Miyamoto Spills Beans On That New Save System We Saw A While Ago

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psychobrew

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#51 psychobrew
Member since 2008 • 8888 Posts

That has nothing to do with the system's power.... The only limitation is the disc size, since all it requires is some code that runs the game automatically. It takes more processing power for the user to play the game than for the game to run a preprogrammed scenario.... JordanElek

That's just it, the scenario has to be pre-programable. How do you pre-program a game that's not linear and predictable?

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JordanElek

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#52 JordanElek
Member since 2002 • 18564 Posts

[QUOTE="JordanElek"]

That has nothing to do with the system's power.... The only limitation is the disc size, since all it requires is some code that runs the game automatically. It takes more processing power for the user to play the game than for the game to run a preprogrammed scenario.... psychobrew

That's just it, the scenario has to be pre-programable. How do you pre-program a game that's not linear and predictable?

What Nintendo games aren't linear and predictable? Zelda seems to be the target of most discussions about this, and you could easily program a path through that type of game. Of course Miyamoto's new ideas for the next Zelda throw a wrench in that, but I'm not convinced that we know how this hint system will actually work in the end. And like I said, I didn't read the patent fully myself, so I'm just throwing stuff out there based on the summaries I've seen. The idea that a hint system necessarily forces the developers to tone everything down just doesn't make sense to me, though, which is really the only thing I'm responding to with confidence in this thread.

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psychobrew

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#53 psychobrew
Member since 2008 • 8888 Posts
[QUOTE="JordanElek"]

[QUOTE="psychobrew"]

[QUOTE="JordanElek"]

That has nothing to do with the system's power.... The only limitation is the disc size, since all it requires is some code that runs the game automatically. It takes more processing power for the user to play the game than for the game to run a preprogrammed scenario....

That's just it, the scenario has to be pre-programable. How do you pre-program a game that's not linear and predictable?

What Nintendo games aren't linear and predictable? Zelda seems to be the target of most discussions about this, and you could easily program a path through that type of game. Of course Miyamoto's new ideas for the next Zelda throw a wrench in that, but I'm not convinced that we know how this hint system will actually work in the end. And like I said, I didn't read the patent fully myself, so I'm just throwing stuff out there based on the summaries I've seen. The idea that a hint system necessarily forces the developers to tone everything down just doesn't make sense to me, though, which is really the only thing I'm responding to with confidence in this thread.

Maybe not tone down, but it may not work well for games that are "toned up." For me, un-linear and unpredicatable are qualities every title should strive for. This may work well to show you how to defeat bosses, but I don't see it working well for an open game that can change every time you play it.
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JordanElek

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#54 JordanElek
Member since 2002 • 18564 Posts

This may work well to show you how to defeat bosses, but I don't see it working well for an open game that can change every time you play it.psychobrew
Yeah, neither do I. It could be different for each game, though. Like for some games, it could offer brief hints of what to do next, while other games have pretty much the whole game done for you. Who knows.

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clicketyclick

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#55 clicketyclick
Member since 2008 • 7136 Posts

[QUOTE="JordanElek"]

That has nothing to do with the system's power.... The only limitation is the disc size, since all it requires is some code that runs the game automatically. It takes more processing power for the user to play the game than for the game to run a preprogrammed scenario.... psychobrew

That's just it, the scenario has to be pre-programable. How do you pre-program a game that's not linear and predictable?

I don't get it. Where are people seeing the necessitation of linearity and predictability?
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Foxfear

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#56 Foxfear
Member since 2005 • 110 Posts

[QUOTE="JordanElek"]

That has nothing to do with the system's power.... The only limitation is the disc size, since all it requires is some code that runs the game automatically. It takes more processing power for the user to play the game than for the game to run a preprogrammed scenario.... psychobrew

That's just it, the scenario has to be pre-programable. How do you pre-program a game that's not linear and predictable?

A game isn't doomed to be predictable on Wii.... if you e.g. develop a great story that has major plot twists, it isn't predictable anymore... Oh and disc size doesn't have anything to do with lineairity and predictability -.-
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sonic_spark

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#57 sonic_spark
Member since 2003 • 6196 Posts

For the people who can't play games have the games play themselves

Jaysonguy

It doesn't play itself. It's a virtual walkthrough if anything. Miyamoto specifically states that the player still has to beat the sequence themselves.

