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Iwata: Revolution should expand market with simpler controls

Rhindle

Member
From a Nikkei Business Daily interview, via our friends at Gamefront:

A goal of ours with Revolution is to expand the target market for games. The current consoles are are constantly getting more complicated. The number of buttons on Joypads has been increasing steadily in recent years, for instance. Hardcore players can still manage, but for inexperienced people and beginners the degree of complexity is too big of a barrier.

In order to reach these people and to motivate them to play games, Revolution will have a "User Interface" that everyone can manage. However, Iwata cannot yet discuss exact details.
There's also some stuff about making it cheaper to develop games by making the "same APIs as the Gamecube" available to programmers. That sounds a little odd.
 
What's that? Oh, it's the "simple controls = simple games" brigade, coming over the horizon!

TBH, I completely agree with Iwata on this. I just hope they execute well.
 
Iwata's on crack. Ya know God of War? Imagine how much fun God of War 2 or 3 would be with six face and four shoulder buttons!
 
I smell gyroscopic/motion controllers.

My take (crude drawing), a dramatically different dual-handed controller ... some games could even be played with just one controller/one hand.

No face buttons, all the buttons are moved to the inside, where the fingers rest over them.

rev3b7ee.gif


"Feel/touch senstation" buttons could also "signal" the player when to press a certain button (since their finger would always be over a button in this setup), thus they could quickly learn how to play just about any game.
 
soundwave05 said:
I smell gyroscopic/motion controllers.

My take (crude drawing), a dramatically different dual-handed controller ... some games could even be played with just one controller/one hand.

No face buttons, all the buttons are moved to the inside, where the fingers rest over them.

rev3b7ee.gif


"Feel/touch senstation" buttons could also "signal" the player when to press a certain button (since their finger would always be over a button in this setup), thus they could quickly learn how to play just about any game.
That's still too complicated. :P
 
Grubdog said:
That's still too complicated. :P

Well certain games could be one controller/one handed.

That's three buttons for the player to worry about, and the controllers could be simpler, since everyone knows their index finger from their middle finger and so on, you don't have to say "press A!", you could just say "hit the button below your first finger", that's a bit more natural.

I still think they have to have enough buttons to play the more complicated games, but this type of a setup could open the door to more streamlined games also.

I could see a Mario game just using that one controller.
 
I have this weird felling the revolution "controller" will be confirgurable in some way by the end user and not just trough a simple expansion slot.

The fact that he continually refers to it as the "interface" and not simply the controller...it seems like a very intentional move on his part.
 
Perhaps Nintendo will join forces with Apple to give us the iBox!

iBox.jpg


:lol

*thanks to whoever made this for the Worth1000 Photoshop contest.
 
G4life98 said:
I have this weird felling the revolution "controller" will be confirgurable in some way by the end user and not just trough a simple expansion slot.

The fact that he continually refers to it as the "interface" and not simply the controller...it seems like a very intentional move on his part.


Yes - I think you might have something there. We are not just talking buttons here.

It does seems as though the "interface" may infact allow you to determine the level of controller functionality, based on your preferences or ability.
 
Personally I don't mind if simplistic controllers = simplistic games............ Mario 1 was simplistic and that is still about 999999999999999999 x better then games like Halo........ :-/
 
Then again Iwata also said the DS would be an amalgamation of hardware and software, and everyone thought that meant some kind of controller that played old-school Nintendo games.
 
There's also some stuff about making it cheaper to develop games by making the "same APIs as the Gamecube" available to programmers. That sounds a little odd.

Gamecube uses a very openGL-like API that is very straight forward to use. I suspect that this refers to revolution using the same basic API structure. Which makes perfect sense - much like xbox 2 is using the new version of Direct X, revolution will use the new version of the gamecube API
 
I hope this "touch screen controller" crap isn't true, because the DS is proof positive that I don't ever, EVER want to control a game using an invisible "analog stick" as my main input. That whole idea is just retarded.
 
