Beta
×

Welcome to the Slashdot Beta site -- learn more here. Use the link in the footer or click here to return to the Classic version of Slashdot.

Thank you!

Before you choose to head back to the Classic look of the site, we'd appreciate it if you share your thoughts on the Beta; your feedback is what drives our ongoing development.

Beta is different and we value you taking the time to try it out. Please take a look at the changes we've made in Beta and  learn more about it. Thanks for reading, and for making the site better!

Details on Nintendo's Original Downloadable Content

Zonk posted more than 7 years ago | from the it's-kinda-about-time dept.

Nintendo 138

HaymarketRiot writes "N'Gai Croal from Newsweek has given us a broad outline of Nintendo's plans for downloadable original content. To be called 'WiiWare', the company will be selling these all-new games via the Wii's Virtual Store for Wii points. Not only are they looking to big-name developers for these titles, but small garage-style shops as well. 'Shorter, original, more creative games from small teams with big ideas; these are the buzzwords that you'll be hearing from Nintendo when its Wednesday announcement goes wide. Fils-Aime told us that while Nintendo, as the retailer, would itself determine the appropriate pricing for each game on a per-title bases, the games themselves would not be vetted by Nintendo. Instead, Nintendo would only check the games for bugs and compatibility, with developers and publishers responsible for securing [a rating lower than AO with the ESRB].' For more, N'Gai has an interview with Reggie Fils-Aime on the subject. Unfortunately, we won't be seeing a finished product until 2008."

Sorry! There are no comments related to the filter you selected.

Cool (2, Informative)

GWLlosa (800011) | more than 7 years ago | (#19663071)

This idea is excellent. I love using the Wii Virtual Console for the sole benefit of not having to change discs in order to play a game. Adding more games to this category can only be good, and the fact that Nintendo is taking a largely 'hands-off' approach to quality control should provide for a comparatively wide selection.

Re:Cool (1, Interesting)

EveryNickIsTaken (1054794) | more than 7 years ago | (#19663785)

...the fact that Nintendo is taking a largely 'hands-off' approach to quality control should provide for a comparatively wide selection.
This will also likely result in a number of buggy & crappy games being released.

Re:Cool (2, Insightful)

Marwood (697026) | more than 7 years ago | (#19663949)

So, don't buy the crappy and buggy ones then.

Problem solved.

Re:Cool (1)

246o1 (914193) | more than 7 years ago | (#19664817)

And don't buy cars that are going to explode either!

People like quality control. Hopefully Nintendo will maintain some sort of minimum standards, was, I think, the point being made. I imagine they will, though.

Re:Cool (1)

aichpvee (631243) | more than 7 years ago | (#19665403)

How about they start doing that with the disc-based games first. And this basically confirms a hard drive addon (hopefully they won't make you use theirs) because that 512MB isn't going to last.

Re:Cool (2, Informative)

dolson (634094) | more than 7 years ago | (#19668135)

CVG: Is Nintendo considering releasing a hard drive to bolster the Wii's memory for all this new content?
Nintendo: No

Read the rest here [computeran...ogames.com] .

I think it makes more sense for them to allow loading games from the SD card, but they shot that down too. I'd rather not have a bulky drive hanging off the back of my Wii. Kinda ruins the small form factor idea. And the fact that there is a nearly useless SD card slot in the Wii, that just annoys me. There's no reason it couldn't load a tiny ROM from the SD card, even copying it to RAM first, if it needed to... But if the GBA can play ROMs off of SD cards (which it can, if you buy the appropriate adapter), then so too can the Wii.

Re:Cool (1)

penp (1072374) | more than 7 years ago | (#19668291)

But if the GBA can play ROMs off of SD cards (which it can, if you buy the appropriate adapter), then so too can the Wii.
A third-party adapter that can be used for piracy? Don't get me wrong, playing roms from an SD card is cool and all, but it's hardly something we should expect Nintendo to push themselves. Let's not forget the fact that once you've purchased something from the VC, you OWN it. Even if you delete it from your system, you can download it again. Not to mention the fact that I believe you can back up some of your channels to an SD card, allowing you to free up space if you need to.

Re:Cool (1)

aichpvee (631243) | more than 7 years ago | (#19668447)

Yeah, I guess they could just go with using the SD card slot... but seems kind of pricey per megabyte. But they managed to put out some games that people like on XBLA with a 50MB limit so maybe it'll work. Wouldn't really want a hdd hanging off the back of the system anyway.

Re:Cool (1)

fbjon (692006) | more than 7 years ago | (#19665037)

With regards to bugs, you forgot to RTFS.

Nintendo would only check the games for bugs and compatibility

Indies? (1)

tomblag (1060876) | more than 7 years ago | (#19663089)

So, build your game in flash if your gonna skirt the AO line?

Re:Indies? - HUH? (0)

Anonymous Coward | more than 7 years ago | (#19666097)

What are you saying?
"Adults Only" rating.... Flash... what's the connection?

Re:Indies? - HUH? (2, Informative)

stratjakt (596332) | more than 7 years ago | (#19667077)

the Wii's browser (opera) can play flash, so if you got a wii and internet, you already got a buttload of games to play. I think the parent was thinkign along these lines.

Maybe the author has a minimum article length? (3, Informative)

ivan256 (17499) | more than 7 years ago | (#19663095)

A month or so before the March Game Developers Conference, Nintendo's PR agency approached us about a hush-hush new content initiative that the company had been cooking up [...] What's more interesting is that Nintendo isn't only seeking WiiWare from established publishers and developers like Ubisoft and Sega. At a Nintendo developer's conference earlier this week, the company informed attendees that it was seeking from indie developers as well. Shorter, original, more creative games from small teams with big ideas;


So, the same thing that Microsoft and Sony are already doing? Why's it so hush-hush then? Wouldn't they want to tell people ASAP that they're not missing the boat?

Article summary: Wii games for download next year, actual article content with interview next week. The rest is fluff.

Re:Maybe the author has a minimum article length? (1)

Blakey Rat (99501) | more than 7 years ago | (#19663135)

I think the article should read something like, "Nintendo has now re-implemented about 75% of Xbox Live's features, before the Xbox 360 was released." Put it in perspective, you know.

I'm kidding, but it is kind of funny, especially considering how many people (Slashdotters in particular) are so keen on talking about how non-innovative Microsoft is, and how the Xbox and Xbox 360 didn't introduce anything new or worthwhile to the table.

Re:Maybe the author has a minimum article length? (1)

hardburn (141468) | more than 7 years ago | (#19663359)

What does XBox Live do that wasn't already in Steam. Sure, it might be the first sensible attempt to do this on a console, but that alone doesn't make you innovative.

