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Details on Nintendo's Original Downloadable Content

HaymarketRiot writes "N'Gai Croal from Newsweek has given us a broad outline of Nintendo's plans for downloadable original content. To be called 'WiiWare', the company will be selling these all-new games via the Wii's Virtual Store for Wii points. Not only are they looking to big-name developers for these titles, but small garage-style shops as well. 'Shorter, original, more creative games from small teams with big ideas; these are the buzzwords that you'll be hearing from Nintendo when its Wednesday announcement goes wide. Fils-Aime told us that while Nintendo, as the retailer, would itself determine the appropriate pricing for each game on a per-title bases, the games themselves would not be vetted by Nintendo. Instead, Nintendo would only check the games for bugs and compatibility, with developers and publishers responsible for securing [a rating lower than AO with the ESRB].' For more, N'Gai has an interview with Reggie Fils-Aime on the subject. Unfortunately, we won't be seeing a finished product until 2008."

25 of 138 comments (clear)

  1. Cool by GWLlosa · · Score: 2, Informative

    This idea is excellent. I love using the Wii Virtual Console for the sole benefit of not having to change discs in order to play a game. Adding more games to this category can only be good, and the fact that Nintendo is taking a largely 'hands-off' approach to quality control should provide for a comparatively wide selection.

    1. Re:Cool by dolson · · Score: 2, Informative

      CVG: Is Nintendo considering releasing a hard drive to bolster the Wii's memory for all this new content?
      Nintendo: No

      Read the rest here.

      I think it makes more sense for them to allow loading games from the SD card, but they shot that down too. I'd rather not have a bulky drive hanging off the back of my Wii. Kinda ruins the small form factor idea. And the fact that there is a nearly useless SD card slot in the Wii, that just annoys me. There's no reason it couldn't load a tiny ROM from the SD card, even copying it to RAM first, if it needed to... But if the GBA can play ROMs off of SD cards (which it can, if you buy the appropriate adapter), then so too can the Wii.

  2. Maybe the author has a minimum article length? by ivan256 · · Score: 3, Informative

    A month or so before the March Game Developers Conference, Nintendo's PR agency approached us about a hush-hush new content initiative that the company had been cooking up [...] What's more interesting is that Nintendo isn't only seeking WiiWare from established publishers and developers like Ubisoft and Sega. At a Nintendo developer's conference earlier this week, the company informed attendees that it was seeking from indie developers as well. Shorter, original, more creative games from small teams with big ideas;


    So, the same thing that Microsoft and Sony are already doing? Why's it so hush-hush then? Wouldn't they want to tell people ASAP that they're not missing the boat?

    Article summary: Wii games for download next year, actual article content with interview next week. The rest is fluff.
    1. Re:Maybe the author has a minimum article length? by ElleyKitten · · Score: 3, Insightful

      The XBox's strength is in implementation, not innovation. Online gaming was old-hat by the time the original XBox came out, and it wasn't even really new for consoles. What Microsoft did was make a good online gaming system for consoles. By the same token, the 360 doesn't have anything completely new and different, in the same way the wiimote is, but it implemented a lot of old ideas in good ways. When it works.

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    2. Re:Maybe the author has a minimum article length? by cowscows · · Score: 4, Insightful

      I've always thought that the Xbox has pretty much gotten a fair deal on slashdot. Of course there's been the fanboys from either side who refuse to give an inch regardless of the realities, and still a general dislike/distrust of Microsoft. But overall, it seems that the general mindset (generalizing is bad, I know, but sometimes interesting) is that Xbox Live has been a monumental step in online console gaming, and MS did a pretty darn good job with it. MS also received a good bit of praise for their decision to include a HD standard with the Xbox, and a good amount of criticism for making it optional for the 360. The 360 appears to have less innovative stuff in it, but still has a fairly positive vibe to it around here as far as I can tell.

      All that being said, MS tends to miss the mark with new products far more often than they really get it right, so skepticism isn't necessarily a bad thing. But it doesn't seem that the majority of the /. crowd has a problem acknowledging when they do something well. At worst, a lot of us wonder why they can't be more consistent at it with all the resources they have.

      --

      One time I threw a brick at a duck.

    3. Re:Maybe the author has a minimum article length? by Blakey+Rat · · Score: 2, Interesting

      Xbox Live came out before Steam, for one. (Xbox Live: November 2002, Steam came with Half-Life 2, released November 2004.) That aside, I'm not familiar with the features of Steam, so I can't answer that well, but I would guess:

      1) Universal voice chat, including the ability to send voice messages to friends who are offline, to attach voice messages to game invites, etc. If you like, you can use Xbox Live as an IP phone.
      2) Player feedback system which lets you mark a player as a griefer in only a few button presses, and works across all Xbox Live games.

