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Demotruk said:
LordTheNightKnight said:
"They have the manpower, it's just a matter of priorities."

The thing is that Nintendo finds that too many people can just make a game bloated. Brain Age was deliberately made with a small team, with only so much time and money. Wile many developers see that as a reason to cut corners, Nintendo sees that as a way to enforce making the games better without relying on all the bells and whistles. The same with NSMBWii. They wanted to look at the game without the crutch of just throwing more money and manpower at it.

Yeah, this philosophy is enshrined in Innovator's Dillema, isn't it? So anyone interested in it can read about it there...

And this is not because Malstrom said it. This is centuries old. I can't remember the composer, but he said if you just told him to write a symphony, he would just have too many ideas to think of one that the patron was asking for. But if you gave him some parameters, he could make it beautifully.

This is why all the whining about Wii specs shows they are using the HD systems as a creative crutch, not a creative tool.

On that note, I do admit Dead Rising didn't work as well on the Wii mainly because they first game was just showing off the power of multi-core processors, and even Capcom admitted it didn't work as well as they hoped. So if CTYD was flawed, it was because it was based on a shacky foundation (I still like either version of the game, but they could still have been a lot better).

It's also why despite the griping over the size limit of XBLA, some have stated they can still get great games out of it (but that is helped by compression being a lot better for the system than the N64, where size could be a problem).



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs