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Forums - Nintendo - Indie dev defends Wii U and brings up a valid point.

This is one of those threads where everyone is right. Yes the wii u surely could have slightly altered versions of games that cater better to its audience and the hardware but no, in certain circumstances you would want the full game experience and not something cut back or simplified for wii u.

I think double-dipping isn't really considered as an industry that much. Yes they have exclusive features that favour one platform or the other but you don't see games released on multiple formats that you actually will buy for multiple consoles because the experience is different. I think if they realised that many ps3 owners also own 360's for example they might make the game a slightly different experience so the owner buys both if he really likes the game and fancies playing a slightly different experience of the same game on another console.

Generally though I think for weak hardware publishers cut back the experience and yet often charge the full price. In the past some games were developed on ps2, psp and wii. They were the lesser formats and got a cut down gaming experience compared to 360, PS3 and PC.



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pokoko said:
the_dengle said:

Wait, what? You had me through most of this, but you lost me at the bolded part. Multiplatform titles between both 3DS and Vita aren't exactly plentiful, but they aren't unheard of, either. Usually, the only notable difference between the two versions of such a multiplat is the higher resolution on Vita vs the 3D on 3DS; there's no significant performance gap in such titles.

Of course, a major production taking full advantage of the Vita's power would have trouble running on the 3DS, but few companies seem willing to invest in such an effort on handhelds these days. Most Vita games would have few problems running on 3DS, and I doubt most 3DS devs would have too much trouble up-porting their games to Vita -- especially since both platforms are becoming particularly popular among indie developers, who rarely push consoles to their absolute limits. I think a bit more cross-development between the two handhelds could be beneficial to both.

I'm not trying to insult the 3DS or even saying that there shouldn't be multi-platform titles between them.  However, with regards to big franchises, I think developers could make a better game for each by focusing on the strengths of each.  There are games that run on the Vita that I don't believe could run on the 3DS, especially considering the twin sticks.  That's not flaming, that's just being realistic.  What if Ubisoft decided to put Liberation on both?  It would probably be a much different game.  

I'm not saying it as something that should always be the case, just something that I understand when it happens.  I actually agree with you about many games and certainly about smaller games.  However, if developers are planning a game and they have to decide between making it Vita only or cutting content and changing the control scheme to make it for the 3DS as well, as a Vita owner I want the best game possible.  At that point, making two different games makes sense.  

I didn't take it as flaming the 3DS, and you're right about Liberation. The important bit was "a major production taking full advantage of the Vita's power would have trouble running on the 3DS, but few companies seem willing to invest in such an effort on handhelds these days." There aren't many Vita exclusives that fully utilize its power, and many of the multiplats (Arkham Origins Blackgate, Conception II, Time Travelers, Virtue's Last Reward, etc) wouldn't benefit much (if at all) from the bit of extra power they would have access to if they weren't restricted by the 3DS. That's just not the kind of game they are.

2D platformers, RPGs, visual novels -- basically anything outside of full-blown action-adventure games, open world RPGs, and multiplayer shooters -- don't really need the extra power provided by the Vita. And there aren't a whole lot of such games being made for Vita, because few publishers want to make that investment. Gravity Rush and Killzone wouldn't be easy to get on 3DS, but those are first-party, anyway. There isn't really any reason Persona 4 couldn't be on 3DS, nor any reason SMTIV couldn't be on Vita. Maybe they wouldn't have seen many more sales regardless, but I doubt the tech is what's holding Atlus back from doing that. For lesser-known indie developers, multiplatform releases should be a no-brainer as long as they have the manpower to make it happen.



Main problem with this argument is that even Nintendo, which took the lead on motion control last gen, doesn't seem that interested in pursuing the second screen concept. Whether it's Tropical Freeze, MK8 or Smash U, they've made little effort to explain how those games are enhanced by the Gamepad outside of off-screen play. A standard feature that has done nothing for the console up to this point.

If Nintendo itself won't push the concept as much as possible, why would third parties see any incentive?



Have some time to kill? Read my shitty games blog. http://www.pixlbit.com/blogs/586/gigantor21

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MikeRox said:
prayformojo said:
Most of you guys are too young to remember this but, back in the 8 and 16bit days, devs would do just what this guy is calling for. A lot of times, games would have different levels, graphics, music and story. Take a look at the SNES and Gensis versions of Aladin. The Genesis was far weaker, but got the superior game. It had a better story, better levels...better everything.

I think that today, money has corrupted things to the point where unless it's indie, it's suspect. The PS1 changed the industry into more of what you see in Hollywood with the PS2 and Xbox cementing it.


2 different publishers had the license on the different formats. The SNES Aladin was done by Capcom, the Mega Drive one was from Virgin Interactive.

See my earlier post, it's nothing to do with money. It's literally that different systems were just so incompatible with each other previously. Though in Aladins case, it was also that the SNES version was done by Capcom, whilst SEGA outsourced the Mega Drive version to Virgin Interactive, who also released that game on PC etc.