In fact, isn't even the first attempt to bring downloadable content to a console. Nintendo did it in Japan [wikipedia.org] with the Super Famicon (SNES).

Re:Maybe the author has a minimum article length? (2, Interesting)

Blakey Rat (99501) | more than 7 years ago | (#19663621)

Xbox Live came out before Steam, for one. (Xbox Live: November 2002, Steam came with Half-Life 2, released November 2004.) That aside, I'm not familiar with the features of Steam, so I can't answer that well, but I would guess:

1) Universal voice chat, including the ability to send voice messages to friends who are offline, to attach voice messages to game invites, etc. If you like, you can use Xbox Live as an IP phone.
2) Player feedback system which lets you mark a player as a griefer in only a few button presses, and works across all Xbox Live games.

I was kind of under the impression that Steam was only a download service and didn't provide the community features that Xbox Live did. It certainly didn't at launch, when I played Half-Life 2 with it, but maybe it does now.

To be fair to Nintendo, though, this announcement seems closer to Microsoft's XNA than the first-gen Xbox Live Arcade games. What I worry about is dev kits... Microsoft lets you use a regular PC as a dev kit for indie Xbox games. If Nintendo requires you to buy thousands of dollars of hardware to be considered, I'm not sure how successful they'll be at getting support from indie developers. Still, more power to them.

Re:Maybe the author has a minimum article length? (1)

Cowclops (630818) | more than 7 years ago | (#19663753)

Steam existed long before HL2 came out. But I don't think it was before Nov 2002 (more like early 2003). Your point still stands, its just that Steam wasn't initially released with HL2.

Re:Maybe the author has a minimum article length? (0)

Anonymous Coward | more than 7 years ago | (#19663827)

1) Universal voice chat, including the ability to send voice messages to friends who are offline, to attach voice messages to game invites, etc. If you like, you can use Xbox Live as an IP phone.
Has anyone mentioned lately that voice chat is one of the most annoying features in video gaming history? I turn it off in games that support it because it is easier then the infinite number of mutes I would have to perform to silence every nasally geek or pre-pubescent boy.

2) Player feedback system which lets you mark a player as a griefer in only a few button presses, and works across all Xbox Live games.
Does this not scream of abuse?

Seriously, MS has been very restrictive about online materials. They limit what a developer can do online and have basically forbidden user creatable content for download online. I mean how many PC games are made better by user/community mods that never get to see the light of day on a console because of MS. Oh yeah, and you HAVE TO PAY FOR IT.

Re:Maybe the author has a minimum article length? (1)

Blakey Rat (99501) | more than 7 years ago | (#19663971)

The $50 a year fee is to keep the griefers away from the system. Making a new account every time one gets banned becomes expensive very quick for griefers. Meanwhile, $50 a year is hardly anything for anybody who can afford an Xbox and regular game purchases. They're not charging to cover the service, they're charging to keep the quality of the service up.

Re:Maybe the author has a minimum article length? (2)

ivan256 (17499) | more than 7 years ago | (#19668413)

That is clearly bullshit. I'm sure that Microsoft hasn't claimed that, so you're probably drinking some fanboy blogger's cool-aid.

If the $50 fee was to keep griefers away from the system, then it would be a one time fee. But it's not. It's an annual fee. An annual fee that is clearly intended to "guarantee" the $150+ of attached revenue they need to generate to make a profit on the system.

They're not charging to keep the quality of the service up. They're charging to make money.

Re:Maybe the author has a minimum article length? (1)

Turn-X Alphonse (789240) | more than 7 years ago | (#19666611)

Steam was around long before JL2, several years before I recall making jokes at how Steam.

Re:Maybe the author has a minimum article length? (3, Insightful)

ElleyKitten (715519) | more than 7 years ago | (#19663413)

The XBox's strength is in implementation, not innovation. Online gaming was old-hat by the time the original XBox came out, and it wasn't even really new for consoles. What Microsoft did was make a good online gaming system for consoles. By the same token, the 360 doesn't have anything completely new and different, in the same way the wiimote is, but it implemented a lot of old ideas in good ways. When it works.

Re:Maybe the author has a minimum article length? (4, Insightful)

cowscows (103644) | more than 7 years ago | (#19663509)

I've always thought that the Xbox has pretty much gotten a fair deal on slashdot. Of course there's been the fanboys from either side who refuse to give an inch regardless of the realities, and still a general dislike/distrust of Microsoft. But overall, it seems that the general mindset (generalizing is bad, I know, but sometimes interesting) is that Xbox Live has been a monumental step in online console gaming, and MS did a pretty darn good job with it. MS also received a good bit of praise for their decision to include a HD standard with the Xbox, and a good amount of criticism for making it optional for the 360. The 360 appears to have less innovative stuff in it, but still has a fairly positive vibe to it around here as far as I can tell.

All that being said, MS tends to miss the mark with new products far more often than they really get it right, so skepticism isn't necessarily a bad thing. But it doesn't seem that the majority of the /. crowd has a problem acknowledging when they do something well. At worst, a lot of us wonder why they can't be more consistent at it with all the resources they have.

Re:Maybe the author has a minimum article length? (2, Insightful)

Blakey Rat (99501) | more than 7 years ago | (#19663895)

I guess so. The problem is that the Nintendo supporters on this site are so loud and overwhelming that it doesn't seem like the other consoles get their fair due. For instance, while you might see one or two fair and accurate Xbox posts modded up in a discussion, you'll see ten or twenty Nintendo posts modded up in the same discussion, even if the story has little to do with Nintendo.

The general rule with Microsoft is: Hardware good, software (mostly) bad.

Microsoft keyboards and mouses are very nice. Microsoft networking equipment (when they still made it) is great-- I have a MN-500 wifi router I hope never dies, because you can't replace them. The Xbox and Xbox 360 are both very good machines.

Some of their software is pretty good, like MS SQL Server or IIS, but the majority is pretty flakey IMO.

Re:Maybe the author has a minimum article length? (0, Offtopic)

anss123 (985305) | more than 7 years ago | (#19665107)

Meh, I bought 3 MS mice in a row, all different make and model, and they all suffered from the same flaw: A god-awful scroll wheel. Strangely, the crappiness of the wheel was proportional to the cost of the mouse. Similarly my xbox 360 controller would have been perfect if not for the sloppy crosshair. Both Xboxes suffer from high failure rates, for one reason or another. As for your MS net gear, it's probably just MS branded.

