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Aonuma's opinion about the wii u gamepad.

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dark_gh0st_b0y said:
it really is an excuse, so they can focus on the NX version...

Phantom Hourglass anyone? that game was awesome, because of the way it used the second screen, drawing maps and routes to take, and puzzles etc... not disrupting at all

never been a fan of the gamepad, but if there is a game it fits, it is this one

^this

I mean come on, how would fans react if the Wii U version of BotW had features the NX version has not?
Not to mention that it would suggest that the Wii U version is the better one due to exclusive features. They want people to buy a NX for that game so they cant really do that, even if it fits perfectly and was originally designed to work with the gamepad in a big way, I mean, why else does the Shiekah Slate look like that?



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CWegzz said:
Well, I'm glad he's not going to be using some forced gimmick on this game with the Gamepad like he did with Skyward Sword. Good for him. This is shaping up to be the best Zelda ever made. I love everything about it.

The thing is Skyward Sword did a much better job intergrading the Wii's main feature. The only problem is with Wii motion plus, that feature worked a little too well.



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Goodnightmoon said:
Valdath said:
Gamepad fanatic defenders must feel really weird when even Nintendo istelf admits the gamepad sucks.

Just wow.

Nintendo themself? As far as I know Aonuma is one person, and is pretty obvious the reason he is not using it is to not give the NX an advantage, a map and a inventory management on a 2nd screen does not disrupt anything, it was actually praised for everyone in WWHD because it is useful.

Do we have confirmation that there is no map on the second screen? 

Simultaniously diplaying the inventory alongside gameplay is a bit more hardware intensive and no more time efficient than pressing a button, which will (or can) swap out the main screen in the same amount of time it takes you to look down. I recall Skywards Sword's map being a hassle to load and navigate. 

The great thing about the DS is that both screens were in view at the same time.



Better late than never I suppose...



 

Here lies the dearly departed Nintendomination Thread.

Jon-Erich said:
CWegzz said:
Well, I'm glad he's not going to be using some forced gimmick on this game with the Gamepad like he did with Skyward Sword. Good for him. This is shaping up to be the best Zelda ever made. I love everything about it.

The thing is Skyward Sword did a much better job intergrading the Wii's main feature. The only problem is with Wii motion plus, that feature worked a little too well.

Yeah, Skyward Sword did do a great job with motion controls, but I do still feel that it was forced, just like touch screen controls in the DS Zelda games.  I personally love Skyward Sword, but I do believe that the game would be better off if motion controls weren't forced so much.  Zelda is one of those games where a standard controller works much better in my opinion and I'm just glad they're not trying to force gamepad integration like they forced motion controls in Skyward Sword.



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Valdath said:
Goodnightmoon said:

I'm not defending anything, I liked the gamepad functionalites in some games and I liked the Off-TV in all of them, you are the only one trying to convince yourself that anyone that say he likes it is lying, your attitude is kind of disgusting.

I'm sure you loved it but sadly you guys are not nearly enough to justify another gamepad as seen with Wii U sales.

 

For the record i wasn't talking about you, more about the kind of people that defend Color Splash and Federation force with the typical "Nintendo can't do anything wrong" attitude.

I'm sorry if it sounded like a dick, wasn't really my intention.

 I like  the gamepad, for many of the games mentioned above. Mario maker would not exist without it.  I aklo like the use of it in splatoon,  it makes the game better and adds new gameplay elements because of it.

 

Im interested in trying federation force. 

 

I'm glad they made it and the gamepad because they aren't afraid to try new things. That's how the two screen handheld came to be and it's fantastic.

 

I thought it was the dumbest idea ever and super gimicky, but then i tried it, now, i hope all handhelds do it.

 

I don't defend everything nintendo does, but i do like them as a company. I hated the Wii and really dislike motion controls, but using he gyro in splatoon is fantastic.

 

I don't think the "typical" Nintendo fan thinks that they can do no wrong. There are some, but no different than anyone who suppourts any platform. I think there is a lot of hate spewed at nintendo so Nintendo fans are passionate and will defend them strongly.



Gamepad is useful in RPGs and games like Zelda. It's just not useful for most games.



If looking back and forth from the screen is such a problem, I wonder why he's also against using it in ways that don't require such action. Such as just using the touch function to do what the d-pad either already does or improving over the d-pad's capability. To me, games using the d-pad should've dedicated the upper right corner of the screen for such use.

Personally, I think one of biggest failings of design for games developed for this system was using the d-pad to perform actions other than movement, since it requires one to give up movement. Something they realized themselves due to pausing combat when it comes to switching items with the d-pad. Using the touch functionality of the screen would allow one to keep moving and keep focus either in combat or just general travel. Moving such functionally to the screen was something that I wished games such as Lost Reavers had done, since a fair number of hits came from the few seconds needed to stop my character in order to switch and use items with the d-pad.

If not using the the upper right corner to take the place of the d-pad, they could've used it for 25+ quick select slots. For twenty-five, a two motion system could be employed using just directional swipes and a tap. Perform one of five actions to access of one of five menus, then perform one of those actions again to select an item. If one wants to view what was slotted, just hold one's finger in the area to make the menu appear on screen. Moving one's finger up, down, left, right or to the center in order to view each directions items. Or just holding to display everything.

I wish such a system had been used by games such as Fantasy Life and Rune Factory, at least the ones I've played, since I feel designers look at the screen and want to use more space than they should.

Another option that area could've been used for is firing arrows. Holding and then lifting one finger, either from the center of one's press or after sliding one's finger in a direction. If there are more than four specialty arrows, add a tap or two before performing the previous sequence. When I think of this option however, I have gyro use which I am not sure this game supports.

Those are just few ways to use the gamepad without switching between screens. I am sure there are other such options they could implement, such as using the that area to command the wolf without needing to target it.



daredevil.shark said:
Ha ha ha. They admitted it. A normal gamepad is sufficient for gaming.

Another example of daredevil.shark's stupidity and bias. ONE PERSON says the gamepad wasn't usefull FOR THAT ONE GAME and suddenly "they admitted".