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Foxfear

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#58 Foxfear
Member since 2005 • 110 Posts

For the people who can't play games have the games play themselves

Jaysonguy

Oh yea you're absolutely right -.- Just like the fact that Crackdown 2 is coming out in 2009 ;)

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Itsthetruth

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#59 Itsthetruth
Member since 2008 • 318 Posts

I have completed every game i've bought andenjoyed replaing levels dozens of times just to get 100% scores on them (nostalgy moment: Donkey Kong Country :) ). So, yes, i wouldnt like this system for me BUT not everyone plays like this!

I just have to look at my brothers and i see the use of this, they get bored fast, ask me to show them how to complete a part, etc... That's how they have fun, seing new content of the game, not repeating the same hard part over and over again. This system is good and will clearly help the Wii's casual audience.

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Foxfear

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#60 Foxfear
Member since 2005 • 110 Posts

I have completed every game i've bought andenjoyed replaing levels dozens of times just to get 100% scores on them (nostalgy moment: Donkey Kong Country :) ). So, yes, i wouldnt like this system for me BUT not everyone plays like this!

I just have to look at my brothers and i see the use of this, they get bored fast, ask me to show them how to complete a part, etc... That's how they have fun, seing new content of the game, not repeating the same hard part over and over again. This system is good and will clearly help the Wii's casual audience.

Itsthetruth
Yea little kids just refuse to think something through a little... for them this is ideal... but for us, the thinking individual (most of us :P) it is of no much use... P.S.: Here you go clickety, now post away!!
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clicketyclick

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#61 clicketyclick
Member since 2008 • 7136 Posts

Well I guess this goes without saying, but Jaysonguy is grossly misrepresenting the patent.

Unfortunately, it's much easier to spread disinformation than it is to correct it, cuz correcting requires citing facts, which makes things lengthy. Please bear with me though.

My formatting will be to quote the relevant Jayson falsehood and respond with quotes from the patent in italics, then summarise those quotes in bold red font.

This is a reproduction of the patent.

TERMINOLOGY

Approach movie: the usually picture-in-picture Hint System in the Main Game. Shows how to "approach" the puzzle or boss in a movie format.

Digest movie: the get-you-up-to-speed series of cutscenes that tell you the overall plot of the game in Digest Mode.

Digest Mode: The quick summary rundown of the plot, not showing you specifics, but getting you up to speed.Similar to the cutscenes you view every time you start up Professor Layton, summarising the story thus far. Also similar to the plot summaries you get in the first minute of a TV show episode that has a continuous plot.You can jump in and play at any point to try stuff out, but you can't save.

 

 

CLAIM: Wii LACKS POWER

The Wii does not have the enough horsepower for even some of the things we call basic by now, Moto himself said that the reason we don't have online multiplayer in the New Mario Bros is that the Wii isn't strong enough to pull it off.

So when it comes to the games playing themselves the Wii doesn't have the power needed to allow the game to play through 20 different scenarios for each task, that means fewer choices and simple, linear gameplay.

Jaysonguy

• "An image quality of the approach movie may be reduced as compared to a general game screen. For example, when a frame rate of a general game screen is set to 60 fps, a frame rate of the approach movie may be set to 15 fps.Further, the resolution of the approach movie may be set so as to be reduced."

• "Further, while the approach movie is being reproduced, the game process may be temporarily stopped, or a player may be allowed to operate the player character. Further, when the game process is temporarily stopped, the approach movie may be displayed full-screen."

• "Further, instead of reproducing the moving images, the approach movie may be provided such that operation data representing the same movement as a movement of the player character in the approach movie is previously generated, and the player character is moved in a window for reproducing the approach movie, based on the operation data. The size of a file can be reduced as compared to a case where a moving image file is reproduced."

• "Further, a content (the scenario or the story) of the game can be roughly known from the digest movie, and further the game can be played from a desired scene in the digest movie. Thus, even when the game is started from the middle of the digest, a player knows the flow of the preceding story or the like, and therefore a state where a player does not know the storyline preceding the middle of the story can be prevented and the player is allowed to play the game in natural manner."

