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mystictrunks
01-09-2009, 03:44 PM
Taken from Neogaf
http://www.neogaf.com/forum/showthread.php?t=348177&highlight=shigeru


A new game save system. Basically you get three modes

1: Normal Mode
2: Kind Mode: Lets you skip difficult sections/has the game play itself. No Saving allowed in this mode
3: Scene Mode: lets you select where you want to start; Boss Fights, Cutscenes, etc.


I think Nintendo's done it again.

Dreikoo
01-09-2009, 05:05 PM
Keh...even more casual crap. If only they'd put that much effort on deep game mechanics and complex game stories.

Stroev
01-09-2009, 05:14 PM
The only thing the gamer will be missing is discipline and sweet victory after a difficult part.

And we can still pwn them in Wi-Fi. :LOS

Dreikoo
01-09-2009, 05:24 PM
The only thing the gamer will be missing is discipline and sweet victory after a difficult part.

And we can still pwn them in Wi-Fi. :LOS

Wifi?

Most of them won't know how to set it up, a mom once pluged 3 credit cards into her wii's dvd opening to buy VC games off of it...>_>.

mystictrunks
01-09-2009, 05:25 PM
Keh...even more casual crap. If only they'd put that much effort on deep game mechanics and complex game stories.

This allows for Developers(well Nintendo) to make complex, difficult games without having to worry about alienating casual gamers. It should be a win-win situation.

Dreikoo
01-09-2009, 05:31 PM
This allows for Developers(well Nintendo) to make complex, difficult games without having to worry about alienating casual gamers. It should be a win-win situation.

Designing a part of a game only meant for 5% of the people who'll get the game obviously won't get as much attention and depth/detail as the rest of the parts. With the option to skip a hard fight most people will take the easy way out rather than try the boss for the 10th time to finally beat it. Only those who didn't need any such modification in the first place would enjoy the games at their max...and that defeats the purpose of the system as a positive thing allowing for deeper games to be made since they could have done that all along.

mystictrunks
01-09-2009, 05:38 PM
Designing a part of a game only meant for 5% of the people who'll get the game obviously won't get as much attention and depth/detail as the rest of the parts. With the option to skip a hard fight most people will take the easy way out rather than try the boss for the 10th time to finally beat it. Only those who didn't need any such modification in the first place would enjoy the games at their max...and that defeats the purpose of the system as a positive thing allowing for deeper games to be made since they could have done that all along.

The point of this is to expand the market for "hardcore" games. To turn that 5% into 25% or higher. It offers incentive to play it on your own, hints if you're stuck, and "easy way out" if you just can't do it. You also don't get the full experience if you allow it to play itself.

Imagine if you were playing a game with three endings and 15 sidequests. Easy mode = Bad Ending
Use lots of hints = Medium Ending
No Hints = Good ending

Sidequests may or may not offer hints depending on reward.


That's the idea behind the system.

Dreikoo
01-09-2009, 05:44 PM
The point of this is to expand the market for "hardcore" games. To turn that 5% into 25% or higher. It offers incentive to play it on your own, hints if you're stuck, and "easy way out" if you just can't do it. You also don't get the full experience if you allow it to play itself.

Imagine if you were playing a game with three endings and 15 sidequests. Easy mode = Bad Ending
Use lots of hints = Medium Ending
No Hints = Good ending

Sidequests may or may not offer hints depending on reward.


That's the idea behind the system.

I prefer the endings to be something obtained through choices of the game's story as opposed to a mathematical option before i even know what's what. If i act a certain way through the entire game i should be rewarded or punished with that exact ending which corresponds to how i played the game.

If i want to experience all endings i can make multiple saves at key points of the game, play the game the way i want and get whatever ending is what i earn and then go back and see the alternatives.

As for the hardcore market, the 5% of wii is the 25% of ps3 and 360. Wii has a lower percentage of hardcore people because it has a much huger install base. Most of the hardcore folks already got a wii for brawl or no more heroes. This won't increase the hardcore crowd's precentages since it's much more of a casual-candy (the casual-candy is fact also, the hardcore-candy is speculation and wishful thinking tops) thus as much as the hardcore crowd will increase...the casual one will increase twice as much...making the percentages be the same in the end...if not worse.

mystictrunks
01-09-2009, 07:51 PM
If the casual market for "hardcore" game increases then you'll end up with more "hardcore" games for the Wii, they'll just have a super easy mode built in.

Purgatory
01-09-2009, 08:15 PM
Whatever happened to games with DIFFICULTY? :D:

Adonis
01-09-2009, 08:32 PM
Hardcore gamer arrogance aside, who would spend $60 on a game with the expectation to skip over a considerable portion of it?

mystictrunks
01-09-2009, 08:36 PM
From what i get from reading the patent info you get a gimped game if you play on super casual mode constantly. It's intended to be used to get past a difficult puzzle or boss fight from time to time for the less capable players. It also has the set back of not letting you save on super easy.

erictheking
01-10-2009, 10:35 AM
Not allowing saves (even on 'kind mode') is never a good idea, casual gamers if anyone are not a group to set aside large parts of their schedules to play games. This does sound generally interesting and a pretty ambitious idea though, hard to say if it'd succeed in the way they're hoping.

How would this patent work though? I imagine third-party developers would be able to use it for a fee? Shouldn't be a barrier if it blows up.

Ssj3_Goku
01-10-2009, 10:37 AM
You should dwell in what the patent does and explain it in the first post because I doubt many here read it.

I like the idea of games kinda being like DVD type thing. Sometimes I cannot play through some of the crap and I just want to get to the gold right away.


honestly when I think about it this is a good way to get more casuals to play more hard-core type games.

Goofy Titan
01-10-2009, 10:45 AM
Whatever happened to games with DIFFICULTY? :D:

They died generations ago. Mega Man 9 shows that the new term of "difficulty" is just ludicrous death traps.

Oh, and Ghouls n Ghosts of course, which probably killed itself off due to how hard the games are.

Beyond that, make way for Wind Waker-level easy :pek

Ssj3_Goku
01-10-2009, 10:48 AM
For example, with sonic unleashed I would play through the whole game. I would just skip all the night parts. Then the game would be worthy.