      I was kind of under the impression that Steam was only a download service and didn't provide the community features that Xbox Live did. It certainly didn't at launch, when I played Half-Life 2 with it, but maybe it does now.

      To be fair to Nintendo, though, this announcement seems closer to Microsoft's XNA than the first-gen Xbox Live Arcade games. What I worry about is dev kits... Microsoft lets you use a regular PC as a dev kit for indie Xbox games. If Nintendo requires you to buy thousands of dollars of hardware to be considered, I'm not sure how successful they'll be at getting support from indie developers. Still, more power to them.

    4. Re:Maybe the author has a minimum article length? by Blakey+Rat · · Score: 2, Insightful

      I guess so. The problem is that the Nintendo supporters on this site are so loud and overwhelming that it doesn't seem like the other consoles get their fair due. For instance, while you might see one or two fair and accurate Xbox posts modded up in a discussion, you'll see ten or twenty Nintendo posts modded up in the same discussion, even if the story has little to do with Nintendo.

      The general rule with Microsoft is: Hardware good, software (mostly) bad.

      Microsoft keyboards and mouses are very nice. Microsoft networking equipment (when they still made it) is great-- I have a MN-500 wifi router I hope never dies, because you can't replace them. The Xbox and Xbox 360 are both very good machines.

      Some of their software is pretty good, like MS SQL Server or IIS, but the majority is pretty flakey IMO.

    5. Re:Maybe the author has a minimum article length? by SetupWeasel · · Score: 2, Insightful

      I usually don't put a lot of stock in anecdotal failures either, but when Crecente of Kotaku said he was on his sixth, I took notice. If Microsoft cannot get a unit that is not defective to an influential news outlet in 5 tries, something is seriously, seriously wrong.

      That is what I look it, because the media is their meat and potatoes. They should be doing whatever they can to get working units to those who comment on and review games for their systems.

      Major gaming sites have been reporting that their own 360s have been breaking. This should not happen, and Microsoft is either extremely lucky that these sites do not take their hardware experience into account or they are paying the sites to ignore it.

    6. Re:Maybe the author has a minimum article length? by ivan256 · · Score: 2

      That is clearly bullshit. I'm sure that Microsoft hasn't claimed that, so you're probably drinking some fanboy blogger's cool-aid.

      If the $50 fee was to keep griefers away from the system, then it would be a one time fee. But it's not. It's an annual fee. An annual fee that is clearly intended to "guarantee" the $150+ of attached revenue they need to generate to make a profit on the system.

      They're not charging to keep the quality of the service up. They're charging to make money.

    7. Re:Maybe the author has a minimum article length? by SetupWeasel · · Score: 2, Informative

      1) Simple probability-if there is a simple 5% failure rate (too high in my book anyway) the probability that any one person will get a defective unit is 1/20 or one in twenty. However the probability that one person will get 5 defective units is (1/20)^5 or (1/3200000) one in three million, two hundred thousand. If the failure rate was so low, only 2 people in the world would share Crecente's fate. The story at 1up about the man with 11 failures would happen once for every 204,800,000,000,000 consoles sold.

      To make the second example realistic (make the probability at least one in 10 million, the number of consoles sold) the failure rate would have to be at least 23.1% assuming every box he got had the same probability for failure.

      2) They gave him BETA machines. They knew.

      3) I'm not going to respond to that. It is ridiculous.

  3. Great! by Aladrin · · Score: 2, Interesting

    I'm very much looking forward to this. So far, the most fun I've had on the Wii is still the first game, Wii Sports. I was -so- hoping that Wii Play would be as good, but it's nothing like it.

    Super Paper Mario is nice and fun, but took almost no advantage of the uniqueness of the system. Excite Truck was good, not great. Trauma Center was better than the DS version, but still not as much fun as Wii Sports.

    I'm looking for more little games like the Wii Sports ones that are fun solo, and a ton of fun with friends, and I'm willing to pay for them. I think this plan will bring those titles.

    If I had a little more motivation, I'd gladly spend the ~$2k for the Wii dev kit and write my own games. Unfortunately, I still haven't even managed to motivate myself to do it on the PC for free. Some day...

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:Great! by AKAImBatman · · Score: 4, Informative

      Excite Truck was good, not great.

