Katamari? Maybe Nintendo should branch out to new audiences and make new and different games!

    I just want a simple game I know how to play and can do so without large effort.

    If you want to play a game you know how to play, why not play one you already own? It can't get much simpler than that. Oh yeah, you are already jaded with those...

  97. Nintendo in the big picture by paullyjunge · · Score: 1

    See here's the thing. Nintendo doesn't want ports. They are setting themselves up as the second console. A person might own a PS3 or a 360, but most consumers will not spend the cash to have both. So what does Nintendo do? They sell an ultra-cheap console to sit alongside the more expensive console of choice. There's no point of having a game that is a port on a Revolution when more than likely the consumer will buy that game for their more expensive console. It's a brilliant strategy if you ask me.

    1. Re:Nintendo in the big picture by DrXym · · Score: 1
      Yeah, but ports are the only way you can hope to bulk up your games catalogue. Unless EA et al port their best selling titles to the Revolution, the lineup for that platform is going to look measly. At least the GC had the luxury of having roughly comparable performance to the PS2 & XBox to ease porting and lower costs of doing so. Now, the Revolution is miles behind the other next-gen platforms. You're not talking ports but complete rewrites.

      The other alternative is that the Revolution will get its ports in the other direction - from the GC, PS2, XBox lineup. That's a possibility but only so long as those markets get the new releases which is slowly going to change over time.

    2. Re:Nintendo in the big picture by paullyjunge · · Score: 1

      Unless EA et al port their best selling titles to the Revolution, the lineup for that platform is going to look measly.

      That's where the cheap dev kits and virtual console come in. Publishers will not be afraid of making Revo titles because it won't be such a huge investment. With the virtual console, Nintendo's library of games for the Revolution on launch day will be greater than the X360s at that same time(The Revo can play GC discs, BTW.). Lastly, which consoles get the ports? Well, usually the consoles that have sold the most, and if the Revo is in the low $200 range, it will more than likely sell more than the $500 behemoths of MS and Sony, we are living in the world of Wal*Mart aren't we?

      You're not talking ports but complete rewrites.

      The same will be true from going between PS3s cell and whatever the 360 has. Everything will have to be rewritten, all graphics will have to be redone, isn't the PS3 miles ahead of the 360 as well? I am just trying to make the point that cheap dev kits are going to make game development cheaper which will then allow many more games to be made for the Revolution.

    3. Re:Nintendo in the big picture by rohlfinator · · Score: 1
      "Yeah, but ports are the only way you can hope to bulk up your games catalogue."
      The Nintendo 64 had a library of around 250 titles in the US. The PlayStation (One) had a North American library of well over 1000, meaning that at least 750 of those titles were exclusive.

      Clearly the PlayStation was able to bulk up its library without ports, even though Sony was completely unproven as a console manufacturer. As long as a console is attractive to developers and is moderately successful in the retail market, it will recieve exclusive support from publishers. If Revolution development is as easy and affordable as Nintendo implies, the Revolution will likely be more appealing as a platform for exclusive content than its competition, simply because developers can afford to experiment with it.
    4. Re:Nintendo in the big picture by DrXym · · Score: 1
      The same will be true from going between PS3s cell and whatever the 360 has. Everything will have to be rewritten, all graphics will have to be redone, isn't the PS3 miles ahead of the 360 as well? I am just trying to make the point that cheap dev kits are going to make game development cheaper which will then allow many more games to be made for the Revolution.

      I don't think this will be the case. While it may be true if you hit the platform APIs directly, you can just bet your boots most studios don't do that. They'll go through an abstraction layer that ensures 90% of the code and probably most of the sound, textures, models are shared. Certainly each system is different in the details but broadly they are the same. It's akin to writing software that runs on OS X, XP and Linux. It looks daunting because all three operating systems are totally different but with the aid of wxWidgets or QT (or SDL if its a game), then it's not so bad. Abstraction implies some performance loss but like most software development, that you write the game first and then focus on optimising it.

      What matters is that if you look at the specs of the XBox 360 & PS3, they are fairly comparable. For example, both systems have 512Mb. Both systems support multi-core processors. Both systems support unfeasibly large numbers of polygons. Both systems have comparable controllers. Both systems support high resolution TVs. With an abstraction layer porting is straightforward.

      The Revolution is just too different. It supposedly has 88Mb which immediately means you have less than a fifth the memory to work with. It's single core, the processor speed is far slow, it doesn't support HD and its controller is totally different than the other systems. The controller is going to be a hellish problem for games makers. It's great if you're Nintendo producing a unique title just for your console that exploits the controller. It's not great if you're trying to port a game that needs more buttons. Some PSP games (e.g. GTA) employ very clunky button combos because of lack of buttons. Now imagine the situation being even worse for the Revolution. Games makers may have to list a conventional controller as a requirement to play the game which restricts sales.

