Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [16]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
The Parable of Feudal Japan
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Nintendo-Patented 'Demo Play' Help Feature Also Coming To DS
by Leigh Alexander [PC, Console/PC]
2 comments
Share on Twitter
Share on Facebook RSS
 
 
July 7, 2009
 
Nintendo-Patented 'Demo Play' Help Feature Also Coming To DS

An automated walkthrough feature intended to show players solutions to Wii titles will reportedly also be available on the DS.

New Super Mario Bros Wii will be the first title to use the 'Demo Play' feature, patented by Nintendo's Shigeru Miyamoto, who confirmed the system last month.

According to a Nikkei newspaper report discovered by consumer weblog Kotaku, some handheld titles will also employ Demo Play, described as suitable for "high speed action games".

Although Nintendo has not yet provided specific details on how Demo Play works, it appears to allow players to automate gameplay at points when they get stuck, either to have the solution demonstrated for them or to simply skip past difficult parts. As Miyamoto recently described: "In New Super Mario Bros Wii, if a player is experiencing an area of difficulty, this will allow them to clear troubled areas and take over when they're ready."

The feature's aimed at reducing barriers to entry for inexperienced or young players, aiming to encouraging more players to complete games in full.
 
   
 
Comments

Ciro Continisio
profile image
"In New Super Mario Bros Wii, if a player is experiencing an area of difficulty, this will allow them to clear troubled areas and take over when they're ready."

This makes me think of World of Goo's 'skip this level' feature. In that game it's limited to three levels, and yet I didn't use it at all.
If Nintendo wants to exagerately help the player but let her decide wheter or not to be helped, it's ok for me.

Andy Ross
profile image
I'm still really skeptical that this idea is any good at all. Since most games have (or attempt to have) a linear difficulty progression, surely if you can't get past an area of the game because it's too difficult then you won't make it past later sections that should be even harder. Therefore, you pretty much have to be able to skip the rest of the entire game :)

Granted, it's useful if a section has an unexpected difficulty spike, but that's just bad design and should not require this kind of "band-aid" type fix.

I'm really concerned that the ideas of difficulty / challenge in games are slowly being erroded by this all-consuming concept of uber-accessibility, which will just lead to over-easy, lackluster and unrewarding experiences. Is that really a good thing? Seriously, how can we ever consider a "the game plays itself" feature to be a good one?


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.