Why is it only Nintendo's new IPs that "don't count"?

Houseman

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No, the DS got TONS of flack from people whining that it was an underpowered system and that the PSP was going to steamroll it. It's utterly embarrassing to see those predictions in hindsight.

As for the Wii, this is the reality: you can't separate one from the other. The reason it expanded to new audiences was precisely because of the motion controls. Because it kept things simple and cheap while the 360 and PS3 were losing hundreds of millions chasing after golden geese. And whining about motion controls has always and WILL always be dumb. It is stupid, elitist, pissbaby thinking that was dumb back then and even dumber now considering how motion control is still around.
Not sure what timeline we live in where motion controls are "simpler" than a standard controller, and when the Wii's motion controls are so finnicky, but, sure. It's elitist to want a control scheme where I'm not fighting against the game, to pick up my movements.
Yeah, I thought that it was universally agreed upon that motion controls were inferior to traditional "push button, get results" controls. I've never heard otherwise. Even PS4 people thought that the motion controls they have were dumb.

The only place where motion controls make sense are in VR gaming.
 

themistermanguy

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Yeah, I thought that it was universally agreed upon that motion controls were inferior to traditional "push button, get results" controls. I've never heard otherwise. Even PS4 people thought that the motion controls they have were dumb.
It isn't. Only stupid people believe the "Grr! Motion bad" shit. Motion controls are a tool, it's how you use that tool that matters. Look at how many people praise VR or gyro aiming in shooters compared to tacked on waggle gimmicks of the Wii era. Big difference.
 

Hawki

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It isn't. Only stupid people believe the "Grr! Motion bad" shit. Motion controls are a tool, it's how you use that tool that matters. Look at how many people praise VR or gyro aiming in shooters compared to tacked on waggle gimmicks of the Wii era. Big difference.
What if the tool's worse than a preceeding tool?

If Tool A works fine, and Tool B works worse than Tool A, yet I'm forced to use Tool B in a game that could work just as well with Tool A, am I elitist in disliking Tool B?
 

Houseman

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. Look at how many people praise VR
I already mentioned VR.

gyro aiming in shooters
I've experienced gyro aiming in shooters like Star Fox and Splatoon, for the WiiU. It was horrible. Heck, even gyro STEERING was horrible. Even trying to aim in first person for the Wii, in the Metroid Prime collection, was only fun and doable in short bursts. It puts a strain on your arm and wrist to continually aim around the screen.

I'm not saying that I'm against the crowd you're criticizing, but I've just never seen anyone praise motion controls outside of very specific cases.
 

themistermanguy

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What if the tool's worse than a preceeding tool?

If Tool A works fine, and Tool B works worse than Tool A, yet I'm forced to use Tool B in a game that could work just as well with Tool A, am I elitist in disliking Tool B?
Motion Controls are good at specific things. They aren't better or worse than traditional controls over all. It all depends on the context and their implementation. Far too often, people assume Motion controls are bad regardless of implementation or context. That's the crowd I'm talking about. The idiots who think all motion sucks regardless.

I've experienced gyro aiming in shooters like Star Fox and Splatoon, for the WiiU. It was horrible. Heck, even gyro STEERING was horrible. Even trying to aim in first person for the Wii, in the Metroid Prime collection, was only fun and doable in short bursts. It puts a strain on your arm and wrist to continually aim around the screen.
Perhaps you probably haven't gotten used to it. Most people who play Splatoon and Metroid Prime will tell you motion controls are the way to go for aiming.
 

Houseman

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Perhaps you probably haven't gotten used to it. Most people who play Splatoon and Metroid Prime will tell you motion controls are the way to go for aiming.
Yeah, that's possible. Doing a quick search for "motion controls splatoon" says that most people use motion controls, even pro splatoon players.
 

themistermanguy

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Yeah, that's possible. Doing a quick search for "motion controls splatoon" says that most people use motion controls, even pro splatoon players.
It's also popular with PC gamers who use the Steam/PS4/Switch Pro controllers. It's even starting to catch on with PlayStation gamers as well. It really makes the Xbox Controller's lack of a motion sensor look jarring when you think about it.
 

