Ah, it's nice to see that we have a decent discussion. Anywho, I want to bring up a few things:
1. How the hell are the third parties going to adapt to something like this? Main problem I see with the controler so far is the cost and difficulty it will be to create games based around the censor. The way I see it, the big boys of the industry will be the only ones who will be able to effectivly use the motion censor. Even then how will the developers who have never worked on this sort of thing be able to suddenly create a motion censor game when all they have worked on before is creating traditional games.
Nintendo are saying that the point behind the revolution is that its simple and cheap to develop for, and are welcoming proposals from people (said in the keynote, and mentioned on IGN)
2. What about the third parties who don't want to use the motion censor? How will Nintendo have other developers create games for their limited controller when they can do the same game on another console without controller issue getting in the way?
there is a standard controller attachment that the remote slots into, allowing for standard gaming dynamics if you so please
read here - http://www.eurogamer.net/article.php?article_id=60917
3. How much will the development kits cost for it, and do the developers have the knowledge to effectivly create a flawless motion game when motion detection in games is a brand new concept. How will smaller developer firms hope to create games for it?
Motion sensing is far from new, Eyetoy and similar devices have been around for a while. Aditionally a device of similar technical ability for the PC (made by Gyration) is available and that works just fine.
4. How will this effect different areas of gaming that don't want to use the motion detection? Here's a small look at the difficulties this may produce:
FPS: How will you be able to move around? By the looks of it, it would be like controlling a FPS on the PSP.
you move using the analogue stick attachment and look around using the remote. They showed this at TGS with a metroid prime demo, impressions of it can be seen at IGN, Gamespot, 1up.com, etc
RPG, Puzzle Games, Racing games: Not too much of a problem, everything seems fine with it.
Adventure/Action: Depends on the game. Even then, games like that tend to use a fair ammount of buttons to control the camera.
Ports: One big issue that may drive third parties away. If the game they use needs a fair ammount of buttons to use, why bother porting it to the Revolution?
again i point to the controller addon, where the remote slots into it
Older games: Nintendo seems to have had the NES in mind, but what about the SNES and N64 games? Why not 4 buttons instead of 2 Gameboy-Like buttons?
controller addon
Fighting: No way in hell without a extra attachment, unless you like your fighting games easy and button mashers.
controller addon again, or some unique usage, such as holding two remotes one in each hand to represent your punches and punching, kinda like Gametrack but without the wires. PUNCHOUT REVOLUTION anyone?
So, in my view, it looks like Nintendo is heading the same way they did with the Gamecube, DS, and N64: Making them the primary publisher and developer of the main games of the system, while making it difficult for third parties. Damn it, this was something Nitendo needs to fix, not make worse...
Well the developers all had nice stuff to say, hell even Kojima was there saying how its "what i've been waiting for", the guys from square enix too, the DQ designer, guys from THQ, EA, etc etc ... they all see the possibilities..
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