I like soundwave's stuff. Make most simple games just use one controller, have independent vibra under the buttons for 'feel' and 'press this button you muppet' for tutorials etc.

You get analog input, trackball input (yes please!), and gyration input so you can play tiger woods simply by swinging the controller.
 
Two analog sticks + touchpad or trackball please. Touchscreen is going to be pretty expensive, so I don't think the controller is going to have one of those.
 
Ronok said:
Personally I don't mind if simplistic controllers = simplistic games............ Mario 1 was simplistic and that is still about 999999999999999999 x better then games like Halo........ :-/
Not to mention God of War, Gran Turismo or KOTOR.

Yer fcking nuts.
 
Funky Papa said:
Not to mention God of War, Gran Turismo or KOTOR.

Yer fcking nuts.

I think actually something like God of War could actually be easier to play with a controller like the one I've outlined above.

The thing is from that position you can press your fingers down in any number of combinations easily, whereas with a regular kind of controller, you only have one thumb to press the face buttons with.

It's sort of like playing a piano, even with one or two fingers and just a few keys, you can come up with dozens, if not hundreds of different combinations. There's only one or two ways your thumb can press face buttons though (accurately).

A game like God of War may be even playable with one hand, which would come in handy during the nude scenes.
 
My comment was aimed towards his "mario 1 is 999999999999999999 x than halo omg!!11one!1" statement.

Nostalgia is a bitch.
 
Funky Papa said:
Not to mention God of War, Gran Turismo or KOTOR.

Yer fcking nuts.

God of War is just Tony Hawk + Greek Mythology + titties. But ya you need more buttons to pull of more "tricks" and get "combos" because thats what all the best fighters try to do. Chain combos and perform tricks. I'm sure back in the olden days they were all talking about Zeus and his 4000 hit combos.

Gran Turismo can be played with the wheel. I'm not sure but to my knowledge there are no Dual Shock optioned cars.

KOTOR is better with kb+mouse as with most FPS/diablo games.

Simpler is better
controller%20002.jpg
 
soundwave05 said:
A game like God of War may be even playable with one hand, which would come in handy during the nude scenes.

Watch for Revolution getting a sequel to DOA:XBV if that happens.
 
ge-man said:
Watch for Revolution getting a sequel to DOA:XBV if that happens.

Oh Itagki would be all over a one-handed gyroscopic control scheme.

You could even, um, shake the controller, to uh ... well .... yeah ;)
 
acidviper said:
God of War is just Tony Hawk + Greek Mythology + titties. But ya you need more buttons to pull of more "tricks" and get "combos" because thats what all the best fighters try to do. Chain combos and perform tricks. I'm sure back in the olden days they were all talking about Zeus and his 4000 hit combos.

Gran Turismo can be played with the wheel. I'm not sure but to my knowledge there are no Dual Shock optioned cars.

KOTOR is better with kb+mouse as with most FPS/diablo games.

Simpler is better
controller%20002.jpg


The beauty of having buttons in a trigger formation rather than on the face is 3 buttons can become 6 or 7 very easily.

1.) A
2.) B
3.) L trigger
4.) A + B
5.) B + L
6.) A + L
7.) A + B + L (super attack)

Pressing buttons in that position together is a piece of cake and not complicated at all.

You can pick up the N64 controller and grip the Z-trigger and now just imagine your middle and third finger also have buttons underneath them.
 
As for the simplicity thing, I think people should look at Donkey Kong: Jungle Beat for a sense where Nintendo might be going with this idea. It's essentially a three button game, but it's designed in such a way that Donkey Kong has been given incredible mobility. The interface is simple enough for all ages to play while at the same time the combination of special moves, secrets, and the combo system offers hardcore gamers a meaty experince.
 
soundwave05 said:
The beauty of having buttons in a trigger formation rather than on the face is 3 buttons can become 6 or 7 very easily.