Re:Maybe the author has a minimum article length? (1)

cowscows (103644) | more than 7 years ago | (#19665979)

I'll agree with what you said regarding Nintendo. But to be fair, Nintendo has made something that's really really different, while MS has just been refining a decent product. (Nothing wrong with that, it's just more interesting for most people to talk about something new). Nintendo's also had a couple of decades longer to build up their fanboy base, plus they've been the underdogs for a while, and everyone loves a story about the little guy sticking it to the big boys.

Re:Maybe the author has a minimum article length? (1)

SetupWeasel (54062) | more than 7 years ago | (#19666083)

Hardware good? Are you fucking kidding me?

Even if you forget the fact that the 360 has abhorrent reliability, this is a company that can't make a decent fucking mouse.

In fact, I'd venture to say that software is the only reason anyone would ever buy a 360.

Re:Maybe the author has a minimum article length? (1)

Blakey Rat (99501) | more than 7 years ago | (#19666187)

I've never seen an unbiased comparison of Xbox 360 reliability compared to other consoles. There's sure a lot of noise on the Internet about how often they fail, but I've never seen any actual data to form an opinion with.

And now the pointless anecdote which also isn't actual data:

My launch 360 hasn't had a single problem since I bought it, and I exercise it at least 10 hours a week. My launch original Xbox also hasn't had a single problem, and I played it about the same amount over its entire lifetime. I still boot it up occasionally.

Re:Maybe the author has a minimum article length? (2, Insightful)

SetupWeasel (54062) | more than 7 years ago | (#19666487)

I usually don't put a lot of stock in anecdotal failures either, but when Crecente of Kotaku said he was on his sixth, I took notice. If Microsoft cannot get a unit that is not defective to an influential news outlet in 5 tries, something is seriously, seriously wrong.

That is what I look it, because the media is their meat and potatoes. They should be doing whatever they can to get working units to those who comment on and review games for their systems.

Major gaming sites have been reporting that their own 360s have been breaking. This should not happen, and Microsoft is either extremely lucky that these sites do not take their hardware experience into account or they are paying the sites to ignore it.

Re:Maybe the author has a minimum article length? (1)

Blakey Rat (99501) | more than 7 years ago | (#19669747)

I usually don't put a lot of stock in anecdotal failures either, but when Crecente of Kotaku said he was on his sixth, I took notice.

1) For any product that is capable of breaking down and sells in the millions, statistically you're going to have X number of people who have numerous failures. Without knowing if that X is one customer, or 5% of customers, you can't draw any rational conclusion. That's true no matter how famous the individual whose console failed is. (Personally, I've never heard of him.)

2) You're making an assumption that Microsoft knew these particular consoles were going to a journalist at a game site. How would they know that? If they did know that, and purposefully gave him a special Xbox to ensure reliability, wouldn't you get upset that MS was 'buttering-up' the press?

3) For all I know, this Kotaku guy batter-fries his Xbox every sunday. Or he only plays Rainbow 6: Vegas while it's submerged in a swimming pool. Major game sites probably work their Xbox 360s 24 hours a day, playing pre-release or beta software on them. They abuse them a lot more than the average customer, so you'd expect their return rate to be higher. NASCAR teams also have a change tires a hell of a lot more often than I do; that doesn't say anything about the quality of their tires.

Re:Maybe the author has a minimum article length? (1)

DrEldarion (114072) | more than 7 years ago | (#19666509)

Can't make a decent mouse? The original intellimouse explorer is PERFECT, and insanely reliable. I've had one for years and years that's gone through hell (including multiple full glasses of water spilled directly on it) and it still works perfectly.

Re:Maybe the author has a minimum article length? (1)

Kelbear (870538) | more than 7 years ago | (#19666115)

It's probably because it's different people working on certain things, even if they're all under the same company logo. For instance, how many people here haven't encountered incredible incompetence from someone else in their company? Who doesn't know anyone in their company who's good at their job(including themselves)?

MS has a large number of projects under its umbrella and the people who do the actual work on these will have different performance levels. Of course general company policies can hold back some quality, but there are limits.

I was also very pleased with my MS mouse and keyboard back before that division was sidelined. They're back now with that Habu mouse, but I haven't heard much about it. The supporting software for these was also the best I've seen, and is still considerably better than Logitech's(Logitech took 3 years to catch up on program-specific buttons, MS's first optical mouse debuted with it, and with far less bloat).

I like my Xbox360 overall, I'm not exactly crazy about 2 of them bricking on me, but I can put up with it. Apparently at somepoint people working on the Xbox360's hardware and fab processes screwed up.

Re:Maybe the author has a minimum article length? (1)

MobileTatsu-NJG (946591) | more than 7 years ago | (#19665179)

"I've always thought that the Xbox has pretty much gotten a fair deal on slashdot. "

Well.. not 'always'. Just before launch, the 360 was a big joke on Slashdot. When the name was announced, there were jokes about Microsoft spinning in circles. When the machine was launched and demand exceeded supply, lots of complaints were made that Microsoft was doing that on purpose. ("We'll make more money by having less units available for sale!") There were complaints about the different SKUs and the lack of a harddrive in one model somehow being a bad thing. It really wasn't until Sony came along and made total asses of themselves that Slashdot's opinion of the 360 cooled.

Otherwise, I pretty much agree with your statement. I've heard more bashing of the Wii than of the 360 in the last 9 months or so. In some ways, it's almost like the 360's been forgotten.

Re:Maybe the author has a minimum article length? (1)

cowscows (103644) | more than 7 years ago | (#19665889)

To be fair, just in terms of comparisons to what came before it, the Xbox360 was a good bit less interesting than I had hoped. It's really just a souped up Xbox (minus the HD), but at least MS never really tried to hype it as much else. Contrast to Nintendo who made a system that really is different, or Sony, who still sometimes likes to pretend that the PS3 is some sort of breakthrough revolution that changes everything.

Really, I think what MS did with the 360 is what Sony should've done with the PS3. Incremental improvements to an already successful product. As much as we all love to see innovation, there's something to be said about refining an already good product. It's easier to not screw up, the consumer has a better idea of what they're getting, and your console doesn't cost hundreds of dollars more than the competition. You won't get brownie points from the gaming media for innovation, but that's not so bad when there's already a decent sized market for your product.

Re:Maybe the author has a minimum article length? (0)

Anonymous Coward | more than 7 years ago | (#19668687)

I don't disagree, I just want to point out that the reason the PS3 became what it is is because of a big engineering mistake.

Cell.