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And whining about motion controls has always and WILL always be dumb. It is stupid, elitist, pissbaby thinking that was dumb back then and even dumber now considering how motion control is still around.
While motion controls are better now compared to back then, they were in our faces from 2006-2012 (Wii)/13 (Kinect is guilty of this). Not to mention most of the games had bad or forced motion controls that were almost never 1-to1. Then you had Nintendo forcing it down our throats 95% for the sake of "innovation" without giving of us any other control options. While most third party publishers/developers gave you some actual options for controls sceme if you did not like the motion controls. I've said this before, but only Wii games with good to great motion controls are: Red Steel 2, No More Heroes 1 & 2, Mad World, Sin and Punishment Star Successor, Mario Galaxy 1 & 2, Mario Kart, and some racing game with motorized robotic bugs I can't think of at the moment. The Switch has gyro controls, but their optional and not stuffed down our throat. The best use of it was that workout game. I'll give credit for Nintendo being the most useful when it comes to motion controls. Otherwise most people want to sit on their ass and play with a control or KB & M. Somebody already mentioned the stuff with PSVR, so I feel no need to repeat that part.
 
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themistermanguy

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Then you had Nintendo forcing it down our throats 95% for the sake of "innovation" without giving of us any other control options.
I will defend that if a game necessitates the use of required motion controls, then I feel it should stay that way. I feel developers should make games how they intend players to play it, rather than try and Moddy cuddle them all the time.

That being said, I can see where you are coming from regarding motion being tacked on in places where it isn't really necessary. But that's less a Nintendo problem, and more a "the Wii Remote lacks buttons, so motion is here to compensate" problem.
 
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Aiddon

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While motion controls are better now compared to back then, they were in our faces from 2006-2012 (Wii)/13 (Kinect is guilty of this). Not to mention most of the games had bad or forced motion controls that were almost never 1-to1. Then you had Nintendo forcing it down our throats 95% for the sake of "innovation" without giving of us any other control options. While most third party publishers/developers gave you some actual options for controls sceme if you did not like the motion controls. I've said this before, but only Wii games with good to great motion controls are: Red Steel 2, No More Heroes 1 & 2, Mad World, Sin and Punishment Star Successor, Mario Galaxy 1 & 2, Mario Kart, and some racing game with motorized robotic bugs I can't think of at the moment. The Switch has gyro controls, but their optional and not stuffed down our throat. The best use of it was that workout game. I'll give credit for Nintendo being the most useful when it comes to motion controls. Otherwise most people want to sit on their ass and play with a control or KB & M. Somebody already mentioned the stuff with PSVR, so I feel need to repeat that part.
Except that's a complete lie. It wasn't that they were "shoved into our face" (they weren't), it's that they existed at all, because gamers are snobbish like that. The moment the Wii came out people threw tantrums about it being motion-based despite the majority of players being fine with it. No, if anything the worst examples didn't try to use them enough because that would rely on actual DESIGN. Same thing with the Kinect and Move; most people wrung their hands about it for years and didn't even try. They were, for lack of a better term, creative cowards.
 

CriticalGaming

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My two cents is this.

People tend to ignore Nintendo's "new" IP's because Nintendo has saturated their market with the same characters over and over again.

Mario and Zelda make up the vast majority of Nintendo titles, with sprinklings of other things they make. Now every once in a while they'll fart out some other IP like Arms,and 1-2 Switch, but those IP's suck and everyone knows it. But every new console,every new year is showered with more Mario related games, so the tend to cover up the new IP's and those IP's end up being quickly forgotten and ignored.

Which isn't helped by the fact that Nintendo doesn't seem to put much marketing behind their other IP's. Beyond the weeks around launch I never saw anything ARMS related ever again, but even generic Nintendo adds will always feature Mario. So is it any surprise that other IP's don't gain traction?
 

BrawlMan

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I will defend that if a game necessitates the use of required motion controls, then I feel it should stay that way. I feel developers should make games how they intend players to play it, rather than try and Moddy cuddle them all the time.

That being said, I can see where you are coming from regarding motion being tacked on in places where it isn't really necessary. But that's less a Nintendo problem, and more a "the Wii Remote lacks buttons, so motion is here to compensate" problem.
Removing options does not make the experience better. If you design the Wii for backwards compatibility with the Gamecube controls and already have the classic controller in mind, then you have failed. Especially when its done "for our own good" as the justification. This is more so a problem with most of the Nintendo 1st party games. And having options ain't cuddling, it's called using some damn common sense. Nintendo more or less admitted this mistake when the Wii U and the Switch came out without actually publicly saying it.
 
