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Messages - Azalyn

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TalkBack / RE:Editorial: Free NOA!
« on: January 18, 2005, 09:28:05 AM »
I disagree that they "burry" the concept, they simply state the facts, that it's a small market right now compared to the total userbase, therefore it's not really the "era of online gaming" and such. That is all I've heard them say, do you expect them to sit there and be like "YES! ONLINE GAMING IS SUPERPOPULAR! EVERYONE PLAYS ONLINE GAMES, WHY AREN'T YOU!? HEY KID, YOU WONT BE COOL IF YOU DON'T PLAY ONLINE GAMES YOU KNOW " or what? I mean give me a break. Just because Nintendo doesn't get on a soapbox to spout nonesense, doesn't mean they don't like online games, they've stated several times that it will be big sometime in the near future, just not *NOW*, and they have stated that they plan to implement it when they can do it *correctly* and not some half-assed approach that will bankrupt them, (like Microsoft's). Not everyone has MS's endless pot of gold to use. Also, the DS's capabilities proove that they're thinking of online, since the DS's projected lifecycle obviously crosses over with their estimation of when online games will be big, and keep in mind that an add-on in a handheld prooves to be a LOT more problematic then an add-on with a home console. Also, they only comment on online when they're asked about it, which is often, not "every chance they get" or whatever...

Also, I'm pretty sure if a company was planning a high profile title, that Nintendo would promote them. Sony backed up FFXI because it was assured success, not just because it was an online game. When a game is seen as valuable, thats when companies promote it. Nintendo would only lose money by promoting every single online project that crossed their desk. Before they waste advertising money they need to be sure the project is going to be a hit, and worth the expenditure.

And the idea about built-in V.S. add-on, well, it's all nice and pretty in theory, but in practice the numbers speak diffrently. The vast majority of Xbox owners are NOT Xbox Live customers, it's really only about 1-2% that subscribe, and this is with the most killer deal ever, only a yearly fee, I mean it's practically a steal and yet no one's buying. And keep in mind that in the real world, Microsoft cannot keep this up for long, their strategy is the same as in the software industry, to lure the consumer in, and then lock them into your platform, the stats say that Microsoft is losing money with Xbox Live, and that is incremental as the service grows, due to the fact that more users require more servers and more bandwith and such, the more the service scales, the less the pathetic yearly fee can possibly cover the expenditure, but hey, this is MS, they don't care if they lose a few million or so, as long as they're the leader in five or so years, then they can incrementally change their fee untill it's up to a monthly one. Assuming that such a system can be maintained long-term with good cash-flow is a pipe-dream. And companies that don't have 50+ billion dollars to burn would prefer to stay profitable. When Nintendo sees the numbers start to change, that's when they'll make their move, developers don't nessesarily look at if the system uses an add-on or not, but rather how common the add-on is in the homes of gamers. I mean as odd a comparison as this is, even with four ports, you still have to buy extra controllers, which can cost as much as the BBA, so it's not ridiculous to assume a consumer will buy extra devices after initial purchase, especially if the console+addon together are still priced low compared to the competition's offering. And as I said, if a bundle pack is used at launch, then that will promote growth also. The idea here is to promote online games without compromising your profit or marketshare, not to jump into every single fad that shows up. I mean believe me, I *love* online games, a lot, so this isn't a bias here, I'm simply stating what a cautious buisnessperson does in these situations. Also, supporting Sony's online strategy on one end, and then stating that ethernet needs to be built-in on the other, is somewhat contradictory, hehe. It doesn't matter if Nintendo is the last person to implement online, it matters if when the time comes, the others have lost lots of money in their online plans, and if Nintendo has remained profitable without having to lose anything, and made a perfect transition from offline to online, if that's the case, then Nintendo wins in the end and has the last word. Assuming that being the first to implement something makes one the winner isn't a wise philosophy.

P.S.: I wanted to say something in my other post and I had forgotten, so I'll say it here. About the whol fighting game thing, well, I'm not a classic fighting game fanatic, so I wouldnt really have a previous experience of what it was like "before", although I have extremely huge hands, the d-pad isnt *too* horrible, it does take a little adjusting from what I can tell. Also, a friend of mine who has been playing fighting games since the early SNES days and is an expert in the genre (who also has big hands), told me that it only took him a little while to really get the hang of it, although it was initially diffrent, after some time he was able to pull off all the moves that he could in other games successfully, and with optimal performance. I suppose one controller may be "more suited" to a fighting game, but that doesnt mean it's impossible to adjust to it. After all, I wouldnt say that Sony's controller is that good for games either. Many people say that the best fighting game controller was the Saturn's, with it's six face buttons and such. the four-button thing is carried over from having only four buttons in the SNES days, it's a habit. Learning the layout of another controller just takes a little while, so big deal. Also, if you hate it that much, that's what 3rd party controllers are for. For the person who mentioned SoulCalibur, I'd say get the arcade joystick they released, I'd imagine that would be better for *any* fighting game, and better than *any* controller out there for those kinds of games. Controllers are normally designed for the majority of titles, not the minority, rounding out the design so all games, even the extremely small genres, get a good layout sort of ruins the potential of the majority of titles having a more optimal layout. I'd say the only solution to this is, and has always been, get a 3rd party controller that fits the game genre. Then you'll have even better control.

/azalyn

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TalkBack / RE:Editorial: Free NOA!
« on: January 17, 2005, 11:58:17 AM »
That was an interesting article, and I don't find it anti-nintendo at all. As for IGN, I do think it's more how they word things rather than what they say... had this article been written by an IGN staffer, I can't help but feel it would have been worded more harshly. But here on PGC it was written in a more concerned way. I have a few things to say however...

