In my example the darker area represents a 16:9 ratio and the whole scren is a pseudo 21:9. I think we are doing wrong in to thinking that games will be displayed as 16:9 images scaled to fit the screen and then even cut its corners. IMO the games as it would appear on xbox one, ps4,and wii u will show in the darker area I represented. The extra space in the screen will be kind of an exclusive of the system and used to accomodate hud and buttons, wich ironically would give you a more clear view of the game without huds and what not blocking the view in that 16:9 space. I hope I managed to explain my idea.
We "grasp" the concept.
We think it´s shit.
About a million posts about Nintendo going 3rd party and/or mobile only say otherwise.Boom
/thread
What controller shell? Nintendo shows me an actual controller shell with buttons and a d-pad that they say will be compatible with most games and then I'll give them the benefit of the doubt, but just looking at this thing, right here, right now, I'm out.What about the controller shell? Did you think of that?
If the screen was square enemies, items would be obscure too.
What's wrong with the concept? If the right stick doubles as a main button (like the GameCube's A) and the rest have decent feedback then the idea is pretty sound
What about the controller shell? Did you think of that?
That's not true at all. Other than the "cleaner" interface (which is an advantage by itself), it gives developers complete freedom over how menus and buttons appear in their game. There may be some standardization at first, but consider this:
- the position of buttons can change, depending on the game. Position could even change within the game itself depending on the menu you're in.
- the size, color, and shape of the buttons can change.
- the "graphics" of a button can change. If this mockup is close to the truth, you may not even have an 'A' or 'B' button displayed on the screen. You'd just have something labelled "Attack" or maybe a little picture with a sword.
- the number of buttons can change. Devs with simpler interfaces can omit buttons to save space, while more complicated games can add in more buttons.
- devs can use many different kinds of buttons. You lack imagination if you think digital A and B buttons is all this could do. Imagine slider bars, touch-and-flick buttons, rotating wheels, etc.
There's also the possibility that the system will allow users to adjust how buttons are displayed, giving freedom similar to what Steam controller does. Don't like the default buttons for Zelda? Enlarge them. Shrink them down. "Unlock" them and slide them to a different part of the screen. Hide them in a sub-menu.
New controller options, I guess. Devs could use a pre set input or go the extra mile if they wish.What is the appeal of this type of controller/handheld?
Realistically, it's just a freeform haptic touchscreen display, probably with an accelerometer & gyroscope...anything else would make it too expensive.
That doesn't excite me all that much. What does it offer over a standard PSP-like design?
It I have to look down to see what I'm pressing I am never, ever buying this.
Ah yeah kinda forgot about the scroll L and R buttons.
That could work, but it could be a tad cumbersome with it being a camera and main button for using the sword, interacting with things, etc.
If this is real the GAF made sure that the leaker is already fired today or at least he doesn't have access to the device any more.
Maybe read again what I wrote? I'm not talking about just holding the device. Move your thumb towards the other side of the phone without moving your hand from the device. Like you would hold a gamepad and press buttons on it. Don't tell me that the corner doesn't pressure in your palm when you do that.
Wouldn't that allow for more different refreshing experiences?
If executed correctly, it could be a great way to make tutorials for games too.
For example if the game wants to teach me how to jump, the jump button for the game would just rise as a semi-physical button from the touch screen, if the game wanted to teach me how to attack, the attack button would rise as a semi-physical button from the touch screen, allowing players to get the control relatively easily.
Figured this would be a good exercise. Made a quick UI animation concept:
![]()
Hear it with sound for that extra OOMPH.
- Contextual actions/buttons
- Click down on left analog stick for weapon wheel
/thread
We "grasp" the concept.
We think it´s shit.
You would see the shadow or an arm of an enemy and then use z targeting. You can also hear the enemy and quickly turn the camera. This is nothing of a concern. I played thousands of touch games and haven't felt like my hands covered important things.
If your base device requires peripherals to work properly it's a flawed concept.
Are there still people that are team fake? I think it certainly is a real devkit. The hope is that it won't be the final product lol.
:OAll will be revealed in May![]()
What controller shell? Nintendo shows me an actual controller shell with buttons and a d-pad that they say will be compatible with most games and then I'll give them the benefit of the doubt, but just looking at this thing, right here, right now, I'm out.
Why? If you don't want to discuss about it that doesn't mean other can't.
Uhhhh... in fairness, a controller is a peripheral that all consoles as base devices require to work properly. So is a TV.
Why would you ever need to reach your thumb to the oopposite side of the screen though? Unlike a phone, you'd likely be holding this with 2 hands at all times
Figured this would be a good exercise. Made a quick UI animation concept:
![]()
Hear it with sound for that extra OOMPH.
- Contextual actions/buttons
- Click down on left analog stick for weapon wheel
Calling it now. 240p. /sFigured this would be a good exercise. Made a quick UI animation concept:
![]()
Hear it with sound for that extra OOMPH.
- Contextual actions/buttons
- Click down on left analog stick for weapon wheel
We're all speculating off some pictures. Nintendo didn't show us anything. The thing isn't even turned on.What controller shell? Nintendo shows me an actual controller shell with buttons and a d-pad that they say will be compatible with most games and then I'll give them the benefit of the doubt, but just looking at this thing, right here, right now, I'm out.
Read the sentence again. I'm speaking of the hypothetical future.Nintendo didn't show you this.
which situation is more likely?
![]()
What if the controller is also the hardware?
All will be revealed in May![]()
All will be revealed in May![]()
The first? What idiot barbarian plays the second way?which situation is more likely?
![]()
All the mockups look fancy, sure. But then you take a second to think about it and there's absolutely no advantages to this concept. It's an even further crippled WiiU (whose concept was already lacking value big time) which would again add price for no concrete reason. Even when people proclaimed that you could do any Wiimote commands with buttons, the point was still providing a different/more fun experience through motion. Which can't be said for digital buttons and a handicapped video image.
We "grasp" the concept.
We think it´s shit.
It's gonna happen isn't it.Oh fuck
The analog sticks don't look like normal analog sticks, so it's likely made to be more button friendlyA clickable right stick is no real replacement for an actual A button either, especially for any game that requires rapid presses of the button.
I'm pretty sure most gaffers in this thread are the second one if their posts are anything to go by lolwhich situation is more likely?
![]()
Oh fuck
Couldn't this be done with the existing Wii U pad?Figured this would be a good exercise. Made a quick UI animation concept:
![]()
Hear it with sound for that extra OOMPH.
- Contextual actions/buttons
- Click down on left analog stick for weapon wheel