1.) A
2.) B
3.) L trigger
4.) A + B
5.) B + L
6.) A + L
7.) A + B + L (super attack)

Pressing buttons in that position together is a piece of cake and not complicated at all.

You can pick up the N64 controller and grip the Z-trigger and now just image your middle and third finger also have buttons underneath them.

Wouldn't one be prone to pressing both at once?
 
VF4 only uses 3 buttons.

Since when did simple controls = simple game?

put me in the "if its more games like DKJB im there" group. If you havent played DKJB you REEEEEEEEEEEALLY need to.
 
ge-man said:
As for the simplicity thing, I think people should look at Donkey Kong: Jungle Beat for a sense where Nintendo might be going with this idea. It's essentially a three button game, but it's designed in such a way that Donkey Kong has been given incredible mobility. The interface is simple enough for all ages to play while at the same time the combination of special moves, secrets, and the combo system offers hardcore gamers a meaty experince.

Yeah I'm thinking of DK: JB too, but of course I think a bongo drum would be limited to certain types of games.

A gyro controller like the one above could mimic everything from a gun in a FPS to a sword/shield/lightsaber or a set of drumsticks in a music game.
 
AniHawk said:
Wouldn't one be prone to pressing both at once?

On a traditional controller with face buttons yes that would be a problem.

In trigger formation though, I don't think it'd be any problem at all.

When you're playing a flute you don't hit the wrong hole because your finger is already over the hole.

So you know if I see my little cousin struggling with a game, I can just come in and say "hey push down with your first finger to make Mario jump" .... everyone knows where that is, no need to look down at the controller for a novice and go "oh, geez, which one is the jump button again?".
 
Why not simplify the games controls instead of simplifying the system controls which will do nothing more than limit what some developers are able to do on it?
 
In his defense, he's 100% right. I work at a place where we rent out check out games/systems to people on my campus and almost every non-gamer who plays with a friend or watches or whatever mentions they dont play the new systems these days because the controllers confuse them. I dont want them to make it so that third parties are scared to develop for it based off some wonky controller, but I dont think a simpler one would be such a bad idea either.
 
SolidSnakex said:
Why not simplify the games controls instead of simplifying the system controls which will do nothing more than limit what some developers are able to do on it?


Er...


Yes well any controller that isnt a keyboard still limits some developers.
 
SolidSnakex said:
Why not simplify the games controls instead of simplifying the system controls which will do nothing more than limit what some developers are able to do on it?

Why would simpler controllers necessarily imply limitations?
 
soundwave05 said:
Oh Itagki would be all over a one-handed gyroscopic control scheme.

You could even, um, shake the controller, to uh ... well .... yeah ;)

:lol :lol

DOA:XBV II - Can you SHAKE it?
 
The other thing is I think psychologically, a controller with no face buttons/clutter would be more "inviting" to non-players, and of course certain games could even be just playable using the gyro/tilt controller and a analog stick or a trackball.

In Monkey Ball you could use the trackball to move your monkey around and then just tilt the controller to tilt the board. Voila. No buttons needed.

Gyros can also eliminate the need for a camera stick in just about any game by letting the player move their wrist where ever they want the camera or POV to go (so if you want your basketball player to look upcourt to see if a teammate is open underneath the basket, you can do that). So buh-bye camera stick.

You can see how stuff like this starts to gradually chip away at complexity.
 
SomeDude said:
I don't want Nintendo to make shallow and simple games, dammit.


They said simpler controls damn it, not simpler games damn it. I agree to an extent. About 2 weeks ago, my friend bought Mercenaries, and he went to the option screen to check the controls. It uses every fucking button, both analog sticks and the d-pad. His girlfriend and little brother immediately dismissed it because it looked too complicated. While I got used to it, I have to wonder why devs feel the need to use every button because its there.
 
soundwave05 said:
On a traditional controller with face buttons yes that would be a problem.