Although I do believe NOA should be given more juristiction in the USA market, I don't subscribe to the idea of them becoming exactly like what the competition is, one of the things I've always liked is their uniqueness. I seriously don't want to see Nintendo start to heavily capitalize on the "sex sells" mentality for example, if you need something like that to sell a product, then it just shows that you don't have enough faith in the quality of your products. I'd say NOA needs more freedom, but they shouldnt be allowed to go *too* far and end up changing some of the things that make Nintendo special.

Also, someone mentioned how it wouldnt be feasible to make the hardware diffrent in each region... well, I think that would be fairly useless to begin with. Both offices just need to co-operate on a middle ground and compromise, or try to integrate things in a modular way.
For example, many people disagree with Nintendo's philosophy of having adaptors, but I think that's the best approach. Building online-capability INSIDE the system is not a good buisness descision, when only 1-2 percent of the gaming market uses it, it's a much better plan to make an adaptor, therefore reducing the console's price, which keeps your console at a lower price then the competition, and then you can have an "online bundle pack" priced at the same price as a competitor's console, therefore leveling the playfield.
This modular mentality would allow you to have add-ons that wouldnt be popular in japan boxed seperately, and in the USA, you could have optional bundle packs, and so on.

Another related point to the above, I suppose the speculation and rumors about the Revolution controller do seem a little freaky... as little marketshare as fighting and 2D games have, it seems a shame to ditch our roots like that. However I read one interesting idea that states that maybe what they'll create is a kind of an analog stick that may be capable of converting into an input device that would simulate digital input, sort of like you change the configuration, and the stick's movement is restricted to a more confined area of movement, therefore changing it into something like arcade joysticks. Or something else, it's do-able, but would require a lot of testing and concepts to get right.
Another idea that I personally had, is maybe Nintendo could create a special program (not in the software sense) that developers sign up to, so they can create custom input devices. If a developer wants to create a unique game that requires a special input method, they'd sign up and work with Nintendo to quickly create their device, and then bundle it with the game. After all, as much as people complain about first-party controllers, it's not a big deal to just get a third party controller that often costs less then the first-party ones, and end up with exactly what you want. Also, every game that would need that controller thereafter could have a bundle pack, and as that particular controller becomes more widespread, they'd incrementally reduce the amount of bundles initially produced with each game that requires the particular controller. As for people that would say they don't want to spend more cash on extra controllers, well, who knows, maybe it'll be attractively priced. And modularity in input devices wouldnt nessesarily be a bad thing, it's never been possible to create a controller that is 100% optimal for every single game genre. And there would really only have to be a few of these extras to really fill the gaps.

As for demo discs, I definitely think that needs to continue, but you know, I don't know if that's much of a point anymore, Nintendo HAS been experimenting with it, which means the idea has definitely caught their eye, they'll likely do the numbers and maybe soon we'll finally have them with NP. It would definitely motivate me to resubscribe for sure. (the only reason I did it last year was for the zelda disc, I've hardly read any of the mags I got)

Oh, and I know this is a tired point... but people still seem to be saying Nintendo's statements about online aren't true...
Well, I touched on this above to make another point, but yeah... for the small amount of people that play online games, tell me how it's a sane buisness descision to dump a wad of cash into it? I mean Sony's "online plans" are *exactly* the same as Nintendo's, theres no diffrence between the two. Sony gives the message "here's the hardware, do it yourself" and Nintendo gives the same message. Microsoft is losing an insane amount of money that no other company in the world could ever afford to lose by providing the kind of online service that they do, with a pathetic amount of subscribers when you compare it to the amount of total users that own the console. It's just silly. Many before me have likely made this point... but yeah, when Nintendo does online, they'll do it RIGHT.

Anyways, this post is already huge as it is, I had a lot to say... :)
But I have to go for now. Anyways, thanks for reading, and again, great article.

/azalyn


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TalkBack / RE:Linux on GameCube?
« on: January 21, 2004, 01:12:53 PM »
Shin...

If you took a minute to check the FAQ and roadmap on their site. You would have your answer as there is a section that asks "why would I want linux on my GC?" and then the authors proceed to answer the question with a few potential uses. :P
Linux is a usefull OS to get running on any hardware. A gamecube is only $99 US now, thats pretty cheap for a box with hardware that packs a considerable punch. Some people could use it in a distributed computing network to enhance the collective processing power of the network.

This is mostly about using hardware you already have to do more.
In my case, my main PC is very very underpowered and ancient. It's a P2 400Mhz MMX.
My GC which costed me only $199 US when I bought it on release day (I think that was the release price?) is like twice as powerfull then my PC which costed me $2000 when I orriginally bought it.

I'm particularly fond of anime also, and I like watching some on my PC. But with some files, theres audio/video desync and so on, I have to rewind often just to resync it. It gets annoying after awile. Now, when GC linux is done, I'll be able to play the files that are on my PC's HD, over the network, and on the GameCube, they will be played on my TV screen, and I'll be able to use a wavebird controller as a remote.
Now before you say something extremely typical (as well as predictable) such as "buy a better pc!", may I remind you that not everyone has the money to spend on new stuff all the time. And what the hell would be the point, I already *HAVE* the hardware and the equipment needed to do this, I even have a keyboard that I got for PSO, so for me this would be a really inexpensive and very efficient solution. And I could save my money for other purchases.

Anyways, thats my story. And when GC-Linux is done, I'll live happily ever after. :)
Another obvious use is as a development environment, there are many people who are in the homebrew gamedev sceene, and developing on an actual console will give you a lot of nessesary experience if you ever decide to go into game programming as a carreer.

If you want more examples, then you can check out the site. :P
I'm done. :D

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