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BrawlMan

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Except that's a complete lie. It wasn't that they were "shoved into our face" (they weren't), it's that they existed at all, because gamers are snobbish like that. The moment the Wii came out people threw tantrums about it being motion-based despite the majority of players being fine with it. No, if anything the worst examples didn't try to use them enough because that would rely on actual DESIGN. Same thing with the Kinect and Move; most people wrung their hands about it for years and didn't even try. They were, for lack of a better term, creative cowards.
Just so we're clear, I personally never hated motion controls at the start. By the time of 2011, I got sick and tired of them. Even with the improvements. Yes, you had people that were snobbish. Yes, you had many developers that creative cowards or lazy (Nintendo being one of them too). When you start throwing out control options out of the window for the sake of "innovation", you're being exclusive. What about people who have disabilities or are handicapped a certain way. Nintendo all about being inclusive, yet here they were saying "If you do no like the motion controls; too bad, deal with it". That is an exclusive attitude no matter how you slice or how nice or noble they try to present it as. They might as well be flipping off the consumer right then and there. It's why I have a harder time going back to my Wii some of the time, depending on the game.
 

Hawki

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Except that's a complete lie. It wasn't that they were "shoved into our face" (they weren't),
Except they WERE shoved in our faces.

To clarify, I'm referring to games that would have worked just as well, if not better, if motion controls weren't compulsory. I haven't played that many Wii games, but all of those games bar one had compulsory motion controls to at least some extent, and none of them felt better for it. Examples include:

-Sonic and the Secret Rings: Basically uncontrollable, as you had to hold the wii remote like a steering wheel for it to function. There's no reason why you couldn't have a standard controller scheme.

-Umbrella Chronicles: No option to use a controller instead of the remote. From experience in lightgun games, controllers have problems with them (in that the aim cursor moves slower than the game intended), but the remote was basically uncontrollable.

-Other M: This is one of the better uses of motion controls, but the control scheme is still based around 4 directional movement via a D-pad instead of an analog stick, and to get Samus to aim, you have to use motion controls instead of a thumb pad. Quite a few times the motion controls spazzed out, and I got to overcome them by pressing the remote against my chest to keep it steady. It worked, but only with great inconvenience, including the umcomfortableness of pressing a remote against my chest every time I wanted to fire missiles (yes, it did hurt after awhile).

-Skyward Sword: Played a few minutes, waved my sword around, so I guess it 'worked' in that sense.

Sonic Colours is the fifth Wii game I've played, and thank God it allowed me to use a standard control scheme for it. But again, look at the above games. There's no reason why Secret Rings couldn't use a standard control scheme. There's no reason why Umbrella Chronicles doesn't allow you to use a controller. There were reasons why Other M used the control scheme it did, but I'd maintain it would have been better if you could have used it in a more conventional sense. Basically, there isn't a single motion control game I've played where the control scheme is superior to a standard one.
 
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Houseman

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Except they WERE shoved in our faces.
Truth.

Every gimmicky control scheme made by the platform NEEDS games that showcase the functionality. It's in the platform's best interest, or else the functionality will have been developed for nothing. Sony and Microsoft wants their gimmick to catch on and become successful. Games are developed, or converted, to support the motion control gimmick. These are usually first-party titles.

The first thing I remember (besides Duck Hunt) was the Playstation Eye Toy for ps2. Games were developed for that. It never caught on. It was a bust.
Then PS3 used the gyro/accelerometer functionality for a few of the launch games, and then everybody forgot it existed. Bust.
Then came the second generation Eye Toy, also with a new motion control wand, the Playstation Move, as if to compete with the Wii. Remember that? No, because it was a bust.
Then came the PS4's touchpad (and also an accelerometer). A few launch titles showcased the functionality, and then everybody forgot about it again.

All these first-party gimmick titles are what I would call "shoving motion controls in our faces".

I'd say that Nintendo's strategy of making their motion controls be the primary way of control is what they did better than Sony/Microsoft. The game developers had to adapt, they couldn't just ignore it and implement traditional control schemes. But it seems like Nintendo has gradually walked that back with the WiiU and Switch
 
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themistermanguy

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My two cents is this.

People tend to ignore Nintendo's "new" IP's because Nintendo has saturated their market with the same characters over and over again.

Mario and Zelda make up the vast majority of Nintendo titles, with sprinklings of other things they make. Now every once in a while they'll fart out some other IP like Arms,and 1-2 Switch, but those IP's suck and everyone knows it. But every new console,every new year is showered with more Mario related games, so the tend to cover up the new IP's and those IP's end up being quickly forgotten and ignored.