 

TL;DR:

Frame rate and resolution for the PIP movie is greatly reduced compared to the game, and when the movie is run, the game is paused, so the Wii is never rendering both at once.Additionally, in order to save disc space, the Hint System might just show how to make the needed movement rather than a video.

As for the Digest Mode, this is a separate mode and it's just a bunch of cutscenes roughly summarising the plot. If the Wii has enough power to show animated cutscenes, it has enough power to run Digest Mode.

 

 

CLAIM: INCREASES LINEARITY

With a system that plays itself they're going to have to streamline the games it's featured in and make them more linear. They're going to have to take away a lot of the game so they have the resources to just focus on the tasks at hand to progress the story and that's it.

Jaysonguy

• "Further, a content (the scenario or the story) of the game can be roughly known from the digest movie, and further the game can be played from a desired scene in the digest movie. Thus, even when the game is started from the middle of the digest, a player knows the flow of the preceding story or the like, and therefore a state where a player does not know the storyline preceding the middle of the story can be prevented and the player is allowed to play the game in natural manner."

Menu

 

TL;DR:

The Digest Mode is separate from the game itself and only ROUGHLY summarises the overarching story. Rather than showing you every gameplay detail, it's only just enough so you don't get lost, or come back to the game after a while and have no idea what you were in the middle of doing and where you're supposed to go. It's a synopsis, not a detailed walkthrough.

 

 

CLAIM: PLAYS ITSELF

The system is pretty much cruise control for games. You play as much as you want and when you're stuck just stop playing and the game takes over for you. That means the games has to keep track of where the character is anywhere in the game, also remember that this system just isn't for bosses and the like, it's for everything in the game.

If the game just works on a type of "triggered content" like you say then that would make the games even easier"Stand here and then it'll take over"

Jaysonguy

• "That is, the "visual quality" of the approach movie may be set so as to be degraded as compared to an actual game screen. Thus, a player is prevented from being satisfied by viewing, in the approach movie, a scene in which the puzzle is solved. A player that desires to view, with increased image quality, the scene in which the puzzle is solved may think that the player needs to operate and play the game by him/herself, so that the player may keep his/her motivation for the game play."

• "Further, in the embodiment described above, when the hint button 102 is pressed in the scene in which the "puzzle" is set, the approach movie is reproduced. Also when the hint button is pressed at a location other than a specific location in which the "puzzle" is set, the approach movie corresponding to the "puzzle" set at the specific location which is closest to the location, in the virtual game space, at which the hint button is pressed, may be reproduced."

• "Further, the use of the digest saved-data may not be allowed for a certain initial time period (immediately after the game is purchased). For example, although the digest saved-data cannot be used immediately after the game is purchased, a plurality of pieces of the digest saved-data may be gradually used in accordance with a time period in which the game has been played. In this case, the digest saved-data are set so as not to be used when the game is shipped. The flash memory 17 of the game apparatus body 3 purchased by a player stores the total cumulative time period obtained by adding the time periods in which the game has been played. The total cumulative time period during which the game has been played is read from the flash memory 17 every time the game is started, and when the total cumulative time period during which the game has been played is greater than a predetermined time period, the use of the digest saved-data may be allowed. Thus, the ending portion of the game cannot be played from the beginning, so that a player may not reduce his/her interest in the game, and when a user, who cannot continue the game, almost gives up the game halfway, the use of the digest saved-data is allowed, thereby enhancing the motivation of the player. The use of the digest saved-data may be allowed when a predetermined time period has passed from the release date of the game, or from a date on which the game is played for the first time as well as the use of the digest saved-data may be allowed based on the total time period during which the game has been played. Thus, the digest saved-data can be used regardless of the play time of each player, and therefore, when a predetermined time period has passed, a player who desires to clear the game by him/herself at first but has stopped playing the game halfway, or the like, is allowed to use the digest saved-data for playing the game to the end. Further, most of the users may desire to clear the game by him/herself immediately after the release date, and therefore when the increased number of the users have cleared the game, the digest saved-data can be used, so that a user who desires to clear the game by him/herself may not lose his/her interest in the game."

 

TL;DR:

The hint videos are low quality, may even just indicate the motion needed, and thus preserve the sense of fulfillment from completing the puzzle yourself. These hint vids are pre-set; they won't show you a complete walkthrough of the game. They are just triggerable at certain places. There is no complete walkthrough of the game.

You can't just start up the The Digest Mode right out of the box and get a full summary of everything that happens. You can't just buy the game and view the ending. It's locked content. As you play through the game, you unlock the summary videos in Digest Mode, so that you can quickly review what you've done.

After a certain amount of playtime has been invested and/or a certain amount of time has passed since launch, all the vids might unlock. But by then, the motivated player will have already finished the game, and this is just to get the unmotivated players interested again.

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psychobrew

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#62 psychobrew
Member since 2008 • 8888 Posts

[QUOTE="psychobrew"]

[QUOTE="JordanElek"]

That has nothing to do with the system's power.... The only limitation is the disc size, since all it requires is some code that runs the game automatically. It takes more processing power for the user to play the game than for the game to run a preprogrammed scenario.... clicketyclick

That's just it, the scenario has to be pre-programable. How do you pre-program a game that's not linear and predictable?

I don't get it. Where are people seeing the necessitation of linearity and predictability?

I'd imagine it would have to be programmed for a constant or a known quantity, otherwise the walkthrough character could die (and invincibility here wouldn't work for the intended purpose). It should work well when a certain pattern of movements is needed, and that pattern is the same for everyone every time the game is played. This would indicate a linear game. You can't pre-program for an unkown without a chance of dying if you want the walkthrough to be usefull (super AI with unrealistic reflexes would defeat the purpose).

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clicketyclick

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#63 clicketyclick
Member since 2008 • 7136 Posts

Read my post above. At least, the red parts. There is no walkthrough.

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sonic_spark

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#64 sonic_spark
Member since 2003 • 6196 Posts

TERMINOLOGY

Approach movie: the usually picture-in-picture Hint System in the Main Game. Shows how to "approach" the puzzle or boss in a movie format.

Digest movie: the get-you-up-to-speed series of cutscenes that tell you the overall plot of the game in Digest Mode.

Digest Mode: The quick summary rundown of the plot, not showing you specifics, but getting you up to speed.Similar to the cutscenes you view every time you start up Professor Layton, summarising the story thus far. Also similar to the plot summaries you get in the first minute of a TV show episode that has a continuous plot.You can jump in and play at any point to try stuff out, but you can't save.

CLAIM: Wii LACKS POWER

[QUOTE="Jaysonguy"]

• "An image quality of the approach movie may be reduced as compared to a general game screen. For example, when a frame rate of a general game screen is set to 60 fps, a frame rate of the approach movie may be set to 15 fps.Further, the resolution of the approach movie may be set so as to be reduced."

• "Further, while the approach movie is being reproduced, the game process may be temporarily stopped, or a player may be allowed to operate the player character. Further, when the game process is temporarily stopped, the approach movie may be displayed full-screen."

• "Further, instead of reproducing the moving images, the approach movie may be provided such that operation data representing the same movement as a movement of the player character in the approach movie is previously generated, and the player character is moved in a window for reproducing the approach movie, based on the operation data. The size of a file can be reduced as compared to a case where a moving image file is reproduced."

• "Further, a content (the scenario or the story) of the game can be roughly known from the digest movie, and further the game can be played from a desired scene in the digest movie. Thus, even when the game is started from the middle of the digest, a player knows the flow of the preceding story or the like, and therefore a state where a player does not know the storyline preceding the middle of the story can be prevented and the player is allowed to play the game in natural manner."

TL;DR:

Frame rate and resolution for the PIP movie is greatly reduced compared to the game, and when the movie is run, the game is paused, so the Wii is never rendering both at once.Additionally, in order to save disc space, the Hint System might just show how to make the needed movement rather than a video.

As for the Digest Mode, this is a separate mode and it's just a bunch of cutscenes roughly summarising the plot. If the Wii has enough power to show animated cutscenes, it has enough power to run Digest Mode.