You see, the plan when Sony started to work on that what that it would be powerful enough to serve as both CPU and GPU. This is not a inherently wrong design, it's actually a good idea, watch what Nvidia and ATI are doing now. But then:
- Cell was underpowered in that role, because off the shelf GPUs became so powerful so fast;
- Cell was late and had dreadful yields.

From that point on, Sony didn't have a choice:
- they had to add a GPU, adding to cost;
- they had to stick in blu-ray to have some kind of technological edge.

Allow me to dwelve on the second point. Cell *is* much more powerful than Xenon (you don't hear IBM talking about putting those in blades, do you?), but you have to program it right. This is difficult because it was originally a GPU, remember? So learning how to do that takes time. So they had to have some kind of edge that would push boxes through the door *now*, so that there be developers bothering to learn the trade and put out game that can sell boxes *later*. Blu-ray it was (which was undoubtedly helped by pressure from the rest of Sony electronics and Sony entertainment).

So now you have a box that costs a fortune with few games, none of which utilizes the capabilities of the console, and the bet is the PS3 and Bluray will help each other survive for a couple of years, which will be long enough for HDDVD to quit, hardware prices to come down and developers to put out *good* games. The they win.

That's the bet.

How realistic that is, I do not know...

Re:Maybe the author has a minimum article length? (1)

talksinmaths (199235) | more than 7 years ago | (#19667089)

Just before launch, the 360 was a big joke on Slashdot. When the name was announced, there were jokes about Microsoft spinning in circles.

At least we can all proudly say that none of us engaged in such childishness when Nintendo announced the name Wii. :)

Great! (2, Interesting)

Aladrin (926209) | more than 7 years ago | (#19663145)

I'm very much looking forward to this. So far, the most fun I've had on the Wii is still the first game, Wii Sports. I was -so- hoping that Wii Play would be as good, but it's nothing like it.

Super Paper Mario is nice and fun, but took almost no advantage of the uniqueness of the system. Excite Truck was good, not great. Trauma Center was better than the DS version, but still not as much fun as Wii Sports.

I'm looking for more little games like the Wii Sports ones that are fun solo, and a ton of fun with friends, and I'm willing to pay for them. I think this plan will bring those titles.

If I had a little more motivation, I'd gladly spend the ~$2k for the Wii dev kit and write my own games. Unfortunately, I still haven't even managed to motivate myself to do it on the PC for free. Some day...

Re:Great! (4, Informative)

AKAImBatman (238306) | more than 7 years ago | (#19663511)

Excite Truck was good, not great.

Sacrilege! If jumping a newly formed mountain at 200MPH then scraping a tree in midair thus resulting in a barrel roll which lands you upside down as you skip off the mountain peaks before diving headlong onto the track where you mysteriously manage to land upright AND get a speed boost for a Nice Landing doesn't bring a smile to your face, I don't know what will. That game is crazy. CRAZY, I tell you. My wife played it and managed to smash, bump, crush, ram, sink, skip, splash, slide, crash, flip, and careen her way through Fiji. Result? S-Class rating!

Excite Truck: The only racing game that rewards bad driving! :P

I'm looking for more little games like the Wii Sports ones that are fun solo, and a ton of fun with friends, and I'm willing to pay for them.

I have heard nothing but good things about Rayman and Elebits, save for that Rayman takes a little bit of time to warm up to. Both make excellent use of the Wii Remote and may be exactly what you're looking for.

Re:Great! (1)

Aladrin (926209) | more than 7 years ago | (#19663909)

"I have heard nothing but good things about Rayman and Elebits"

Oh, let me be the first then!

Rayman: I was halfway-enjoying the first round or 2. When it came to the area with the close-the-toilet-door scene, it was ridiculous. Not only was that event nearly impossible, the others were hard enough that I didn't care anymore, either.

Elebits: While it was interesting at first, it very quickly got tedious because of the interface.

I don't enjoy games that I fight the interface, rather than play the game. This is mostly because I hate the pointing system on the Wii. There is no way to calibrate it to my TV, and I've tried everything I could think of to place the censor so that it was calibrated 'good enough'. Pointing just plain sucks.

One that I did find amusing for a while was Wario. The little challenges were way too short (They're shorter than the interludes!) but they were amusing.

Re:Great! (1)

Baumi (148744) | more than 7 years ago | (#19664283)

Rayman: I was halfway-enjoying the first round or 2. When it came to the area with the close-the-toilet-door scene, it was ridiculous. Not only was that event nearly impossible, the others were hard enough that I didn't care anymore, either.
Really? I didn't think that part was *that* hard - and I'm most certainly a casual gamer (I usually only play 2 or 3 times per month if that often.) There are a lot harder challenges coming up a few rounds later, and I could usually beat them after 4 or 5 tries.

I don't enjoy games that I fight the interface, rather than play the game. This is mostly because I hate the pointing system on the Wii. There is no way to calibrate it to my TV
That could actually go a long way to explain your troubles - if your setup doesn't work, it's going to make *every* game that much more difficult.

Re:Great! (1)

Nevyn (5505) | more than 7 years ago | (#19668587)

When it came to the area with the close-the-toilet-door scene, it was ridiculous. Not only was that event nearly impossible
Really? I didn't think that part was *that* hard - and I'm most certainly a casual gamer (I usually only play 2 or 3 times per month if that often.)

Well I had a similar problem, although the other events were ok so I could finish the level. The problem for me was that the intuitive interface was for you to "push" where the door was. What you actually needed to do was "shake" where the door would be, if closed. After that revelation (which took _many_ tries, and random internet searches) it was about par.

Re: Rayman & Calibration... (1)

trdrstv (986999) | more than 7 years ago | (#19664623)

"I have heard nothing but good things about Rayman and Elebits"

Oh, let me be the first then!

Rayman: I was halfway-enjoying the first round or 2. When it came to the area with the close-the-toilet-door scene, it was ridiculous. Not only was that event nearly impossible, the others were hard enough that I didn't care anymore, either.

The instructions are actually pretty poor in that mini-game, and was a big hassle for me. Instead of "Pushing the Nunchuck forward" to close the door (as they instruct you and is shown in the pre-game bunny animation), make a snapping motion with your wrist, like you were knocking on a door with the nunchuck. (also how you should be playing the music "dance games")

I don't enjoy games that I fight the interface, rather than play the game. This is mostly because I hate the pointing system on the Wii. There is no way to calibrate it to my TV, and I've tried everything I could think of to place the censor so that it was calibrated 'good enough'. Pointing just plain sucks.

There SHOULD be a system level calibration tool, but there isn't (at least a real good one). You can calibrate sensitivity in the Wii system settings, and if you own Zelda you can "calibrate the sensor bar" which effectively helps you center it on your TV. and they do help, but it's nothing like calibrating the touch points on a PDA.

