It reoccurred to me recently that Nintendo really doesn't make games in the same way as most other current developers. I mean, if you look at it historically, we started with arcade games, which usually made the most of a single mechanic. A limited amount of content, but high replay value. Then the shift to home consoles sort of broadened the scope of a video game. Now we could have adventures (even on the 2600!). Which first meant bigger worlds in which to ply that limited set of mechanics. But soon that definition evolved to include games in which the mechanics expanded and changed over time, resulting in a more varied (but perhaps less pure) experience. In it's early history, Nintendo was a key component of this evolution from arcade games (Donkey Kong, Balloon Fight) to expanded arcade-styled games (Super Mario Bros.) to more realized worlds with more varied mechanics (The Legend of Zelda, Metroid). Over time, Nintendo has further refined its ideal of video game design. Basically, a gameplay-driven experience, in which creative level design and/or new abilities keep the experience fresh over the course of the game. We love that shit, right?
But most established developers don't make that type of game anymore. The current vogue seems to favor one set of gameplay mechanics throughout an entire game (or even series), modulated largely by change in setting or narrative. Rather than bring new actors on the stage, they change the set design. I think this explains why Nintendo fans' tastes are often so different than those of the mainstream. Why some of us feel alienated in gaming discussions. To an extent, we're playing apples, and they're playing oranges.
Of course, there are exceptions to every rule. Independent devs mostly prioritize gameplay, albeit with a more limited scope. So, two questions:
1) Do you agree or disagree with the analysis above? 2) If you agree, which other developers still make "Nintendo-style" games?
The Motion controls were a gimmick , a successful gimmick but most people i know that held onto their Wii's much rather used the Pro controller when able.
I personally absolutely hated them, i purchased a Wii and bunch of Shooting style games to have some fun with , the calibration and accuracy was non-existent compared to the old PS one & PS two G-con games .
as a result i sold my Wii within a month of buying it and went back to PS One & PS Two G-Con Games
@pho6os I had initially thought that one of the LED lights would be on one corner of the screen, and another on the opposite corner for total accuracy. But, alas, it was not to be. Still using the Wiimote pointer as a mouse worked amazingly well and intuitively. Just not for absolute aiming.
I actually just found my bag of Guncon stuff when I was cleaning up the other day. I wish I still had a display that I could use them on.
Anyway, what is this thread about, again...? Light gun games?
I always thought the Trauma Center games on Wii were some of the best applications for motion control. I think it's because the screens were primarily static and the pointer control wasn't used for camera and aiming in a 3D space.