oniyide said:
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So we do something that ensures they don't use it at all?
Shouldn't we encourage developers to use it more rather than discouraging them?
The rEVOLution is not being televised
oniyide said:
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So we do something that ensures they don't use it at all?
Shouldn't we encourage developers to use it more rather than discouraging them?
The rEVOLution is not being televised
I will say the same thing I've said the other 80 times this has been asked. No. It would render not just a few games, but also the best features/apps of the console itself to be completely broken.
Viper1 said:
So we do something that ensures they don't use it at all? Shouldn't we encourage developers to use it more rather than discouraging them? |
how would you go about doing that? Cause whatever they are doing now isnt working. Hell not even Ninty has anything coming out that is really using the gamepad.
oniyide said:
how would you go about doing that? Cause whatever they are doing now isnt working. Hell not even Ninty has anything coming out that is really using the gamepad. |
Getting past the first round of development is hurdle number 1. Developers usually rush their first titles on a new system so they rarely take full advantage of everything it has to offer.
Multiplats are usually not conducive to really getting the most out of the GamePad because the underlying gampley is developed with a standard gamepad (lower caps) in mind. Rayman was a great exception to this example but it was developed with the GamePad in mind first.
Install base. This goes with every game console as a matter of just attracting dev support to begin with. Well, Except Sony and MS home consoles. They get support regardless.
Getting them to increase GamePad use will require more time, more exclusives and more buyers. Making the GamePad optional reduces the incentive to utilize the GamePad because the insall base becomes fractured. If you want them to use it, making it optional is by far the worst thing you can do.
The rEVOLution is not being televised
Zero999 said:
because the gamepad doesn't have all the buttons of the pro controller, oh wait! |
I dont get the reply, because that is exactly what i was sugesting. Bundle the pro controller in there, if it isnt yet. Tbh, i dotn even know what the elite pack of the wii u brings.
Does the console even boot up without the presence of a wii u gamepad ?
Viper1 said:
Getting past the first round of development is hurdle number 1. Developers usually rush their first titles on a new system so they rarely take full advantage of everything it has to offer. Multiplats are usually not conducive to really getting the most out of the GamePad because the underlying gampley is developed with a standard gamepad (lower caps) in mind. Rayman was a great exception to this example but it was developed with the GamePad in mind first. Install base. This goes with every game console as a matter of just attracting dev support to begin with. Well, Except Sony and MS home consoles. They get support regardless.
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fair points. Im just a bit more pessismistic. MOST of the games coming will be multiplat so that are alot of games not really utilizing the gamepad. I see what you were saying, personally it doesnt mean a whole lot to me, just wondering if it was something that might be considered. Cause as of now im not seeing them increasing their userbase and getting that much more exclusives to give developers incentives to really push the gamepad. Ubi looks like they are bailing
To cut costs and entry price without splitting the audience, they could make for the cheap version a gamepad with a smaller screen (same res, though, to avoid compatibility problems), this could also make happy people that find the gamepad too big. Introducing the new cheap version when the time will be ripe for a price cut, they'll be able to differetiate more the two versions by keeping the premium version's price unchanged, but bundling it with more stuff.