If pointing is an issue for everything (even the channel menu) here's a few tips. One thing I've noticed that makes the Pointer go crazy is Sunlight. Due to the nature of the IR sensors, make sure you don't have direct sunlight on the wiimote or sensor bar. Close the blinds if you want to play in the middle of the day and things get better. Also the single is generally good between 3-10 feet from the sensor bar, too close or too far from that it gets wonky. Hope that helps.

Re: Rayman & Calibration... (3, Informative)

SetupWeasel (54062) | more than 7 years ago | (#19666183)

Actually the "sensitivity setting" in the Wii menu refers of the sensitivity of the IR camera in the Wiimote not the motion of the cursor across the screen. It is meant to allow you to filter out dimmer IR sources that may confuse the Wii.

Re:Great! (1)

Zelos (1050172) | more than 7 years ago | (#19664809)

The pointing interface works great on the Wii IMHO - sniping Elebits from long distance was very easy. You just have to get used to the idea that it doesn't work like a light gun. It even works well in Heatseeker, although the game itself wasn't that good.

Re:Great! (0)

Anonymous Coward | more than 7 years ago | (#19665067)

Rayman: I was halfway-enjoying the first round or 2. When it came to the area with the close-the-toilet-door scene, it was ridiculous. Not only was that event nearly impossible, the others were hard enough that I didn't care anymore, either.
The toilet event is ridiculously tricky...until you discover that you can also click the bunnies, not just the doors. Once I figured that out, it was a piece of cake.

Re:Great! (1)

kubalaa (47998) | more than 7 years ago | (#19665901)

When it came to the area with the close-the-toilet-door scene, it was ridiculous.
The trick for me was realizing that the timing of the nunchuck shake is important and needs to occur just after you point at the door; if you are just constantly shaking the nunchuck while pointing at doors, that doesn't work.

Re:Great! (1)

FunkSoulBrother (140893) | more than 7 years ago | (#19666127)

I used to suck at that toilet-door minigame too, until I had the revelation to return to the center after each hit, preparing you with minimum distance when you go for the next one.

Re:Great! (1)

hattig (47930) | more than 7 years ago | (#19668895)

You might like that Mercury Revolution game on the Wii then. Very simple interface, simple game, that has very good reviews, and is also quite cheap.

As for RayMan, it is awesome. The toilet doors are a bit hard for a couple of goes, but after that it is fine. The later toilet doors + walking scuba rabbids is much harder, but still doable within 10 tries.

The biggest issue is the 50Hz/60Hz bug on the stereo rabbids level. PAL gamers need to switch the game to 60Hz to complete those levels.

The rest of the game has so many rewarding areas that you are missing out a lot by giving up so early.

Re:Great! (1)

porcupine8 (816071) | more than 7 years ago | (#19664689)

Your enjoyment of Rayman can also depend on your sense of humor. I really liked the rhythm-game part, but things like pulling worms out of decaying teeth and fart jokes didn't appeal to me - the associated games would have been more fun without the 13-year-old sensibilities.

But then, as most posters here are male, 13 is probably right up their alley. ;)

Re:Rayman rocks (1)

GreenEnvy22 (1046790) | more than 7 years ago | (#19666173)

My wife and I (I'm 27, grew up on NES, Genesis, and PC games), love Rayman. Great fun, good replay value too.

Re:Great! (2, Interesting)

earthbound kid (859282) | more than 7 years ago | (#19668807)

I liked Elebits right up until the final boss, which was so irritating it retroactively made me dislike earlier parts of the game.

If you play Elebits, throughout the game you'll find various knobs that need to be turned like door handles and sinks. You'll also notice that the knob turning code is almost completely broken. It is impossible to turn a knob without causing your camera to spaz out and end up pointing at the ceiling. But it's mostly no big deal, because there are only ever one or two doors or sinks that need to be turned in a level and fixing your camera doesn't take that long.

So, what did they do for the final boss? They basically made a giant, cheap ass knob that needs to be turned a lot before it hits you with a cheap death.

What the hell? Were the developers paying any attention to their own game at all? Did they not notice that knob turning is the absolute worst part of the whole game and completely broken? Why would you make the worst part of your game into the final challenge? It would be like if in the final level of Mario 64 you have to keep your camera on Mario in a narrow space. It's re-freaking-tarded ass design.

Ughhhh.

My advice is you should buy Elebits but never, ever play the final boss. Doing so will just make you dislike what you liked in the game before and sour you on Konami.

Re:Great! (1)

CastrTroy (595695) | more than 7 years ago | (#19663919)

For a game that really takes advantage of the Wii controller, check out Super Monkey Ball. I played it on the GC and like it, but it's completely different and so much better on the Wii.

Re:Great! (1)

zarkill (1100367) | more than 7 years ago | (#19664565)

I'm looking forward to Carnival Games [gamespy.com] , which looks like it will be of the "lots of fun mini-games" variety. It was due at the end of August last I heard.

Really? (1, Informative)

Applekid (993327) | more than 7 years ago | (#19663171)

... but small garage-style shops as well.

Really? I'll believe it when I see small garage-style shop priced Wii dev kits. Moreover, even from TFA, Nintendo only does a QA check on the games and leaves important things, like ESRB ratings, to the developer.

I'd personally like to see ESRB-free hobbyist-targeted Wii development, maybe like Microsoft's XNA initiative.

Furthermore, it'd be nice to make them available for download for minimal price (as there is minimal COST of pushing bits over a network). But now I'm just being overly wishful.

Re:Really? (4, Informative)

morari (1080535) | more than 7 years ago | (#19663399)

I'll believe it when I see small garage-style shop priced Wii dev kits.
If I remember correctly, the Wii SDK is only $2,000. While that is certainly a lot of money, it's really a drop in the bucket when compared to other consoles. I don't see it being anywhere near impossible for a small, dedicated development team to raise that amount of money.

Re:Really? (-1, Offtopic)

Applekid (993327) | more than 7 years ago | (#19663921)

Perhaps more context was needed. The latest Adobe Flash is $700 on their web site. Flash sucks? Visual Studio Express edition is free, and so are a lot of other IDEs (or go naked like we used to in the old and painful days). XNA Direct X SDK is free. Plus there are a lot more Windows machines than Wiis out there and the dev house can control the distribution method. They could even sign up and be part of Steam or something if they want it to be a money making venture.

I'd like to see something like a Wii SDK, a server application that you can set up on your PC that the Wii can connect to, and an official Wii-mote adapter and supplimentary sensor bar you can plug into your PC for input sampling for a few hundred bucks. Tops.