CLAIM: INCREASES LINEARITY

[QUOTE="Jaysonguy"]

With a system that plays itself they're going to have to streamline the games it's featured in and make them more linear. They're going to have to take away a lot of the game so they have the resources to just focus on the tasks at hand to progress the story and that's it.

clicketyclick

• "Further, a content (the scenario or the story) of the game can be roughly known from the digest movie, and further the game can be played from a desired scene in the digest movie. Thus, even when the game is started from the middle of the digest, a player knows the flow of the preceding story or the like, and therefore a state where a player does not know the storyline preceding the middle of the story can be prevented and the player is allowed to play the game in natural manner."

Menu

TL;DR:

The Digest Mode is separate from the game itself and only ROUGHLY summarises the overarching story. Rather than showing you every gameplay detail, it's only just enough so you don't get lost, or come back to the game after a while and have no idea what you were in the middle of doing and where you're supposed to go. It's a synopsis, not a detailed walkthrough.

CLAIM: PLAYS ITSELF

The system is pretty much cruise control for games. You play as much as you want and when you're stuck just stop playing and the game takes over for you. That means the games has to keep track of where the character is anywhere in the game, also remember that this system just isn't for bosses and the like, it's for everything in the game.

If the game just works on a type of "triggered content" like you say then that would make the games even easier"Stand here and then it'll take over"

Jaysonguy

• "That is, the "visual quality" of the approach movie may be set so as to be degraded as compared to an actual game screen. Thus, a player is prevented from being satisfied by viewing, in the approach movie, a scene in which the puzzle is solved. A player that desires to view, with increased image quality, the scene in which the puzzle is solved may think that the player needs to operate and play the game by him/herself, so that the player may keep his/her motivation for the game play."

• "Further, in the embodiment described above, when the hint button 102 is pressed in the scene in which the "puzzle" is set, the approach movie is reproduced. Also when the hint button is pressed at a location other than a specific location in which the "puzzle" is set, the approach movie corresponding to the "puzzle" set at the specific location which is closest to the location, in the virtual game space, at which the hint button is pressed, may be reproduced."

• "Further, the use of the digest saved-data may not be allowed for a certain initial time period (immediately after the game is purchased). For example, although the digest saved-data cannot be used immediately after the game is purchased, a plurality of pieces of the digest saved-data may be gradually used in accordance with a time period in which the game has been played. In this case, the digest saved-data are set so as not to be used when the game is shipped. The flash memory 17 of the game apparatus body 3 purchased by a player stores the total cumulative time period obtained by adding the time periods in which the game has been played. The total cumulative time period during which the game has been played is read from the flash memory 17 every time the game is started, and when the total cumulative time period during which the game has been played is greater than a predetermined time period, the use of the digest saved-data may be allowed. Thus, the ending portion of the game cannot be played from the beginning, so that a player may not reduce his/her interest in the game, and when a user, who cannot continue the game, almost gives up the game halfway, the use of the digest saved-data is allowed, thereby enhancing the motivation of the player. The use of the digest saved-data may be allowed when a predetermined time period has passed from the release date of the game, or from a date on which the game is played for the first time as well as the use of the digest saved-data may be allowed based on the total time period during which the game has been played. Thus, the digest saved-data can be used regardless of the play time of each player, and therefore, when a predetermined time period has passed, a player who desires to clear the game by him/herself at first but has stopped playing the game halfway, or the like, is allowed to use the digest saved-data for playing the game to the end. Further, most of the users may desire to clear the game by him/herself immediately after the release date, and therefore when the increased number of the users have cleared the game, the digest saved-data can be used, so that a user who desires to clear the game by him/herself may not lose his/her interest in the game."

TL;DR:

The hint videos are low quality, may even just indicate the motion needed, and thus preserve the sense of fulfillment from completing the puzzle yourself. These hint vids are pre-set; they won't show you a complete walkthrough of the game. They are just triggerable at certain places. There is no complete walkthrough of the game.