      Sacrilege! If jumping a newly formed mountain at 200MPH then scraping a tree in midair thus resulting in a barrel roll which lands you upside down as you skip off the mountain peaks before diving headlong onto the track where you mysteriously manage to land upright AND get a speed boost for a Nice Landing doesn't bring a smile to your face, I don't know what will. That game is crazy. CRAZY, I tell you. My wife played it and managed to smash, bump, crush, ram, sink, skip, splash, slide, crash, flip, and careen her way through Fiji. Result? S-Class rating!

      Excite Truck: The only racing game that rewards bad driving! :P

      I'm looking for more little games like the Wii Sports ones that are fun solo, and a ton of fun with friends, and I'm willing to pay for them.

      I have heard nothing but good things about Rayman and Elebits, save for that Rayman takes a little bit of time to warm up to. Both make excellent use of the Wii Remote and may be exactly what you're looking for.
    2. Re:Great! by earthbound+kid · · Score: 2, Interesting

      I liked Elebits right up until the final boss, which was so irritating it retroactively made me dislike earlier parts of the game.

      If you play Elebits, throughout the game you'll find various knobs that need to be turned like door handles and sinks. You'll also notice that the knob turning code is almost completely broken. It is impossible to turn a knob without causing your camera to spaz out and end up pointing at the ceiling. But it's mostly no big deal, because there are only ever one or two doors or sinks that need to be turned in a level and fixing your camera doesn't take that long.

      So, what did they do for the final boss? They basically made a giant, cheap ass knob that needs to be turned a lot before it hits you with a cheap death.

      What the hell? Were the developers paying any attention to their own game at all? Did they not notice that knob turning is the absolute worst part of the whole game and completely broken? Why would you make the worst part of your game into the final challenge? It would be like if in the final level of Mario 64 you have to keep your camera on Mario in a narrow space. It's re-freaking-tarded ass design.

      Ughhhh.

      My advice is you should buy Elebits but never, ever play the final boss. Doing so will just make you dislike what you liked in the game before and sour you on Konami.

  4. Settlers and Carcassonne? by MacBrave · · Score: 2

    This is welcome news. I'm hoping we will see some real quality titles like Settlers of Catan and Carcassonne that are already over on XBox Live Arcade.......

  5. Re:Really? by morari · · Score: 4, Informative

    I'll believe it when I see small garage-style shop priced Wii dev kits. If I remember correctly, the Wii SDK is only $2,000. While that is certainly a lot of money, it's really a drop in the bucket when compared to other consoles. I don't see it being anywhere near impossible for a small, dedicated development team to raise that amount of money.
    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
  6. Re:Indie Developers by metroid+composite · · Score: 2, Insightful

    Just wondering: how can I develop for Wii without spending a lot of money?
    Define "a lot". As I understand it Wii dev kits currently go for $1000 or so--they just haven't been sold to the general public so far.

    Hopefully this wont be like Symbian signed program, where the cost for "checking bugs and compatibility" is expensive.
    There's a slight issue here--let's say a game needs 10 testers for a week. Let's say they get paid minimum wage (which is what, $5?) and let's assume they're not working overtime like nearly every test department is forced to. 10 testers * 40 hour week * $5/hour = $2000.

    I see three possible solutions. Farm testing out to India, automate testing (have a bot go through and check each code branch for compatibility or something), or just not do very much testing. (Or take a loss, but this is frickin' Nintendo).

    Okay, so supposing some combination of the above gets you down to $100 or so, you still need to worry about getting rated by the ESRB; Nintendo can't control the pricing of that. No, I don't think it's realistic to expect this to be an inexpensive distribution channel.
  7. Someone had to say it. by davermont · · Score: 2, Funny

    Just rename "Manhunt 2" to "Cotton Candy and Kitty Cats" and release it this way.

  8. Re:Adventure games by pi8you · · Score: 2, Insightful

    Keep in mind though the 512MB of built-in memory and (current) inability to load games/saves directly from SD cards. Hopefully we'll see a firmware upgrade with this that lets the Wii load from SD cards and/or external hard drives via the USB ports on the back, but otherwise I imagine we'll be burning through that 512MB a lot quicker than we have been with the VC alone. That being said, its still fairly exciting news and I'm looking forward to picking up some new content to sit side by side with my favorite retro games.

  9. Re:Indie Developers by toolie · · Score: 2, Informative

    Define "a lot". As I understand it Wii dev kits currently go for $1000 or so--they just haven't been sold to the general public so far.

    Last time I checked (when I first really paid attention to the Wii after E3 06 I think it was) the Dev kit was like $2500 (maybe $2000, definitely more than $1000 though). The problem was that the kits were only available to established companies, you had to provide a list of games that your company produced. Hopefully, this initiative changes that restriction. I would still love to get a Dev kit to play around with.