If you and a bunch of buddies have that killer idea that can get yourself off the ground but don't have the upfront capital, you're just going to wind up skipping this round and moving to PC.

Re:Really? (1)

Ant P. (974313) | more than 7 years ago | (#19664625)

and an official Wii-mote adapter and supplimentary sensor bar you can plug into your PC for input sampling
The only thing they'd need is a USB-to-sensor bar adapter. The Wiimote works with any cheap bluetooth dongle.

Re:Really? (1)

Constantine XVI (880691) | more than 7 years ago | (#19666525)

The wire off the sensor bar is for power only. You could just use one of the third-party wireless sensor bars.

Re:Really? (1, Informative)

Anonymous Coward | more than 7 years ago | (#19664697)

Unfortunately, while the kit is $2000, it is nowhere near as accessible as that price tag would make it sound. This is the cost, sure, but in order for nintendo to be willing to sell it to you, you need to either be a large, established studio with an existing relationship with nintendo, or you need to be sponsored by such a studio. If you don't fit either of those, you need to be at least an established game company, with headquarters with security and such and a proven track record.

They will most certainly NOT give a wii dev kit to random college students or hobbyists in their garages, whether they can pony up the $2000 or not. I found this out, as a bunch of friends and I were excited by the low price, thinking we could take a stab at it and only be out $2k between us if it didn't work. No such luck, though.

Re:Really? (1)

ravyne (858869) | more than 7 years ago | (#19665813)

As far as I know, the $2000 price that gets bandied about was for the very early devkits, which essentially consisted of a couple wired Wiimotes, a sensor bar and some software, which was intended to be used with a Gamecube Devkit, its sole purpose was to get devs working with the Wiimote early, finding out what they could do with it, and prototyping Wii games until the full Wii Kit arrived.

If someone in the know can actually confirm one way or the other on more than hear-say I'd be glad to have it all cleared up.

Re:Really? (5, Informative)

Mattintosh (758112) | more than 7 years ago | (#19666759)

The Wii SDK's price is not disclosed to the public, and is likely covered by NDA. At one time it was reported to be about $2000, but that could be an early version, a specific contract price with a single developer, or even just plain incorrect.

Then there's the unfortunately reality that it will cost you not only money, but also your soul. If you're not convinced of this, go read their criteria for becoming a Wii developer [warioworld.com] at their WarioWorld site.

If you read that page carefully, you'll note that even if you can pay for the dev kit, you have to be "accepted" as a licensed Nintendo developer first. During this acceptance process, they don't give a crap whether you can pay for the dev kit or not. You can't order one until you're accepted. But to be accepted, you have to be an established developer with an existing game portfolio, and the games can't suck. You also have to have an office. So no working from home. (This is supposedly to keep Nintendo's proprietary stuff "secure". As if an office can't be robbed.) It also states an approximate price for dev kits: $2500 to $10,000. It also states that they expect "financial stability".

Nintendo is going to make sure you're going to make and finish a game. Not just any game, but a good quality game. You can't just order a dev kit to "play with" or to make "indie" or "hobbyist" games. They want commercial games, and if you can't make one, you can't have a dev kit.

Re:Really? (1)

Applekid (993327) | more than 7 years ago | (#19667471)

Please mod parent +1 informative. That link unambiguously answered all official Wii development questions I had... and simultaneously crushed my dreams. :(

Re:Really? (1)

Mattintosh (758112) | more than 7 years ago | (#19667719)

crushed my dreams

Mine too. :(

I was thinking of starting out with a DS game or three, then maybe moving up to the Wii. Then reality landed on me like a walrus on an ice floe.

Re:Really? (1)

tepples (727027) | more than 7 years ago | (#19667507)

But to be accepted, you have to be an established developer with an existing game portfolio, and the games can't suck.
Which platforms should these existing games be for?

Re:Really? (1)

Mattintosh (758112) | more than 7 years ago | (#19667755)

Read the link. In "Developer Qualifications" it explains that the games can be for other consoles or for the PC, but they must be commercial games, and should be at least mildly successful.

I guess it all really boils down to "whatever will convince Nintendo to accept you". It is, unfortunately, kinda arbitrary.

Re:Really? (1)

morari (1080535) | more than 7 years ago | (#19668391)

http://www.watercoolergames.org/archives/000748.sh tml [watercoolergames.org]
It would seem as though all thought put toward indie developers were put on hold for some time. The above article indicates such at least, and does make perfect sense. It is an older write-up however, so some now debunked assumptions are made, though "At the rate we're going, independent games of any kind won't be a reality until 2008 at least" is ironic in light of recent news.

Re:Really? (1)

grumbel (592662) | more than 7 years ago | (#19669251)

Have a look at the page again, it got updated:

As of April 2, we have two categories for Wii developer status, Tier 1 and Tier 2. Tier 1 is focused on existing developers who have shipped games in the console/handheld space. Tier 2 is for startups, and other experienced software companies who have not yet shipped games. The designation of Tier 1 or Tier 2 for your company will be at Nintendo's discretion.

This whole Tier 1 and Tier 2 thingy is new and it looks like to open the door for independent developers, you still have to sell a piece of your soul, but they no longer require you to already be a developer to get started, so the chicken&egg thing is solved.

Re:Really? (1)

LWATCDR (28044) | more than 7 years ago | (#19663701)

Two grand for a dev kit is cheap.
You will pay more than that to develop a good website, or a good gaming PC.
Garage-style shop != parent's basement.

What you are talking about is a hobbyist system.
If you really want to develop games on the cheap write them for Linux.
There are even wiimote drivers available for Linux so knock yourself out.

Re:Really? (1)

Aladrin (926209) | more than 7 years ago | (#19664067)

As noted already, the Wii Dev Kit is less than $2000. While that is still a -tad- highly for just a bit of hardware and license, it's also got some support behind it as well. Look at the rest of the costs to developing as well, though:

PC: $1000 x 2. (Got to have 2 half-decent ones, if you're even half serious. Programmer and Artist.)
Software: Free to $10000+. (Depending on if you go with a free compiler, the Gimp, and Blender or get really serious.)

And this is assuming only 2 people. (It could be done with only 1 person, but programmer-artists are pretty rare.)

So at the minimum, you're looking at enough money to match the cost of the dev kit, and if you're serious, you're going to way way overspend the cost of it anyhow.

Re:Really? (1)

bateleur (814657) | more than 7 years ago | (#19665443)

Nintendo also require the developer to foot the bill for ESRB testing.

The ESRB's website doesn't publish costs for that, but it's a fair bet that will also be well over the cost of the dev kit.