You can't just start up the The Digest Mode right out of the box and get a full summary of everything that happens. You can't just buy the game and view the ending. It's locked content. As you play through the game, you unlock the summary videos in Digest Mode, so that you can quickly review what you've done.

After a certain amount of playtime has been invested and/or a certain amount of time has passed since launch, all the vids might unlock. But by then, the motivated player will have already finished the game, and this is just to get the unmotivated players interested again.

The level of ownage was so high that my kids are going to feel that too...(sorry jaysonguy). But, in actuality, very informative. Thanks for clarifying that clickity.

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JordanElek

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#65 JordanElek
Member since 2002 • 18564 Posts

Yeah, thanks for clipping out some of the important parts of the patent. The sad thing is that I still had to take a nap after reading just that small portion of it.... I hate reading technical stuff like that, and that wasn't even as bad as I imagined it would be.

So it looks like it'll work like Navi in OoT but with video. When you approach a puzzle, you can press a button to get the hint or you can just do it yourself. The Digest Mode is very different, but you've already adequately described that. I think someone described it as akin to a DVD scene selection menu, but with an added summary portion that gets you up to speed with everything that happened before the selected scene.

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clicketyclick

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#66 clicketyclick
Member since 2008 • 7136 Posts

So it looks like it'll work like Navi in OoT JordanElek

Ya, you're really not helping things here.

:P

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JordanElek

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#67 JordanElek
Member since 2002 • 18564 Posts

[QUOTE="JordanElek"]So it looks like it'll work like Navi in OoT clicketyclick

Ya, you're really not helping things here.

:P

Ha, I was going for a knock on Navi, actually. And making the connection that Zelda games have told us how to solve puzzles since OoT, so this is just a newer, much better way to do the same thing. At least the hint part of it.

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psychobrew

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#68 psychobrew
Member since 2008 • 8888 Posts

Read my post above. At least, the red parts. There is no walkthrough.

clicketyclick
They call it a movie. What's the difference?
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#69 Foxfear
Member since 2005 • 110 Posts

[QUOTE="clicketyclick"]

[QUOTE="JordanElek"]So it looks like it'll work like Navi in OoT JordanElek

Ya, you're really not helping things here.

:P

Ha, I was going for a knock on Navi, actually. And making the connection that Zelda games have told us how to solve puzzles since OoT, so this is just a newer, much better way to do the same thing. At least the hint part of it.

Without the oh so annoying "hey!!" every 10 seconds :P
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clicketyclick

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#70 clicketyclick
Member since 2008 • 7136 Posts
[QUOTE="clicketyclick"]

Read my post above. At least, the red parts. There is no walkthrough.

psychobrew
They call it a movie. What's the difference?

A walkthrough, at least the way you were talking about as restricting the pathways that the game could take, shows movement of the character through the game. When you search for a video walkthrough on Youtube, you get a full blow-by-blow of every part in the game in a specific order and showing a specific strategy etc. from start to finish. These are approach videos. By contrast, they're only a few seconds long, only triggered in specific areas (i.e. a puzzle or a boss). They don't necessarily show you "this is how you defeat the boss". They show you "this is the boss's weak point" or "this is how you use this weapon". And because they're only triggered in specific areas rather than a continuous walkthrough, you can complete areas of the game world in whatever order you want, at whatever pace you like.
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AdmiralWolverin

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#71 AdmiralWolverin
Member since 2009 • 479 Posts

For the people who can't play games have the games play themselves

Jaysonguy
i thought you loved casuals and people who couldnt play videogames though essentially, as you would put it, it makes hardcore games appeal to a broader audience and that's what nintendo is ALL about!
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SSBFan12

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#72 SSBFan12
Member since 2008 • 11981 Posts

I think it is a really great idea.

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Jaysonguy

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#73 Jaysonguy
Member since 2006 • 39454 Posts

[QUOTE="Jaysonguy"]

For the people who can't play games have the games play themselves

AdmiralWolverin

i thought you loved casuals and people who couldnt play videogames though essentially, as you would put it, it makes hardcore games appeal to a broader audience and that's what nintendo is ALL about!

