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Forums - Nintendo - Why doesn't Nintendo make more games for it's systems?

This is a joke right? Nintendo is supporting its systems up the ass. All the best selling games on Wii U and 3DS are by Nintendo and there are tons of em. However, I will say that Nintendo needs to acquire and or create new development studios so more games like Splatoon can come into fruition. The EAD can't do it all, Retro Studios and Monolith Soft aren't enough.



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Because 1 they secretly hate us and it's a experiment to see how long we will buy the same product over and over again and 2 they really don't want to make money at all



Rustuv said:
Eddie_Raja said:

So I was just talking about what would make the NX succeed, and besides a sub $200 price, I would say GAMES GAMES GAMES!  I mean look what they could do:

Year 1:

-Super Mario

-Metroid

-Paper Mario

-Donkey Kong

-Pikmin

 

Year 2:

-Yoshi

-Kirby

-Mario Kart

-Zelda

-Monster Hunter (Ik not 1st Party)

 

Year 3:

-Star Fox

-Mario Party

-F-Zero

-Battalion Wars

-Splatoon

^^^And this doesn't  even include NEW IP's - which we could expect at least a few.  If Nintendo doesn't have enough people/studios to do this then they just flat out need to hire more people.


Thing is you can't just magic games into existence! For any of those games to come out in the first year they would already be in production, so for year one we are getting close to it being what ever they've picked to make is has already been decided.

Examples my friend.  They don't have to be THOSE games.



Prediction for console Lifetime sales:

Wii:100-120 million, PS3:80-110 million, 360:70-100 million

[Prediction Made 11/5/2009]

3DS: 65m, PSV: 22m, Wii U: 18-22m, PS4: 80-120m, X1: 35-55m

I gauruntee the PS5 comes out after only 5-6 years after the launch of the PS4.

[Prediction Made 6/18/2014]

midrange said:

You're idea of reusing assets and engines is nothing new and has been done before ... a lot actually.

This is why indies use a common engine like unreal or unity to make games, because they don't have to completely remake or redesign custom assets or engines.

Just look at majora's mask. It grew out of being a ocarina of time expansion.

The biggest issue with using a common engine however, is that these engines have to be optimized for each console, not only that, but games have to be designed around that engine. Unless you want every game to be a 3d platformer, you probably want different teams making different engines to play to the specific game's advantages. It's not like you can suddenly run mario kart 8 on the super mario 3d world engine and expect the same performance. You get around the need to optimize as much by having powerful harware.

If I need to move 4 blocks, my max limit is 5 blocks, but I only put 3/5 the effort, I'm only moving 3 blocks and fail my goal. The solution to this is to put 4/5 or 5/5 of my full strength (optimizing my output), or have more power in the first place to make my max output 10 blocks (having powerfuller resources).

Why is this important, because in order for a handheld to run an engine that runs on a home console, the home console version needs to be crap or the handheld version needs to be GREATLY optimized or the handheld needs to have crazy specs for a handheld

I understand that many other developers are constantly re-using assets and such in games; however Nintendo isn't known for doing that with each game. Some games re-use assets clearly, like OoT and MM, and Super Mario 3D World + Captain Toad, the point is that they want this to be done with their development environments with all of their hardware, which hasn't been done as efficiently before within the company. It takes them a while to port games from 3DS to Wii U or Wii to 3DS or to re-use assets from one game of one system to another game for another system because devleopment environments are completely different among handhelds and consoles as Iwata has stated. Nintendo's playing catchup with the rest of the industry regarding re-using or porting assets, but it's a pretty big deal for them if they could cut development time where necessary. 



forethought14 said:
midrange said:

You're idea of reusing assets and engines is nothing new and has been done before ... a lot actually.

This is why indies use a common engine like unreal or unity to make games, because they don't have to completely remake or redesign custom assets or engines.

Just look at majora's mask. It grew out of being a ocarina of time expansion.

The biggest issue with using a common engine however, is that these engines have to be optimized for each console, not only that, but games have to be designed around that engine. Unless you want every game to be a 3d platformer, you probably want different teams making different engines to play to the specific game's advantages. It's not like you can suddenly run mario kart 8 on the super mario 3d world engine and expect the same performance. You get around the need to optimize as much by having powerful harware.

