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If you enjoy reading this site, you might also want to check out these Think Services sites:
Game Career Guide (for student game developers.)
Indie Games (for independent game players/developers.)
Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)
GamerBytes (for the latest console digital download news.)
Worlds In Motion (discussing the business of online worlds.)
Game Set Watch (the Group's alt.game weblog.) |
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E3: Nintendo's 2008 E3 Press Event - The Specifics
by Staff
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July 15, 2008
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Gamasutra is covering Nintendo's E3 press event as it happens, with the latest notable announcements from its 2008 slate of products - both hardware and software related.
Here are the key announcements thus far from the press event, being held at the Los Angeles Convention Center:
- Nintendo has confirmed its "key holiday [game] release" - Animal Crossing: City Folk for the Wii. The follow-up to the Gamecube and DS hit still maintains its focus on a single-player-run town, but includes a new wider 'city' mode where players can meet, visit shops to purchase and sell player-created items, and send messages and pictures to other players, Wii message boards, and to PCs and cell phones. The title is due for a holiday release.
- The firm has also revealed a new microphone called WiiSpeak. It's not a headset, but rather is TV-mounted, allowing everyone in the room to communicate with others across the network. The feature will be compatible with Animal Crossing: City Folk, allowing online chatting.
- Talking in his introduction, Satoru Iwata has confirmed new titles from the Mario and Zelda teams are on their way to the Wii - although he did not specify the time to market and exact nature of them.
- Top-line statistics for both Nintendo's consoles from the firm's Reggie Fils-Aime included the fact that DS software sales in America are 29% increased year on year, and that almost 20 third-party Wii titles have sold more than 400,000 units in the U.S. alone.
- Rockstar will be publishing Grand Theft Auto: Chinatown Wars for Nintendo DS this winter, set in a modern day Liberty City. It features a custom game engine, new characters, but the "same free ranging gameplay", according to executive marketing VP Cammie Dunaway.
- Also third-party and debuting later this year is Guitar Hero: On Tour Decades, out this fall for Nintendo DS. The stand-out feature for the Activision-published title is that players can song share between different versions of the game across the network.
- The Wii MotionPlus accessory, revealed yesterday, was demonstrated on stage with a new title, Wii Sports Resort, which will be bundled with the MotionPlus add-on. However, the hardware/software bundle, which helps drastically increase Wiimote accuracy, will not ship until Spring 2009.
- Finally, Nintendo revealed Wii Music, another major 2008 holiday release on the Wii. It uses both the Wiimote and, optionally, the Wii Balance Board to allow players to play along to musical soundtracks, and Shigeru Miyamoto demonstrates it on stage. Moving the Wiimote will play the correct notes, and it includes instruments including piano, violin, guitar, drums, taiko drum, and saxophone.
Gamasutra will have more in-person commentary and analysis of the announcements from our correspondents in Los Angeles in the near future.
[UPDATE: Brandon Sheffield has written an analysis of the E3 Nintendo press event from a first-person perspective, asking - was there anything truly new on show, and if not, does that really matter?]
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It may take a few months for people to "get" it. I was pretty impressed with the possibilities. As a freeform jam tool with a wide variety of music and instruments, it's going to attract a large number of people who are intimidated by note guides and rock/metal music.
Nobody's going to use this game for more than a week.
Really, from what I've seen a casual market consisting of older people and very young people will buy the system and maybe a few games, but the problem is casual markets like Nintendo is aiming for aren't consistent. This means they'll buy a system and play a little, store it, maybe pull it out later and play a small bit, store it, repeat. They run the same routine every year of 'We are hitting both the hardcore and casual markets' and for the second year in a row haven't delivered to the hardcore audience (SSMB last year was possibly the closest).
I was disappointed by Wii Fit last year and even that was a better showing than this.
Does Wii Music do so? It sure does seem like it. The player clearly has control over note playing, length of note playing, and with practice, control over which notes are played, based on timing of button presses or player movements.
Is not "swinging your arms around" a way to express experimentation with music? Then, as you learn how the song goes for a particular instrument or instruments, and you learn the nuances of control, you can gain control over the song and its performance. Yes... as you practice, the music gets better.
So even though you can make good music by just "swinging your arms around", you can probably make really good music with practice, and music can be expressed in either way. So even though Anonymous is right, he or she also misunderstands the power and fabric of music.
Just because a piece of software on a console does not have winners, losers, a specific guide or a goal for people to follow does not mean it can't be fun. People have fun doodling. People have fun tossing a ball around. People have fun running. Why can't people have fun messing around with music?
If I seem overly invested in the subject, it's because I've been waiting for something like Wii Music on modern systems. I absolutely loved making compositions with EA's Instant Music on my old Apple IIGS waaaaay back when. Instant Music was my first experience of software that was fun without being a traditional game, and it gave me a stronger appreciation of music that I previously had. Wii Music seems like a great way to recreate that kind of fun, and with friends, too.
At the MUD game I play, there is currently a big difference between old players and new players, where old players are several times the size of new players, making these lasts unable to compete against them. Instead of leveling everything down, the MUD is trying to level everything up, giving new players possibilities to grow faster than the old players, while at the same time giving enough challenge to old players to stay there. I think Nintendo is doing something similar: leveling everything up. What it appears to be "simple" for a gamer may actually be pretty important for a new one.
Unfortunately, Nintendo is delivering AAA hardcore gamers at a rather slow pace. While interesting and similar to Elektroplankton (or whatever its name was), they give you the tools for you to build music (at least, I hope you can create your own tunes). But it won't attract hardcore players. This is one of the things I don't understand: everyone thinks Little Big Planet will be a blockbuster success. Conceptually, it is the same as Wii Music: you create your own levels and play them...
Games which present no challenge of any sort can be fun when players create their own challenges.
"No effort" is incorrect. Since the game is using a certain way to determine the 'correct' note depending on the timing, then players can learn how to make the game play certain notes through experience. Therefore, with some effort, players can reproduce their own performances.
Consider this as an analogy: a correctly-tuned piano creates 88 specific notes. However, the addition of chords and pedals allows people to make incredibly diverse pieces of music. So, how is that truly different from software that uses a combination of set notes, plus a variance based on timing and note sustenance? If I know from experience that I can hit a C note in a certain song if I press the A button 10.2 seconds into the song, then I can reproduce that. Thus, I have created my own challenge: to learn how to best use the software to create my own interpretation of the music. Even better, since Wii Music allows a group to collaborate on such things, we can create a shared creative experience.
That said, it's pretty obvious why the Nintendo band might have sounded to Anonymous as "horrible-sounding dissonant garbage". They need to practice together more and learn how to make that song sound better. Does that not classify as a challenge?
I speak from experience. The first time I played Band Brothers on the DS with friends, the music sounded pretty bad. However, we got our timing down and the music sounded a lot better. Most importantly, we had fun learning how to play the music together.
Wiimusic could be something big if they make it a little bit not-for-casual-gamers and take it as an innovative way of making music. But in that case, the "reward", "the motivation to play","the thing you win", will be good music and artistic creation, so we come back to the need of having goals in videogames.