We're just at a point now where hardware architechture is so similar from system to system, that there is no need to have to make separate versions of each game. A port is much more commercially viable than a remake.

http://en.wikipedia.org/wiki/Disney%27s_Aladdin_(video_game)


I don't see how my point isn't still valid. If it were simply due to different architechture, why wouldn't that game have been, you know, the same game? Would you ever see something like that now? Imagine two Frozen games releasing on PS4 and Xbone. Would we EVER see one with completely different levels, story, music etc? No, we wouldn't. And the reason why is because the studios are owned and controlled by greedy, heartless CEO's in suits who know nothing about games at all.



Unfortunately people don't care about Indies.



    

NNID: FrequentFlyer54

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prayformojo said:
MikeRox said:
prayformojo said:
Most of you guys are too young to remember this but, back in the 8 and 16bit days, devs would do just what this guy is calling for. A lot of times, games would have different levels, graphics, music and story. Take a look at the SNES and Gensis versions of Aladin. The Genesis was far weaker, but got the superior game. It had a better story, better levels...better everything.

I think that today, money has corrupted things to the point where unless it's indie, it's suspect. The PS1 changed the industry into more of what you see in Hollywood with the PS2 and Xbox cementing it.


2 different publishers had the license on the different formats. The SNES Aladin was done by Capcom, the Mega Drive one was from Virgin Interactive.

See my earlier post, it's nothing to do with money. It's literally that different systems were just so incompatible with each other previously. Though in Aladins case, it was also that the SNES version was done by Capcom, whilst SEGA outsourced the Mega Drive version to Virgin Interactive, who also released that game on PC etc.

We're just at a point now where hardware architechture is so similar from system to system, that there is no need to have to make separate versions of each game. A port is much more commercially viable than a remake.

http://en.wikipedia.org/wiki/Disney%27s_Aladdin_(video_game)


I don't see how my point isn't still valid. If it were simply due to different architechture, why wouldn't that game have been, you know, the same game? Would you ever see something like that now? Imagine two Frozen games releasing on PS4 and Xbone. Would we EVER see one with completely different levels, story, music etc? No, we wouldn't. And the reason why is because the studios are owned and controlled by greedy, heartless CEO's in suits who know nothing about games at all.


The company that made the SNES game, had NO connections with the company that made the other versions. Why would they share anything at all? The SNES version from Capcom was actually a completely separate project. Different developer and different publisher.

If Capcom had cloned Virgin's game, it would actually have been a copyright infringement. Everything about the game had to be different.



RIP Dad 25/11/51 - 13/12/13. You will be missed but never forgotten.

the_dengle said:

2D platformers, RPGs, visual novels -- basically anything outside of full-blown action-adventure games, open world RPGs, and multiplayer shooters -- don't really need the extra power provided by the Vita. And there aren't a whole lot of such games being made for Vita, because few publishers want to make that investment. Gravity Rush and Killzone wouldn't be easy to get on 3DS, but those are first-party, anyway. There isn't really any reason Persona 4 couldn't be on 3DS, nor any reason SMTIV couldn't be on Vita. Maybe they wouldn't have seen many more sales regardless, but I doubt the tech is what's holding Atlus back from doing that. For lesser-known indie developers, multiplatform releases should be a no-brainer as long as they have the manpower to make it happen.


Take a look at Rayman Origins on Vita, and Rayman Origins on 3DS and you'll see just how limited the 3DS is in comparison. There's a reason Rayman Legends didn't come out on 3DS.

Persona 4 would mainly have just had to have had much lower resolution artwork however, it was a port of a PS2 game. Toukiden, Ys, Dragon Ball Z etc would need massive reworkings in order to be able to pull them off on the 3DS.



RIP Dad 25/11/51 - 13/12/13. You will be missed but never forgotten.

Seece said:

Cleary Activision don't see the point in doing anything on WiiU regarding Destiny, as the audience isn't there. A game like Destiny won't fail either FYI.


"FYI", I never stated Destiny would fail. I pointed out the fact that so many developers and publishers within the last 10 years have been sunk by just ONE game that didn't sell enough to make back it's enormous budget. The list is long and growing.

Of course Destiny is going to do well, it's made by the makers of Halo, people will buy it in Halo-like numbers, and it will inevitably be the first of a great many sequels, because that is the formula to follow now adays, "AAA Blockbuster Franchises". That is all the big publishers, with few exceptiosn, seem to support or be interested in. They seem very much afraid to be creative and take risk anymore, and those risks would be FAR less severe if they didn't try to make games with Hollywood film size budgets in the first fucking place. It's a problem that is only going to get worse before it ever gets better.



MoHasanie said:
Unfortunately people don't care about Indies.


Tell that to Steam, and the healthy eShop sales figures Wii U has, in spite of a relatively low install base.



cannonballZ said:

Well, I guess if they made very good use of the gamepad and wii mote combo, it can offer something that can't be done on other systems. I love using the gamepad for the HUD on aciv, it leaves full screen view without anything in the way. And the gamepad offers a better mini map allowing you to see more of whats ahead and around you as well as the ability to zoom in and out of the map with much better detail than the mini map on screen. If they were to team that up with some awesome motion controls then it definitely would be a version that couldn't easily be ported or duplicated on another system.

How is that not functionally replicated by 6-Axis swivelling of the controller to bring up/dismiss HUD and/or larger map?

Swivelling your head away from the TV to look at 2nd screen showing HUD isn't much different vs. swivelling the controller itself.

Especially when PS4 also has a touchpad allowing that mode of touch interaction.