If I need to move 4 blocks, my max limit is 5 blocks, but I only put 3/5 the effort, I'm only moving 3 blocks and fail my goal. The solution to this is to put 4/5 or 5/5 of my full strength (optimizing my output), or have more power in the first place to make my max output 10 blocks (having powerfuller resources).

Why is this important, because in order for a handheld to run an engine that runs on a home console, the home console version needs to be crap or the handheld version needs to be GREATLY optimized or the handheld needs to have crazy specs for a handheld

I understand that many other developers are constantly re-using assets and such in games; however Nintendo isn't known for doing that with each game. Some games re-use assets clearly, like OoT and MM, and Super Mario 3D World + Captain Toad, the point is that they want this to be done with their development environments with all of their hardware, which hasn't been done as efficiently before within the company. It takes them a while to port games from 3DS to Wii U or Wii to 3DS or to re-use assets from one game of one system to another game for another system because devleopment environments are completely different among handhelds and consoles as Iwata has stated. Nintendo's playing catchup with the rest of the industry regarding re-using or porting assets, but it's a pretty big deal for them if they could cut development time where necessary. 

There aren't many games that nintendo ports between handhelds and consoles. smash bros, donkey kong country, xenoblade chronicles, that's about it. Having an ecosystem like this may be a lot more trouble to implement than worth (unless the next console is a fusion concept)

Honestly, the biggest reason why this shouldn't be implemented, is because games would have to be designed around the lowest common denominator. Do you think smash bros and mario kart 8 would look as good as they do now if their engine also had to be compatible with the 3ds. For some games, downscaling is not that bad, for others, it simply can't be done within a reasonable time frame. If a physics engine does a lot of work on the wii u, it's going to take major cutbacks to work on the 3ds, sometimes more trouble than its worth.

This is just the natural difference between consoles and handhelds. You can't expect the iphone 6 to play the same games as the ps4 without severly gimping the ps4 games



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midrange said:
forethought14 said:

I understand that many other developers are constantly re-using assets and such in games; however Nintendo isn't known for doing that with each game. Some games re-use assets clearly, like OoT and MM, and Super Mario 3D World + Captain Toad, the point is that they want this to be done with their development environments with all of their hardware, which hasn't been done as efficiently before within the company. It takes them a while to port games from 3DS to Wii U or Wii to 3DS or to re-use assets from one game of one system to another game for another system because devleopment environments are completely different among handhelds and consoles as Iwata has stated. Nintendo's playing catchup with the rest of the industry regarding re-using or porting assets, but it's a pretty big deal for them if they could cut development time where necessary. 

There aren't many games that nintendo ports between handhelds and consoles. smash bros, donkey kong country, xenoblade chronicles, that's about it. Having an ecosystem like this may be a lot more trouble to implement than worth (unless the next console is a fusion concept)

Honestly, the biggest reason why this shouldn't be implemented, is because games would have to be designed around the lowest common denominator. Do you think smash bros and mario kart 8 would look as good as they do now if their engine also had to be compatible with the 3ds. For some games, downscaling is not that bad, for others, it simply can't be done within a reasonable time frame. If a physics engine does a lot of work on the wii u, it's going to take major cutbacks to work on the 3ds, sometimes more trouble than its worth.

This is just the natural difference between consoles and handhelds. You can't expect the iphone 6 to play the same games as the ps4 without severly gimping the ps4 games


Ur right that it is too cumbersome to pull off such a strategy with 3DS & Wii U, but that's because the devices have way too large of a power gap along with separate architectures & operating systems.

Iwata has already talked about future devices sharing a common architecture & operating system and with the advancement of mobile technolgy in the last 5 years, I truly believe the power gap between the next handheld & console will be much closer than 3DS & Wii U.

Let's say something like NX Portable being about 1/2 of Wii U that is able to display Wii U level visuals at 540p while NX Console being about 2x Wii U that is able to display Wii U level visuals at 1080p.



When the herd loses its way, the shepard must kill the bull that leads them astray.

They make a hell of a lot more than Sony or Micro does for their systems.