Which isn't helped by the fact that Nintendo doesn't seem to put much marketing behind their other IP's. Beyond the weeks around launch I never saw anything ARMS related ever again, but even generic Nintendo adds will always feature Mario. So is it any surprise that other IP's don't gain traction?
Except ARMS sold over 2 million copies though, and its getting a character in Smash Bros. soon.

-Umbrella Chronicles: No option to use a controller instead of the remote. From experience in lightgun games, controllers have problems with them (in that the aim cursor moves slower than the game intended), but the remote was basically uncontrollable.
That's more a you problem than the Wii Remote.

Removing options does not make the experience better. If you design the Wii for backwards compatibility with the Gamecube controls and already have the classic controller in mind, then you have failed. Especially when its done "for our own good" as the justification. This is more so a problem with most of the Nintendo 1st party games. And having options ain't cuddling, it's called using some damn common sense. Nintendo more or less admitted this mistake when the Wii U and the Switch came out with actually publicly saying it.
Options are good, but only if the games' mechanics still work well with those options. There are many things that a traditional controller just wouldn't be nearly as good at as a motion-based control scheme, and if a game is designed around a motion-based control scheme, then the former is more than likely to occur.. The reason a lot of Wii motion controls were "forced" is because again, the Wii Remote's lack of buttons, so developers had to use waggle as a workaround to compensate. I do agree that games like NSMB Wii and DKCR should've supported the Classic/GameCube controller as those are arguably a better fit for these types of games.

I'd say that Nintendo's strategy of making their motion controls be the primary way of control is what they did better than Sony/Microsoft. The game developers had to adapt, they couldn't just ignore it and implement traditional control schemes. But it seems like Nintendo has gradually walked that back with the WiiU and Switch
They didn't "walk that back" There's still many games on the Switch designed with motion in mind, or at least support it in some way.
 
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Aiddon

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They didn't "walk that back" There's still many games on the Switch designed with motion in mind, or at least support it in some way.
pretty much; basically every shooter on the Switch uses them because it doesn't make any sense to ignore them. They're basically a standard now so people have gotten used to just implementing them. It's like still trying to make a big deal of analog controls with the PS3 when that had been standard for over a decade
 

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Nintendo did kinda force motion controls on you. You actually had to buy a normal controller in addition to the provided Wiimote. The thing was the motion controls worked great for some things like Wii Sports mini-games are a ton of fun. The thing is when playing a normal game with 3D movement, it doesn't work so well. Even Smash Bros works better on a normal controller. The Wii is almost akin to Sony only providing the Move with their system or the Xbox only giving you the Kinect and acting like that's all you need. Even now, if I were to buy a Switch, it's more than $300 because I'll need to buy a "pro" controller, which is priced higher than official controllers from Sony/MS for some reason.

-Skyward Sword: Played a few minutes, waved my sword around, so I guess it 'worked' in that sense.
My friend that is as hardcore a Zelda fan as anyone just couldn't take the game and its motion controls and it's the only Zelda he hasn't beaten.

pretty much; basically every shooter on the Switch uses them because it doesn't make any sense to ignore them. They're basically a standard now so people have gotten used to just implementing them. It's like still trying to make a big deal of analog controls with the PS3 when that had been standard for over a decade
But does any shooter force you to use gyro aiming?

The thing is that analog controls were BY FAR objectively better than anything that came before as far as controllers are concerned.
 

themistermanguy

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Even now, if I were to buy a Switch, it's more than $300 because I'll need to buy a "pro" controller, which is priced higher than official controllers from Sony/MS for some reason.
This one is a bit more understandable as the Joy-Con have all the inputs found on the Pro Controller, even a grip that makes it a more traditional controller as well.
 

Yoshi

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Not sure what timeline we live in where motion controls are "simpler" than a standard controller, and when the Wii's motion controls are so finnicky, but, sure. It's elitist to want a control scheme where I'm not fighting against the game, to pick up my movements.


I've experienced gyro aiming in shooters like Star Fox and Splatoon, for the WiiU. It was horrible. Heck, even gyro STEERING was horrible.
they were horrible? or are you just bad at videogames?
that video above shows clearly how objectively superior Gyro controls are in Splatoon 2 compared to Stick controls. lol
 
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