Monday, March 31, 2008

Wii Shortage

Analyst Blames Current Wii Shortage on Weak Dollar
Article at Dailytech quotes one analyst saying that excess Wii's are probably being sent to Europe, hoping to offset shortages there in time for a stronger dollar. 

Here's the article. 

Recap: During the holidays, Nintendo was accused of creating artificial shortages of the Wii to generate hype. I didn't really buy into it, and Nintendo had a good explanation: 

The Wii does not follow typical industry trends because of its wide appeal. Many people who previously played games very casually or not at all are buying Wiis (probably just for Wii Sports). Whereas the summer is normally a slow period for games among the core gaming community, and the holidays especially strong, the Wii sold consistently throughout the year. Nintendo claimed they usually start stockpiling systems and games during September to prepare for the holiday rush, and they failed in doing that last year because of unprecedented demand.

However this story is more plausible. What do you think?

Tuesday, March 25, 2008

Get a load:

RPG Genre: Inherently Flawed?
Do the basic components of an RPG render it a design cop-out? Is the notion of role-playing in an already fictional world redundant? Do RPG soap opera/cliff-hanging storylines and the promise of leveling up create an addictive experience out of shallow and always repetitive gameplay? I say YES!!
       
          When I was younger I got into an argument with my older brother while trying to explain different video game genres. The problem was the concept of a role-playing game. Colin tried to say that I was being stupid, that all games were RPG's because you play as a character; in other words, when you play any game you're role playing. Looking at it Colin's way, a Super Mario game would be the same as any Final Fantasy game. 

Obviously that's wrong because the RPG is a well-defined genre with common basic elements such as stats, overworlds, battle scenes, a plethora of items and characters, parties, magic abilities, long involved storylines, blah blah blah. We know what that's all about. But Colin is also right, because video games really are all RPG's. The RPG genre is simply redundant, and that's not it's only problem. 

My sister's boyfriend and one of my best friends, Luke, is a huge fan of Dungeons and Dragons: the mother of role playing games. Every time they're home from school, Luke and some of my other friends get together in a small building adjacent to his house and act out their various characters and storylines. The need for Dungeons and Dragons in the real world is just that: the fact that this is the real world, and they must create their fictional one. In order to make sure everything makes sense and stays as believable as possible, they keep track of your typical RPG stats like experience points, and I can assume they have such things as hit points, and limited stats of various powers as well (I do not play D&D). This all makes sense, like I said, because it is make-believe, and in order for it all to make sense these stats must exist. 

But what about video games? Why use these devices in a video game when the world has actually been created for you? Why can't we expect more immersion out of our video games than a storybook/board game played out on our tv? 

I'm a huge fan of The Legend of Zelda, which is usually classified as an "action adventure rpg". Action is a key word because it changes it all drastically. My criticism here is not leveled at any type of "action" video game; it's the action games that have it right. Zelda is very much an rpg in several ways; it has the basic components:

stats:
HP: Your heart containers
FP/PP/etc: Magic meter
Experience: Aha! The person playing becomes experienced themselves as they become used to the very deep gameplay of a Zelda game, but beyond that experience is built through the learning of new techniques and more powerful weapons. You do not gain experience points, but are awarded with improved "stats" for your accomplishments and progression; why do we even need the experience points, then?
overworld:
Hyrule Field, for the most part, though it extends typically into Death Mountain and various other locales.
Party:
Link alone.

Why can a Zelda game acquire the "action" moniker and bypass the convoluted statistical mess that plagues other rpg's? The "action" subgenre should be recognized as a true feat in the field of video games.

So what's my problem with stats and overworlds anyway? RPG's depend a lot on story, too much if I do say so, and stats and rpg overworlds completely destroy any suspension of disbelief. 

First of all, stats: why do I need experience points and an ever-increasing amount of hit points to tell me my training has paid off and my character is more powerful? This is never believable in a video game. I just read a thread on Gamespot's forums the other day about what video game characters are overpowered. The typical answer was "almost any rpg protagonist". In a typical rpg, your character no matter how small or humble can grow to be ubelievably powerful, almost inexplicably save for their steady acquisition of stats, hit points, and experience.
 
Second, the overworld: rpg overworlds, ugh! Am I the only one who ever thinks this? RPG over worlds are typically an uninteractive map that you can move your character around and bump into enemies. Once you bump into an enemy, it cuts to an entirely new screen and you realize, "hey! that wasn't what the overworld actually looked like! It's much bigger than that!"
 
And then there's actual battling: turn based rpg's are the worst for this. Instead of mapping all attacks to buttons or combos that you can pull off in real time, everything in rpg's are usually relegated to menus. In an action game, the overworld is the overworld as is: what you see is what you get, in battle: what you see is what you get, stats: what you see is what you get. 
 
The biggest problem with rpg's is this failure to suspend disbelief and the redundancy of stats in a fictional created world. What you see is never what you get.

The gameplay is repetitive and shallow compared to action, real time games. Game length is artificially dragged out by the need to level up. Usually the main draw is to find out more of the excessive amount of storyline, basically "We'll tell you this story, but you must work for it". And friends: that work is not fun.

I'm sure some of you have played more RPG's than I have. Do you agree with this? Where have I gone horribly wrong, or are rpg's truly just a bad drug? 

Wednesday, March 19, 2008

Good News for WiiWare

Nintendo Entices Small Developers With Affordable And Easy to Use WiiWare SDK's After Fallout With Microsoft.