Re:Really? (1)

tepples (727027) | more than 7 years ago | (#19666151)

Nintendo also require the developer to foot the bill for ESRB testing.

The ESRB's website doesn't publish costs for that, but it's a fair bet that will also be well over the cost of the dev kit.

You're right. Wikipedia's article about ESRB cites a source that an ESRB rating costs $2,000 to $3,000.

Re:Really? (1)

Aladrin (926209) | more than 7 years ago | (#19668783)

I could have sworn I just read on this article that Nintendo intended to help small developers by dealing with the ESRB stuff. (For the mini-games system, not if you want to make a DVD.) Could have read it wrong, I guess.

Re:Really? (2, Interesting)

grumbel (592662) | more than 7 years ago | (#19669399)

The german USK costs around 250-1500 , depending on the length and complexity of the title. The BPjM will ban your game for free. No idea about BBFC, PEGI and whatever other rating organizations might be around there if you want to publish a title outside of the USA.

iPhone game, anyone? (0, Offtopic)

mattgreen (701203) | more than 7 years ago | (#19663259)

This would be a perfect indie game. This isn't off-topic because it would definitely appeal to the youth of our age in choosing a 'cool' thing to make a game about.

It'd be an elaborate game of keep away. One player holds an iPhone for a round. They would move 50% faster through the maze, but his opponents would be have some sort of special power. The goal is to to run around to all the different 'sites' on the screen and correct all the misinformation about the iPhone before the release date. When you're at the site you have to do different things, like shake the controller, or draw pie charts and diagrams, to correct all the bad information that the Microsoft-loving press generates.

Re:iPhone game, anyone? (0, Offtopic)

moderatorrater (1095745) | more than 7 years ago | (#19663907)

Yes, and when you're holding the iPhone there appears to be 17 of you because the iPhone is everything to everyone!

Indie Developers (1)

yohanes (644299) | more than 7 years ago | (#19663305)

Not only are they looking to big-name developers for these titles, but small garage-style shops as well.
Just wondering: how can I develop for Wii without spending a lot of money?

Instead, Nintendo would only check the games for bugs and compatibility
Hopefully this wont be like Symbian signed program, where the cost for "checking bugs and compatibility" is expensive.

Re:Indie Developers (2, Insightful)

metroid composite (710698) | more than 7 years ago | (#19663575)

Just wondering: how can I develop for Wii without spending a lot of money?
Define "a lot". As I understand it Wii dev kits currently go for $1000 or so--they just haven't been sold to the general public so far.

Hopefully this wont be like Symbian signed program, where the cost for "checking bugs and compatibility" is expensive.
There's a slight issue here--let's say a game needs 10 testers for a week. Let's say they get paid minimum wage (which is what, $5?) and let's assume they're not working overtime like nearly every test department is forced to. 10 testers * 40 hour week * $5/hour = $2000.

I see three possible solutions. Farm testing out to India, automate testing (have a bot go through and check each code branch for compatibility or something), or just not do very much testing. (Or take a loss, but this is frickin' Nintendo).

Okay, so supposing some combination of the above gets you down to $100 or so, you still need to worry about getting rated by the ESRB; Nintendo can't control the pricing of that. No, I don't think it's realistic to expect this to be an inexpensive distribution channel.

Re:Indie Developers (2, Informative)

toolie (22684) | more than 7 years ago | (#19664519)

Define "a lot". As I understand it Wii dev kits currently go for $1000 or so--they just haven't been sold to the general public so far.

Last time I checked (when I first really paid attention to the Wii after E3 06 I think it was) the Dev kit was like $2500 (maybe $2000, definitely more than $1000 though). The problem was that the kits were only available to established companies, you had to provide a list of games that your company produced. Hopefully, this initiative changes that restriction. I would still love to get a Dev kit to play around with.

List of games for what platform? (1)

tepples (727027) | more than 7 years ago | (#19666185)

The problem was that the kits were only available to established companies, you had to provide a list of games that your company produced.
For what platform was each company expected to have produced the games that make up the list? Could you name the recommended platforms, and the requirements to develop on those platforms?

Re:List of games for what platform? (1)

toolie (22684) | more than 7 years ago | (#19666681)

If I remember it correctly, they were specifically interested in Nintendo consoles but wanted a list of all games for any platform. It felt to me like it was to weed out people who just wanted to play with the dev kit and keep it in the hands of companies that were going to produce something.

Maybe they were afraid of the multitude of crap games that would inevitably come from having it available with no restriction but cost, which may diminish people's views of the technology before it was ingrained in our psyche as not just a gimic. Whatever their reason, I was pretty disappointed at the time.

Re:List of games for what platform? (1)

tepples (727027) | more than 7 years ago | (#19666939)

If I remember it correctly, they were specifically interested in Nintendo consoles but wanted a list of all games for any platform.
So what way would you recommend for a startup working on a PC-based prototype of a video game to go from 0 to established company? Should one develop games for the Windows platform? If so, then how does one make a multiplayer game that doesn't need multiple PCs?

Re:List of games for what platform? (1)

toolie (22684) | more than 7 years ago | (#19667473)

That is exactly why I didn't understand the requirement.

Settlers and Carcassonne? (2)

MacBrave (247640) | more than 7 years ago | (#19663361)

This is welcome news. I'm hoping we will see some real quality titles like Settlers of Catan and Carcassonne that are already over on XBox Live Arcade.......

Re:Settlers and Carcassonne? (1)

trdrstv (986999) | more than 7 years ago | (#19664455)

This is welcome news. I'm hoping we will see some real quality titles like Settlers of Catan and Carcassonne that are already over on XBox Live Arcade.......

I would love that. The Wii could improve on the XBLA version of Catan by using the DS to hold your player cards and actually allow a game of local multiplayer (in addition to online, and against the computer of course.)

Completely off topic... (1)

fyngyrz (762201) | more than 7 years ago | (#19664633)

Found this in a closed-to-comments earlier slashdot story on Guitar Hero...

Again, no disrespect to Rush (I'd play it), but Zeppelin would be amazing...

...and thought you might enjoy this. [ideaspike.com]

I'm a huge fan of GH, but I do actually play. :-)

The Most Plush Nintendo System You've Ever Seen (0)

Anonymous Coward | more than 7 years ago | (#19663537)

I'm not kidding [craftster.org] .

Adventure games (1)

gEvil (beta) (945888) | more than 7 years ago | (#19663627)

I've finally gotten around to playing some of the Sam and Max Season 1 games, and it sounds like games like this would be perfect as WiiWare. Straightforward gameplay/control scheme, fairly short, and highly entertaining--what more could you ask for? Hopefully they'll work with TellTale Games to get some of these or other similar games on the Wii.