I've never once called it a bad idea

I'm just honest about it

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psychobrew

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#74 psychobrew
Member since 2008 • 8888 Posts
[QUOTE="clicketyclick"][QUOTE="psychobrew"][QUOTE="clicketyclick"]

Read my post above. At least, the red parts. There is no walkthrough.

They call it a movie. What's the difference?

A walkthrough, at least the way you were talking about as restricting the pathways that the game could take, shows movement of the character through the game. When you search for a video walkthrough on Youtube, you get a full blow-by-blow of every part in the game in a specific order and showing a specific strategy etc. from start to finish. These are approach videos. By contrast, they're only a few seconds long, only triggered in specific areas (i.e. a puzzle or a boss). They don't necessarily show you "this is how you defeat the boss". They show you "this is the boss's weak point" or "this is how you use this weapon". And because they're only triggered in specific areas rather than a continuous walkthrough, you can complete areas of the game world in whatever order you want, at whatever pace you like.

So what's their point about being able to pick up and play at any point during the scene? If the movie was that short, there would be no purpose for that. They also make points that this is good for people who don't have time to play a giant level, hinting that an entire section of a game can be skipped. Normal cut scenes can be used to show you a boss's weak point and weapon use. I don't think they'd make a pattent just for that.
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clicketyclick

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#75 clicketyclick
Member since 2008 • 7136 Posts
[QUOTE="psychobrew"] So what's their point about being able to pick up and play at any point during the scene? If the movie was that short, there would be no purpose for that. They also make points that this is good for people who don't have time to play a giant level, hinting that an entire section of a game can be skipped.

That's a different part of the game. It's called the Digest Mode. It gives you a quick, rough summary of the plot, and you can jump in and play, but you can't save your game. This also is not a walkthrough because it's just a plot synopsis, not a blow-by-blow "walk here, pull this lever, move this" etc. Think of the plot summaries you get every time you start up Professor Layton, or think of the plot summary you get at the end of Fallout 3. Now just imagine you can jump in and play at a certain point.
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Resimaniac

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#76 Resimaniac
Member since 2008 • 683 Posts

Can anyone tell me what's the point of this new feature?? Because I'm a bit confused... :?

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randomguy15

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#77 randomguy15
Member since 2008 • 1981 Posts

[QUOTE="randomguy15"]

[QUOTE="Jaysonguy"]

You're exactly right

The Wii is not strong enough to make the system work as advertised and they're using Wii owners as the experiment.

With a system that plays itself they're going to have to streamline the games it's featured in and make them more linear. They're going to have to take away a lot of the game so they have the resources to just focus on the tasks at hand to progress the story and that's it.

So on one hand people who don't normally play games can get the help they need

On the other hand the games will be NERF'd to a degree where they're no longer that challenging to the people who normally play them

Right now it's a fair trade off because it's happening on the Wii. If this catches on then it'll be something that is used in every game and future consoles will have the power to run it fully

Right now we get to witness it's first steps, which it will show on it's own, we don't even have to move the controller! lol

Jaysonguy

So now were experimental rats? Seriously your overreacting on how this will be used. No matter how many times we say its optional, you come back to say something like it plays itself. And that analogy of suicide someone used was not a good one. Games dont cause depression.

Yes, the Wii owners will be the lab rats for this experiment just like the Wii owners have been lab rats to test out the motion controls. It's not like the first time this has happened on the Wii. Anytime a company tries out something new they're testing on the current owners.

The part about optional is totally false and people need to start understanding that

This will impact every single game it's used on and that impact will be felt by everyone.

The Wii does not have the enough horsepower for even some of the things we call basic by now, Moto himself said that the reason we don't have online multiplayer in the New Mario Bros is that the Wii isn't strong enough to pull it off.

So when it comes to the games playing themselves the Wii doesn't have the power needed to allow the game to play through 20 different scenarios for each task, that means fewer choices and simple, linear gameplay.

You didnt really explian how it wasnt optional:?

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deactivated-62cbf5c22ef38

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#78 deactivated-62cbf5c22ef38
Member since 2004 • 16051 Posts
would anyone mind telling a small version of what is going on? kotaku.com do not seem to be working at the moment (at list for me) thx *lost in the moon* no idea what is all this talk about