For those unfamiliar with it, WiiWare is Nintendo's soon-to-be-released service for downloadable content (games, mostly) for the Wii. Today IGN reports that Nintendo is preying on demoralized XBLA (Xbox Live Arcade, a similar service for the Xbox from Microsoft) developers to bolster WiiWare's library. According to IGN, 

"Microsoft recently cut the royalty rate it pays developers in half, from 70 percent to 35 percent for games that earn less than $4 million. As a trade off, Microsoft is now handling some of the localization and worldwide rating work, but game makers are apparently still angry."

The IGN article explains that Nintendo's software development kits are easy to use, as well as up to four times cheaper than the ones for Microsoft's service. Read the whole thing here.

A Side:
I read that Nintendo is promoting (to developers) the fact it will not be pushing retro titles with WiiWare. Well, duh. This makes sense because WiiWare's meant to help out smaller, newer developers, –but it's misleading, isn't it? WiiWare is a companion service to the Virtual Console, which we all know is a service for nothing but retro titles. They're the same thing, just separated by this very important distinction; users spending money on WiiWare titles will not see it as too much different from downloading the old games from Virtual console, correct? So how can Nintendo say they don't have an emphasis on retro titles?

Thursday, March 13, 2008

Super Smash Bros. Brawl Impressions

Super Smash Bros. Brawl is the third title in Nintendo's long running and popular Super Smash Bros. series of party fighting games. Super Smash Bros. pits Nintendo's famous mascots and characters against each other in a very unique and hilarious take on the fighting genre.

I arrived somewhat late to the midnight launch of SSBB this past Saturday night/Sunday morning, and was surprised to see how many copies the local Gamestop still had of the game. It seems that retailers are expecting the game to do very well. Anyway, the game:

The first thing I noticed about the game when I put it in Sunday morning was how tiny characters appear on the screen. As all you SSB fans know, the camera zooms and pans in&out/across the stage constantly in order conserve space, yet at the same make sure everyone and all items can be seen at the same time. But the stages are grander and busier than ever now, and if you have an old television, or one that's just small, you will be hurting. In general, the game was not made to be played on a small television (I had trouble just reading some of the menus). 

However, this was just on the television in my room –which is old and small. Though of course, Super Smash Bros. Brawl is beyond all else a multiplayer game, and the next day the Wii was moved back to the family room. The past several nights have seen some crazy brawling with many of my friends, including some who are new to the series. 

All of your favorite characters from Melee are back, except for these four: Dr. Mario, Pichu, Mewtwo, and Roy. In their place we have fourteen new characters, a couple of which I still haven't unlocked. 

One thing I immediately noticed are that the game's controls are much tighter, unlike the looser and fancy free feeling of Melee, and the pacing in fights is therefore a tad slower. This isn't to say the game is less frantic, because it's not; this is still typical smash bros. in the frantic department. I can't decide if the tighter controls work out better or worse. Reason I say that is because I use Ganondorf mainly, and he was a very slow character in Melee. Now he's much slower than that! So all of a sudden I went from being the best player among my friends to more average. 

But because of this, some of my friends seem to perform better. Melee's controls were so sensitive that light and fast characters were difficult to handle at times. The tighter controls in Brawl seem to have balanced the game out considerably. Also, I used to be able to get away with mostly using Ganon's basic attacks, and now I find myself having to utilize all of his abilities. Once I get used to it, I can say what I'm already thinking: Brawl's controls are much closer to perfect and better balanced than Melee, even if it puts me at a slight disadvantage with Ganondorf. 

More comments on Brawl tomorrow.

Welcome to Wii Potential



I'm starting this blog as an assignment for a mass communications course. Video games are one of my obsessions and I also happen to be a Nintendo fan, so this blog will focus on that area of my life. I'll be commenting on the latest news concerning Nintendo's two systems, the Wii and DS, in addition to writing essays and reviewing games.
Video games still carry a strong stigma in our society as juvenile, mentally corrosive, or simply a waste of time, so I believe it's important that there be as many sources of discussion as possible for the world of interactive entertainment. That way we can all help communicate a better understanding of what games are and why they need to be appreciated. This blog in particular will look at the Nintendo DS and Wii, which both remain the best-selling current generation video game platforms (among the PSP, PS3, and Xbox 360).
The Nintendo DS is an incredible system, one of the best reasons to start playing games if you haven't done so yet. As the latest in Nintendo's long legacy of successful handhelds (succeeding the Game Boy line), this device offers an enormous value out of the box thanks to a design leaps ahead of its predecessors:
• The most wide-ranging game library in terms of demographics and gaming preferences.
• As of the DS lite, an ultra bright backlit screen that doesn't affect battery performance.
• The innovative touch screen, dual-screen design providing a simple but deep and accessible gameplay experience.
There are many reasons to own a DS, and for those of you who are interested I'll do my best to keep you updated on DS news and recommend games.
The Wii is a system everyone has heard of, even outside of the regular game-playing crowd. This is mostly due to the publicity of the system stemming from its appeal to nongamers and its innovative remote/motion-sensitive controller. While the Wii is enjoying much success currently, I foresee it facing an uphill battle in coming years as the novelty of motion sensing gives way to a more realistic perspective of what the system actually offers and what it can do. 
While the Wii currently houses the greatest game of this generation, Super Mario Galaxy, and one of the most popular, Super Smash Bros. Brawl, it's library is limited and filled with mediocre titles. The Wii also suffers from being underpowered, poor online gaming implementation so far, and limited onboard storage space –among other things. 
Even so, the Wii remains the only place to find Nintendo games (on a console), and that is reason enough to own one.