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I think personally Star Fox is a really fun game if you sit down and play it. I think, for example, an elementary school kid who plays it without any preconceived notions, I think it would be really fun for them. I think it’s also really, really fun for siblings to play it together.
First thing he said, he personally thinks. That right there, already shows his bias. Followed up by, "IF your naive/indifferent to motion controls(Ei: have a mindset of a 10-13 year old), you also would have thought it to be fun.
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It was Meant to be a kids game(Even though it has an E10+ rating on it), first and foremost. That's what I meant about re-imagining. See? Get it now? I thought the Puppet show and cartoon short was a huge indicator of that."
I do believe this is the closest we are Ever going to get on an elaboration of why Motion Controls only and admits it was a bad call. So when he puts it THAT way, It actually makes sense. And now we know what SF0's Angle was, and why it failed.
The compound question now is: Does he understand that he CAN'T really Market this Game to children specifically, and that Fans are a Far better audience to cater too?
Personally, I think Pikmin 3 is the most amazing game on Wii U. It’s probably one of my favorite games in the last six or seven years. I think that hardly anyone realizes that the multiplayer bingo battle mode was literally the best new multiplayer mode that has been created since Smash Bros. It is so much fun.
. . .
What little respect I had for this guy, seems to be headed directly out the window at this point. . .
Pikmin is the kind of game that you have to play maybe three times to get the full effect, but you know, people don’t have a lot of time, so they just clear the stage and just move on. Games are becoming more of a consumable product, and it’s getting harder and harder for people to let a game to sink in and enjoy leisurely.
So, people are "forced" to play the same stage over 3 times in order to understand/'appreciate' it? But at the same time, he KNOWS dam well how people playstyles are. This reinforces my Notions that he DOES know stuff, but is completely oblivious or has trouble translating his intentions clearly enough so that others pick up on the actual meaning sometimes.
As for the "getting harder for people to let a game sink in" point he mentions: They didn't seem to have that problem when developing a bunch of the GC games. I guess he wants to Isolate that Replay Value formula. I'll tell him this: Kirby Games have it down more or less(The portable versions at least), and look no further than some of the GC games you made before. Obviously Kart and Multiplayer games have inherent replay value. And I will note Very Importantly, that the controller type used MAKES or BREAKS the accessibility/Replay value for many Games.
Let's take Splatoon as an example: It's Multiplayer, BUT, requires that all participants have access to a feasible controller that ISN'T dependent on gimmicks/has an option for traditional controls(Like for N64 and GC games). Splatoon Has that, so that's a major reason why it works. Now let's take a game like MP10. One person has the Gamepad, the others Have to go out and buy Wii controllers. There is NO Option to use GC controllers for that game(And even if there where, the accessibility of a GC controller & Adaptor is not easily feasible to obtain). It breaks the continuity; kind of like bringing in Baseball bats, Hockey Sticks, Golf Clubs, Croquet Mallets and A Tennis Racket To play a game of Tennis. I'm speaking in general terms of Multiplayer, not certain established genres like Karts or Fighters which everyone involved has their own vested preference type to use, where/if available; I'm talking about Multiplayer games that are more 'casual', like Party games, mini games, or battle type games(YES, there IS a distinct difference from FPS, Fighters, And Kart games when applying the Multiplayer concept).
Also you have to focus on quality and fluency, as well as game mechanics & elements. Double Dash has it down to about 95%. MK8 Adds more features, but removes some of the more important mechanics and some elements that DD had. MK8 Is good to great, but Doesn't have the Fluency and mechanics that DD provided. DD was more competitive, and allowed anyone with enough skill to make it to first Place, whereas MK8, Everything pretty much depends on you collecting and keeping 10 coins, which is one element I have always HATED because it doesn't really make sense. The roads are also way too broad(It's for drifting, but Drifting SHOULDN'T be the main focus). And the game feels like it moves a little slow.
Point I'm getting at, You have what it takes to make replayable games. All you have to do, is find them again in games that were successful and piece them together in a new game. BUT, I know you want to focus on markets, so you make your own bed there with the decisions you DO decide to move with instead.