    --
    -- toolie
  10. Re: Rayman & Calibration... by SetupWeasel · · Score: 3, Informative

    Actually the "sensitivity setting" in the Wii menu refers of the sensitivity of the IR camera in the Wiimote not the motion of the cursor across the screen. It is meant to allow you to filter out dimmer IR sources that may confuse the Wii.

  11. Re:Adventure games by AKAImBatman · · Score: 2, Informative

    The largest game on the Virtual console is only 32MB, being Legend of Zelda: Ocarina of Time.

    Indeed. Which would leave only 32MB of memory Subtract 4MB for the N64 RAMBUS memory and you're down to 28. Another 4MB for the expansion pack when in use and we're down to 24. (Though I don't think any games use the expansion pack yet?) 24-28MB is the amount of space the emulator+OS has to fit within. That's not a whole lot of space by modern standards. While I think Nintendo could do it, they may be playing it safe to allow for bigger games in the future.

    And the Wii doesn't have 64MB of RAM, it has 88MB.

    The Wii has 64MB of GDDR3 main memory, 24MB of 1T-SRAM (!) for the GPU's use, and and extra 3MB of GPU cache/working memory for the framebuffer and whatnot. Basically, the 24MB isn't really open for general purpose usage. At least, that's not how the known specs present it.
  12. Re:Really? by Mattintosh · · Score: 5, Informative

    The Wii SDK's price is not disclosed to the public, and is likely covered by NDA. At one time it was reported to be about $2000, but that could be an early version, a specific contract price with a single developer, or even just plain incorrect.

    Then there's the unfortunately reality that it will cost you not only money, but also your soul. If you're not convinced of this, go read their criteria for becoming a Wii developer at their WarioWorld site.

    If you read that page carefully, you'll note that even if you can pay for the dev kit, you have to be "accepted" as a licensed Nintendo developer first. During this acceptance process, they don't give a crap whether you can pay for the dev kit or not. You can't order one until you're accepted. But to be accepted, you have to be an established developer with an existing game portfolio, and the games can't suck. You also have to have an office. So no working from home. (This is supposedly to keep Nintendo's proprietary stuff "secure". As if an office can't be robbed.) It also states an approximate price for dev kits: $2500 to $10,000. It also states that they expect "financial stability".

    Nintendo is going to make sure you're going to make and finish a game. Not just any game, but a good quality game. You can't just order a dev kit to "play with" or to make "indie" or "hobbyist" games. They want commercial games, and if you can't make one, you can't have a dev kit.

  13. Re:Adventure games by default+luser · · Score: 2, Informative

    You're not seriously comparing the complexity of a Gameboy emulator to that of a Nintendo 64 emulator, are you?

    Sure he is, and with good reason. The DS actually has quite a complex architecture (main CPU, one 3D rasterizer + T&L unit, two 2D rasterizers), with most of the features offered by the N64.

    The typical size of N64 emulators on the PC/Mac are in the 1-3MB range, even with all the fancy features you expect. You can also find them in the Sub-1MB range for platforms that are short on memory.

    So yes, it is certainly reasonable.

    Some advanced features like JITting (an actual possibility since Nintendo knows both their system and their software) will chew through memory like candy.

    Why would you waste time with JIT recompilation when you know the source and target platforms, AND control distribution? You can do an optimized conversion before you even offer the game for download, and save yourself the memory.

    --

    Man is the animal that laughs.
    And occasionally whores for Karma.

  14. Re:Really? by grumbel · · Score: 2, Interesting

    The german USK costs around 250-1500 , depending on the length and complexity of the title. The BPjM will ban your game for free. No idea about BBFC, PEGI and whatever other rating organizations might be around there if you want to publish a title outside of the USA.

  15. What you need to develop for the Wii by LKM · · Score: 2, Informative

    I think there are some misunderstandings about what it takes for you to be accepted into Nintendo's development program. Earlier, Nintendo was pretty strict and only accepted established developers. That has changed somewhat. You can find the details at http://warioworld.com/, Nintendo's dev site, but here are the important points for pepole who aren't currently game developers:

    As of April 2, we have two categories for Wii developer status, Tier 1 and Tier 2. Tier 1 is focused on existing developers who have shipped games in the console/handheld space. Tier 2 is for startups, and other experienced software companies who have not yet shipped games. The designation of Tier 1 or Tier 2 for your company will be at Nintendo's discretion.

    More on this page.