[Switch Friend code: 3909-3991-4970]

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[PSN: Jissu]

zorg1000 said:
midrange said:

There aren't many games that nintendo ports between handhelds and consoles. smash bros, donkey kong country, xenoblade chronicles, that's about it. Having an ecosystem like this may be a lot more trouble to implement than worth (unless the next console is a fusion concept)

Honestly, the biggest reason why this shouldn't be implemented, is because games would have to be designed around the lowest common denominator. Do you think smash bros and mario kart 8 would look as good as they do now if their engine also had to be compatible with the 3ds. For some games, downscaling is not that bad, for others, it simply can't be done within a reasonable time frame. If a physics engine does a lot of work on the wii u, it's going to take major cutbacks to work on the 3ds, sometimes more trouble than its worth.

This is just the natural difference between consoles and handhelds. You can't expect the iphone 6 to play the same games as the ps4 without severly gimping the ps4 games


Ur right that it is too cumbersome to pull off such a strategy with 3DS & Wii U, but that's because the devices have way too large of a power gap along with separate architectures & operating systems.

Iwata has already talked about future devices sharing a common architecture & operating system and with the advancement of mobile technolgy in the last 5 years, I truly believe the power gap between the next handheld & console will be much closer than 3DS & Wii U.

Let's say something like NX Portable being about 1/2 of Wii U that is able to display Wii U level visuals at 540p while NX Console being about 2x Wii U that is able to display Wii U level visuals at 1080p.

The power gap is the issue, but the solution shouldn't be reach a middle ground, the solution should be to play to each sides strength. The handheld should be for quick, yet addicting and immersive on the go gaming, and the console should be for fantastic and lengthy segments.

otherwise, you take on a 2 front attack from both the competitive handheld and console market. A 2x wii u would be looked upon unfavorably compared to the next gen consoles that sony and microsoft will put out (just like the wii u now). The stronger handheld would naturally drift to a higher price point making it look unfavorable to cheaper alternatives with larger libraries (just like the vita now) 



Considering they don't have that many employees, they do make a lot of games. But it's also clear that their big projects take just as long to develop as their competitor's projects. The other games are more or less fillers (Mario Tennis, Mario Party, Animal Party Amiibo Festival, Zelda remakes, handheld games in general etc.) and require far less manpower.

What you proposed in your OP is therefore just unrealistic.



midrange said:

There aren't many games that nintendo ports between handhelds and consoles. smash bros, donkey kong country, xenoblade chronicles, that's about it. Having an ecosystem like this may be a lot more trouble to implement than worth (unless the next console is a fusion concept)

Honestly, the biggest reason why this shouldn't be implemented, is because games would have to be designed around the lowest common denominator. Do you think smash bros and mario kart 8 would look as good as they do now if their engine also had to be compatible with the 3ds. For some games, downscaling is not that bad, for others, it simply can't be done within a reasonable time frame. If a physics engine does a lot of work on the wii u, it's going to take major cutbacks to work on the 3ds, sometimes more trouble than its worth.

This is just the natural difference between consoles and handhelds. You can't expect the iphone 6 to play the same games as the ps4 without severly gimping the ps4 games

I'm not specifically talking about only ports though (they'll probably do some of that for certain games that would be feasable), I'm referring to what Iwata has been claiming this new concept will be able to do: make assets re-usable and transferable. According to him, performance of the systems will not be an issue with this concept:

"What we are aiming at is to integrate the architecture to form a common basis for software development so that we can make software assets more transferrable, and operating systems and their build-in applications more portable, regardless of form factor or perfomrance of each platform"

I don't expect ALL games to run on both pieces of hardware. Nintendo has this idea that certain concepts are better suited for handhelds and some are for consoles, so that isn't something I expect. I understand that some games will not be feasable to also allow for play on the handheld, large games like a potential Xenoblade NX will definitely not be easy even if the engine were to be compatible simply because of the scale. However they could make a handheld spinoff of that game using assets from that huge game to create a game that's not as taxing, and is capable of running on the handheld. 

Look at the Call of Duty games for example of engines , Advanced Warfare uses the same engine throughout all platforms (from last gen to current gen), Skylanders does so as well, and this one extends from all forms of power. If I recall correctly, the Alchemy engine of Swap Force is also used for Wii, and the more powerful console Wii U looks much more prettier and isn't visually gimped by having support for the Wii version. Unity is able to run on New 3DS according to reports, and support extends from that all the way to more powerful platforms. Engines can support a wide variety of platforms without compromising the more powerful ones in a significant way, and I believe Nintendo will want to go with this path. And according to Iwata, performance will not be a factor.