      I speculated that the Revolution might end up on the same tier as existing PS2 / XBox / GC development. I suspect that's how many games companies will approach the platform. At the moment that seems fine, but the titles are just going to dry up in the next few years. It also means that the Revolution will suffer from lazy portitis where you get the same crappy PS2 / XBox experience on your new console.

  98. Re:I doubt it will ever materialize anyway by paullyjunge · · Score: 1

    There already is one. It's called the Gamecube controller, and you'll be able to use it with the Revolution.

    Actually, you won't. I think you are thinking of how a dev Revo controller was being used on a Gamecube dev kit before the Revolution dev kits were being sent out.

  99. Two different kinds of "original" by RealmRPGer · · Score: 1

    Takahashi thinks outlandish and outside-the-box, whereas Miyamoto thinks integration and connecting-the-dots. It's easy to see how their opinions would differ.

  100. PLEASSEEEEE HELP ME UNDERSTAND. by AgNO3 · · Score: 2, Informative

    Hasn't this Revolution controller been around for a while and made by macally and called the air stick? or the even older gyro mouse thing. I remember the gyro mouse when it came out in 1995. What does this Revolution controler do that Gyro mouse and the air stick don't?
    The air stick has been out for a good few years.

    http://macally.com/spec/usb/input_device/airstick. html

    --
    OMG Ponies!!! with Glitter!!!! I miss Pink :-(
  101. Re:Well I think this kind of declarations are norm by justchris · · Score: 1

    Well, to be fair, Takahashi had nothing to do with the PSP version.

    --
    just some guy
  102. Re:I doubt it will ever materialize anyway by Krakhan · · Score: 2, Informative

    Um, no, you're assumption is incorrect. Nintendo has been around since 1889. They started off by making cards for card games. See the wikipedia article below for more details.

  103. Re:I doubt it will ever materialize anyway by Krakhan · · Score: 1

    Oh, and I do mean actually "your". Bah, typos be damned!

  104. Well, yes he does have a point. by justchris · · Score: 1
    From TFA: "I see what [Nintendo is] trying to do, but they're putting such emphasis on the controller; 'Woah, this controller lets you do this!' and I'm thinking - are you messing with us?"

    Well, I can see where he's coming from, he does have a point.

    Fun games depend on good gameplay. Good gameplay depends on good design, and that's all in the software. No controller will ever change that. No piece of hardware will ever automatically make a game fun if it's not well designed.

    But I think he's missing two really big points.

    The first is, the controller is flat out more capable than existing controllers. It can do things current controllers can't, and for the most part, can do everything they can in a slightly different way.

    Second, from a consumer standpoint, it's less complex. Arm, wrist & hand movements are more natural than precise finger movements, easier too. For instance, most people can hit a nail with a hammer, drum out a rhythm with their hands, or play air guitar with ridiculously exaggerated strumming. Less people can touchtype, play piano or play a real guitar.

    The first set of actions require some hand eye coordination, and maybe a sense of rhythm. The second set of actiosn require that, as well as a great deal of flexibility and precision with individual fingers.

    Existing controllers fall into the second set of actions. They're something that is learned, and not everyone can learn. Nintendo's objective is to create a controller that falls into the first set. Something that anyone can just pick up and use, and understand intuitively.

    Which, you know, is great. But it doesn't matter how easy it is to use if the software abstracts from the base design too much. Badly designed games are badly designed no matter what controller you use. But a better controller can make what was previously impossible possible. What's more, a better controller can make a brilliant designed game more popular, because more people will be able to play it, if for no other reason than the controller itself is less daunting to look at.

    And that brings me to the other point he is missing. The reason Nintendo is putting so much emphasis on the controller is mainly because they don't want to show anything else yet. Nintendo always plays things close to their chest, they don't like to reveal all their ideas early on.

    Nintendo is focusing on the controller for two reasons. First, it's a pretty large paradigm shift they're trying to pull off here. The longer people have to get used to the idea, the less likely they are to disregard it out of hand. Second, it's distracting. It's something that's already out there, that people can talk and speculate about. Slashdot alone has proven that we can argue over the controller for months without even one single bit of extra information. That means as long as Nintendo can keep hype, speculation and thought about the controller going, they don't have to say a damn thing about anything else in the Revolution. People will totally ignore the fact that they haven't shown games yet simply because there's so much to talk about with just the controller itself. And that means they can keep their secrets that much longer. Anytime someone gets close and says, "Hey, is that a game with Pitt you're working on!?" Nintendo pulls the controller slight of hand with another interview or statement on theorectical possiblities, and we all shift gears just like they want us to. If you ask me, Nintendo is being bloody brilliant on this one.