In trigger formation though, I don't think it'd be any problem at all.

When you're playing a flute you don't hit the wrong hole because your finger is already over the hole.

So you know if I see my little cousin struggling with a game, I can just come in and say "hey push down with your first finger to make Mario jump" .... everyone knows where that is, no need to look down at the controller for a novice and go "oh, geez, which one is the jump button again?".

I'm still trying to get what you're saying.

Two buttons would be adjacent to each other for each finger (or the middle one)?
 
SolidSnakex said:
Why not simplify the games controls instead of simplifying the system controls which will do nothing more than limit what some developers are able to do on it?

I think Nintendo's idea is to make the interface more inventing. Super Monkey Ball only uses the analog stick, but the fact will still be lost on some people unless it's explicitly stated or they get up enough guts to experiment with the game.

Again, Nintendo is aiming for these kinds of consumers. I think they are willing to go as far as to alienate some 3rd parties to make that happen. That's sounds bad at first, but I think Nintendo would do very good if they expanded upon their system of 3rd party partnerships. If they can get a consistent stream of software from top developers that take advantage of their controller, Nintendo could do very well for themselves.
 
soundwave05 said:
The other thing is I think psychologically, a controller with no face buttons/clutter would be more "inviting" to non-players, and of course certain games could even be just playable using the gyro/tilt controller and a analog stick or a trackball.

In Monkey Ball you could use the trackball to move your monkey around and then just tilt the controller to tilt the board. Voila. No buttons needed.

Gyros can also eliminate the need for a camera stick in just about any game by letting the player move their wrist where ever they want the camera or POV to go (so if you want your basketball player to look upcourt to see if a teammate is open underneath the basket, you can do that). So buh-bye camera stick.

You can see how stuff like this starts to gradually chip away at complexity.

The unfortunate thing about this is, despite how neat it sounds, it probably won't happen. Who came up with the separated gyrocontroller theory anyway, and based on what?
 
AniHawk said:
I'm still trying to get what you're saying.

Two buttons would be adjacent to each other for each finger (or the middle one)?

Take your hand and look at your first three fingers. Imagine there's a button beneath each of those three fingers.

Chances are you can move all of those fingers independently or down together (like you were pressing a button say) quite easily.

The only thing I think devs would have to stay away from is making players press buttons with their first and third fingers at the same time, as that is less natural and a bit more uncomfortable.
 
soundwave05 said:
Take your hand and look at your first three fingers. Imagine there's a button beneath each of those three fingers.

Chances are you can move all of those fingers independently or down together (like you were pressing a button say) quite easily.

So the buttons would be shaped as one, just separated into two on top of each other?
 
AniHawk said:
So the buttons would be shaped as one, just separated into two on top of each other?

No they'd still be seperate buttons. You can look above at the crappy drawing I did for it (the controller is shown from a side view, and then a top down view).

Dr. GAKMAN has also come up with similar kinds of "grip/wand" gyro designs.
 
gofreak said:
Why would simpler controllers necessarily imply limitations?

Because some games require alot of buttons to work correctly. Did you ever play the GC version of MGS? It didn't work nearly as well since it didn't have the right amount of buttons. Could you even imagine playing that with even fewer buttons?
 
soundwave05 said:
The beauty of having buttons in a trigger formation rather than on the face is 3 buttons can become 6 or 7 very easily.

Still its complicated. You need huge coordination skills and unfortunately most of the genpop doesn't need or want to condition themselves to learn a skillset that has no use outside of gaming. Ever seen someone who doesn't play games trying to play a complex game for the first time. It just becomes button mashing. And for some games it works.

soundwave05 said:
You can pick up the N64 controller and grip the Z-trigger and now just imagine your middle and third finger also have buttons underneath them.

I think the Z button was perfect. I don't know why they fucked it in the GC, but adding more buttons does not solve the problem.
 
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