Re:Adventure games (2, Insightful)

pi8you (710993) | more than 7 years ago | (#19664091)

Keep in mind though the 512MB of built-in memory and (current) inability to load games/saves directly from SD cards. Hopefully we'll see a firmware upgrade with this that lets the Wii load from SD cards and/or external hard drives via the USB ports on the back, but otherwise I imagine we'll be burning through that 512MB a lot quicker than we have been with the VC alone. That being said, its still fairly exciting news and I'm looking forward to picking up some new content to sit side by side with my favorite retro games.

Re:Adventure games (1)

AKAImBatman (238306) | more than 7 years ago | (#19664515)

Keep in mind though the 512MB of built-in memory and (current) inability to load games/saves directly from SD cards.

I don't think that the SD Card limitation is an overall Wii limitation, but rather an issue with the Virtual Console emulation. If you think about it, the VC games are all games that originally ran off of ROM. If Nintendo is using the internal flash as virtual ROM rather than loading it into memory (and let's admit, there are only 64MB of RAM) then the SD Card might not provide fast enough data transfer rates to ensure full-speed emulation in all instances. Especially for larger games on faster systems like the N64 and upcoming NeoGeo.

It's not clear yet how much support for the SD slot the Nintendo devkit currently provides, but there is still a high probability that running WiiWare games off of SD cards will be supported by the time those games launch. :)

Re:Adventure games (1)

Cadallin (863437) | more than 7 years ago | (#19666251)

I would be very shocked if the Virtual Console software isn't loading the entire ROM image into RAM. The largest game on the Virtual console is only 32MB, being Legend of Zelda: Ocarina of Time. And the Wii doesn't have 64MB of RAM, it has 88MB. While there are larger games for the Neo-Geo, that's the biggest title for the N64.

Re:Adventure games (2, Informative)

AKAImBatman (238306) | more than 7 years ago | (#19666581)

The largest game on the Virtual console is only 32MB, being Legend of Zelda: Ocarina of Time.

Indeed. Which would leave only 32MB of memory Subtract 4MB for the N64 RAMBUS memory and you're down to 28. Another 4MB for the expansion pack when in use and we're down to 24. (Though I don't think any games use the expansion pack yet?) 24-28MB is the amount of space the emulator+OS has to fit within. That's not a whole lot of space by modern standards. While I think Nintendo could do it, they may be playing it safe to allow for bigger games in the future.

And the Wii doesn't have 64MB of RAM, it has 88MB.

The Wii has 64MB of GDDR3 main memory, 24MB of 1T-SRAM (!) for the GPU's use, and and extra 3MB of GPU cache/working memory for the framebuffer and whatnot. Basically, the 24MB isn't really open for general purpose usage. At least, that's not how the known specs present it.

Re:Adventure games (1)

tepples (727027) | more than 7 years ago | (#19667555)

24-28MB is the amount of space the emulator+OS has to fit within. That's not a whole lot of space by modern standards.
NO$GBA, an emulator of the Game Boy Advance and Nintendo DS compact video game systems, is a 144 KiB Windows executable. Is the Nintendo 64 really 200 times as complicated as the DS so that an emulator needs to be 200 times as big?

Re:Adventure games (0)

Anonymous Coward | more than 7 years ago | (#19667785)

you are confusing file size with memory usage. i'd wager that your 144k executable uses more than 144k of memory.

Re:Adventure games (1)

AKAImBatman (238306) | more than 7 years ago | (#19667841)

You're not seriously comparing the complexity of a Gameboy emulator to that of a Nintendo 64 emulator, are you?

a 144 KiB Windows executable

That executable links to no shared libraries, system calls, drivers, or anything else, right?

And it's not just the code size. You need to consider what kind of data the emulator might need to track at runtime. The console memory is only half the battle. You need to track the general state just like any other program. Some advanced features like JITting (an actual possibility since Nintendo knows both their system and their software) will chew through memory like candy.

Re:Adventure games (2, Informative)

default luser (529332) | more than 7 years ago | (#19669139)

You're not seriously comparing the complexity of a Gameboy emulator to that of a Nintendo 64 emulator, are you?

Sure he is, and with good reason. The DS actually has quite a complex architecture (main CPU, one 3D rasterizer + T&L unit, two 2D rasterizers), with most of the features offered by the N64.

The typical size of N64 emulators on the PC/Mac are in the 1-3MB range, even with all the fancy features you expect. You can also find them in the Sub-1MB range for platforms that are short on memory [qj.net] .

So yes, it is certainly reasonable.

Some advanced features like JITting (an actual possibility since Nintendo knows both their system and their software) will chew through memory like candy.

Why would you waste time with JIT recompilation when you know the source and target platforms, AND control distribution? You can do an optimized conversion before you even offer the game for download, and save yourself the memory.

Someone had to say it. (2, Funny)

davermont (1001265) | more than 7 years ago | (#19663717)

Just rename "Manhunt 2" to "Cotton Candy and Kitty Cats" and release it this way.

Homebrew won't cut it (1)

nerdstrap (1071916) | more than 7 years ago | (#19665039)

The typical XBLA game costs greater than $250,000.00 to get through testing and onto the channel. The single nerd working on a homebrew game will never achieve the quality needed to get Nintendo to officially feature their game added to the download area...

I'll believe it when I see it (0)

Anonymous Coward | more than 7 years ago | (#19667013)

We approached Nintendo at the GDC as an independent developer and the attitude was strongly one of "Go Away". They had little to no interest in even providing basic information regarding Wii development kits other than to direct us to their web site.

It's important to note that we're an established independent devloper who was looking to see if the Wii would be a good development platform. We didn't approach the booth like crazed Nintendo fans looking to score a development kit.

Re:I'll believe it when I see it (1)

tepples (727027) | more than 7 years ago | (#19667589)

We approached Nintendo at the GDC as an independent developer and the attitude was strongly one of "Go Away".
Did you finish the PC based prototype and then approach every Nintendo-licensed publisher at the convention?

Re:I'll believe it when I see it (0)

Anonymous Coward | more than 7 years ago | (#19667927)

We were not pitching a game for publishing, just looking for details for the hardware and development tools as we had yet to decide on the platform for an upcoming title. They weren't interested in even having a five minute conversation. It could have been the people staffing the booth but if you can't answer basic questions regarding the _process_ to acquire development tools then you're not indy friendly.
Load More Comments
Slashdot Login

Need an Account?

Forgot your password?