    In the end, Takahashi is right. The controller itself is just a tool. A superior tool, yes, but still just a tool. What matters most is whether anyone makes good use of that tool, and that will depend on the developers themselves. But you can't imply Nintendo is ignoring game design. Nintendo always focuses on game design. In fact, every controller Nintendo has ever released has been a direct result of the games they designed. They design controllers arou

    --
    just some guy
  105. A few things are known... by Taulin · · Score: 1

    It has been stated in several places the Rev will support the Cube joysticks. Any developer who has trouble with the new stick, can just calm down and stay old gen if they want.

  106. my $0.02 (CDN currentcy) by compro01 · · Score: 1

    i personally think concern over the controller is warrented. the controller is the first thing i look at in a gamr system. i don't care it has 40 quadrillion teraflops of processing power in it. i care if the controller is comphorable and easy to use without having to look down at it.

    this would be the reason why i hate the Playstation's (the controllers are too fracking small and give me sore hands. even the aftermarket ones are too damn small.) and i love the gamecube (comphy and and differantly shaped and sized buttons are a great idea.) and the original (huge) xbox controller (i'm beginning to feel like i'm the only one who likes that controller.)

    then the next concern is "are the games good?" if there aren't any good games, why bother?

    then finally the power of the system itself and the graphics and such then enters into my sphere of thought.

    --
    upon the advice of my lawyer, i have no sig at this time
  107. You're not doing the controller justice by LKM · · Score: 1
    Try this, replace the word "controller" with the words "flashy graphics" in his quotes and I think you'll start getting a better sense of where he's coming from.

    I agree that he probably meant the comment to be understood like this. However, I still don't agree.

    Flashy graphics have a very small influence on the kind of games that are possible and on the gamer's enjoyment of the game.

    The controller, however, can fundamentally change what games are possible (e.g. RTS games hardly work without a mouse) and can make specific genres much more enjoyable (e.g. Metroid Prime on the DS is the first portable FPS that is actually fun to play).

    If you compare a fundamentally new controller to updated graphics, you're not doing the controller justice.

  108. You're proving yourself wrong by LKM · · Score: 2, Insightful
    "I'm not really interested in it. I don't think a controller should have that much influence on the enjoyment of games."

    Have you ever played Katamari Damacy? (...) The entire game is played with two joysticks

    So what you're saying is that Katamari Damacy would not have been possible with a controller without two analog sticks? That's, like, every console generation before the current one.

    Not to mention that it was Nintendo who introduced the analog stick. But that shouldn't have that much influence on the enjoyment of games, right?

  109. Re:I doubt it will ever materialize anyway by DeanCubed · · Score: 1

    The Revolution has 4 GameCube controller ports and two slots for GCN memory cards for full backwards-compatibility with GCN disks. So, yes, the GCN controller can be used with the Rev. However, Nintendo nor any third parties are designing games with a traditional controller in mind. The "shell" controller has yet to be revealed to developers, so for launch games and likely for the first year, hardly any games will use the shell. Likely, by the time games come out that require a shell, there will be so many non-shell games that noone will care anyway. Between the RevMote and the nunchuk joystick/triggers combo, that gives you enough buttons and movement axes for pretty much every game anyway. A shell is not needed but will be included to make developers feel like they have a plan B in case they can't get their game working ok with the remote, and also to let people play downloaded retro games (NES, SNES, N64, Genesis, TurboGraphix) without buying a GCN controller.

    --
    Born to Play
  110. Cool specialized controllers by Anonymous Coward · · Score: 0

    Steel Battalion
    Guitar Hero
    X Gaming
    Bass Fishing
    DDR
    Samba De Amigo
    Taiko Drum Master
    Beatmania
    Light gun

    You can't combine all or even two of these controllers without killing game play.

  111. Don't worry... by cluke · · Score: 1

    This is how it will go.

    Katahashi : Revolution controller is the worst!

    Nintendo : We think your games are fantastic!

    Katahashi: ... fantastic ... Wand control is the only way to go, we always thought that!

  112. Re:I doubt it will ever materialize anyway by Anonymous Coward · · Score: 0

    1: I'm guessing that was for cost and/or battery life reasons. Original GBA is far from a bad console, I got a lot of use out of mine.

    2: True dat

    3: They designed the controller around Mario Sunshine, allegedy. And the z is fine in that, it's just crap in games where it sees heavy use. I see their logic, I don't like it, but I can't say it's actually wrong.

    There are others, all of which are arguable, like the crappy shoulders on the SP, the N64 controller which was either genius or madness...

    Every console company has problems though. Multitaps - what the fuck, how about 4 controller ports... Original xbox controller... paying to play deathmatch online... dreamcast VMs (cute, but so not worth it)...

  113. Re:I doubt it will ever materialize anyway by elrous0 · · Score: 1
    Losing the drop to Sony on the N64

    Failing to ever capitalize on the Gamecube

    The abysmal technical glitches that plagued the Famicom on its Japanese release (the one that required a complete recall).

    I'm sure they had some screw-ups when they were a card company too, but I can't remember back that far and the records were probably destroyed by the radiation.

    -Eric

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  114. Re:Controller or graphics, its the games that matt by Jagasian · · Score: 1

    If graphics have more to do with style, then I'd love to see the gameplay that is possible in a 3D game such as Oblivion done on the NES.

  115. Re:Well I think this kind of declarations are norm by Anonymous Coward · · Score: 0

    the ds version was a fake as well. only ever seen one article about it and lets face it, katamari on the ds would get loads of press attention.

  116. Re:I doubt it will ever materialize anyway by porcupine8 · · Score: 1

    Introduction of NES != founding of Nintendo. If you were truly born before Nintendo was founded, congratulations. Be sure to get Guinness to attend your next birthday party.

    --
    Warning: Apple/Nintendo fangirl. Likes her electronics cute & cuddly. May be rabid.
  117. maybe i'm missing something, but: by MORTAR_COMBAT! · · Score: 1

    can't you write a game that uses the revolution controller for its "normal" features?

    --
    MORTAR COMBAT!
  118. More than two joysticks for Katamari by samael · · Score: 1

    That is, if you're going to look around, move quickly from one side of the katamari to the other , zoom out, etc.

  119. Re:I doubt it will ever materialize anyway by grumbel · · Score: 1

    ### 1: I'm guessing that was for cost and/or battery life reasons. Original GBA is far from a bad console, I got a lot of use out of mine.

    I kind of doubt it, battery life might have been gone down by light, but it would be easy to make it make it toggleable, like they later did on the GBAsp. The biggest problem was that the missing light wasn't just a little annoyancy like it was with the former GBAs, but it made the GBA pretty much unusable under anything but almost perfect light conditions, since the GBA was quite a bit darker then its predecessors. My guess would be that Nintendo switches to another kind of LCD sortly before releasing it and that turned darker then expected, the dev kits for the GBA at least where a lot brighter then what got out to the massed.

    ### And the z is fine in that, it's just crap in games where it sees heavy use. I see their logic, I don't like it, but I can't say it's actually wrong.

    Well, a bad z-button is better then no extra button, the Gamecube pad is already short on buttons, but as it stands the Z-trigger doesn't make a whole lot of sense, it doesn't press well, its only on one side and really doesn't fit very well in the overall controller design. I would bet that it wasn't planed to be there from the start, but something that got tacked on in the last few minutes before going into production.

    ### like the crappy shoulders on the SP,

    More like I taste issue I would say, never had problems with them.

    ### the N64 controller which was either genius or madness

    Wrong planing for most part, the controller would have been fine if there would have been classic 2D games for the N64, but there almost wasn't any, so almost no game made use of the dpad, which made the whole dpad section of the controller useless.

    ### Original xbox controller.

    Thats definitivly a beast, wondering what mad cow drove them to stick not just one, but two memory slots in the controller (one of the reasons why its so damn fat), when memory slots on the console are a lot more usefull. That controller really shouldn't have made it beyond quality assurance.

  120. Re:Controller or graphics, its the games that matt by mouse_clicker · · Score: 1

    Again, you've missed the point- you're assuming that 3D graphics are inherently of better quality than 2D graphics. Rather, 3D graphics are just another medium, like, say, oil paint as opposed to watercolor.

    Just look at animated movies- would Snow White have worked as well as a CG movie? Would Toy Story have worked as well as a classically animated movie? No on both accounts. Some pieces work better as 3D, some better as 2D.

    Now that's not to say the level of quality in the graphics of Oblivion aren't important, because for a game like Oblivion, it *is* important. Oblivion's main goal is to immerse you in a virtual world, so a better argument you could have made would have been asking me if Oblivion would have worked on the N64 or Playstation, in which case the answer is no. The gameplay would be just as good, but the experience as a whole would be incredibly lacking.

    However, I wasn't making the case that graphical quality improvements as a whole weren't important, but more that the improvements made between last generation and this generation aren't terribly important. I think Oblivion would work almost as well on the XBox (and in fact it did as Morrowind).

    -Moses