By Kris Graft
January 9, 2009
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The computer will throw you a bone if you've been stuck on a particular puzzle for 'x' amount of minutes or hours.
A new patent filed by Nintendo details a system that would give gamers the option of letting the computer take over for difficult sections of a game in real time.
According to the filing (which lists Nintendo's Shigeru Miyamoto as the inventor), when gamers attempt to perform particular actions in the game, a hint message appears that gives access to what is essentially an in-game cutscene that would show how to progress past a certain area. But gamers who want to play the game in full don't have to take the hints.
The impetus behind the system is to make gamers of all skill levels happy. It would prevent more casual players who find a game too time consuming or difficult from losing interest in a game, while also allowing more skilled gamers (or those simply with more time) to play the game as fully intended.
The patent, filed June 30, 2008 but listed this week, indicates that Nintendo simply wants everyone who buys a game to have the ability to finish it.
Gamers would also have the option of starting from somewhere in the middle of the game via predetermined save points. However, if a game is started from one of these points, players would not be able to save the game.
Hint data could be included on the game disc, or it could be received via a connected server in order to save on-disc space.
In addition, hint data could become available if the time a player has spent on a certain action exceeds a predetermined value. In other words, the computer will throw you a bone if you've been stuck on a particular puzzle for x amount of minutes or hours.
The filing falls in line with Nintendo's strategy of appealing to all types of gamers. With the Wii, the mass market pick-up-and-play crowd has welcomed the accessibility of Nintendo offerings, but some pockets of the core audience have lamented the lack of challenge in some titles.
Finally Nintendo. It's about time.
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Hooray for Nintendo!
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Hmmmm...sounds kinda familiar to me: http://www.gamedaily.com/articles/features/my-turn-its-time-for-movie-mo... ;-)
What saddens me, however, is that no one seems to be commenting on the implications of patenting game mechanics. The industry has thrived throughout its history thanks to our ability to take each others' good ideas and then improve upon them. This sort of patent stifles innovation at tremendous cost to all gamers.
In regards to putting the game on "auto-pilot," one thing that worries me about this approach is that if other developers follow Ninteno's lead, they may spend less time and money on playtesting/revising and just release their games with uneven or unreasonable difficulty with the justification that "it's okay, players can just skip over those bits." I personally would be offended if I felt like I learned the skills the game wanted me to, but had to use the help system to get past a spike in the difficulty due to poor game design.
At the same time, it would be really nice, if implemented properly, to broaden the range of acceptable skill levels so that people who don't play games much wouldn't have to fear crushing failure.
Then AGAIN, if you use the help system too much in the early stages of a game, you may not develop the skills required to succeed later in the game, creating an ever growing dependency on the help system.
It will be interesting to see if this goes anywhere, and what a successful implementation will look like.
Genius. And a long time coming.
Nintendo will make a lot of money licensing this useful yet common sense technology to developers that have been struggling to capture the Wii audience.
yipee
Sounds like a load of old balls to me. Personally speaking I'd prefer to not be given the solution so easily. I'd prefer to work stuff out myself. Sounds like another nintendo tactic to neutralise the core gamer even more
I don't think you read the article, because it clearly states you have the option of whether or not to view the hint data when it becomes available.
With this, Nintendo's level designers can create dungeons in Zelda with puzzles that don't insult our intelligence. I swear, since OoT, the dungeons have been dumbed downed a bit by either brain-dead puzzles or hand-holding - even if masterfully designed (save for Wind Waker dungeons). Master Quest was a breath of fresh air though. We know they can still design some truly ingenious puzzles when they want to instead of 'light-all-the-torches' over and over.
I think with this strategy, Nintendo can design their games with a(n even) wider audience in mind - as both casual and hardcore gamers might be interested in playing them. Hopefully, this will mean a return of games that are a little more appealing to this second group as they've been ignored for the most part, so far. With Windwaker and Twilight Princess, you hardly realized those dungeons had to be considered "puzzles" and just felt like chores to lengthen the gameplay experience, in my opinion. ;)
It would definitely make Zelda more accessible while still keeping it challenging for the rest of us. I agree with you, I think this it is a good idea.
This seems like something that's been around for a very long time; but no one has ever done anything with it or about it. With this filing; maybe we'll actually start to see something more formally implemented in the games.
If it were a 360 game, they could give achievements for getting through the game with help enabled; but actually recieving help less than a certain number of times. This would give hardcore gamers the incentive and bragging rights without taking anything away from the more casual players.
What surprises me is that you guys think this is a new idea. None of this is new to gaming. The only reason I can think of for Nintendo to file a patent like this is to protect themselves against lawsuits from one of those patent-holding companies.
I like that idea actually. I would have used it about 85% of the time in Ninja Gaiden 2. If I could use it in boss fights, I'd like to see the computer get by super cheap deaths that are impossible to avoid.
Seriously though, some games have already used this. Fable 2 and Dead Space have a trail system that is optional but the lazy side of me ended up relying on it just so I could get through the game faster. I fear the lazy side of me would depend on it. But at least its an option.
Ditto - a fantastic idea!
As a big kid who's been playing games since the Nascom1 days of the late 70s, I have an unadmirable talent of having played hours and hours of games over the years while still remaining completely bloody average on most things.
One problem I have - one which is grossly overlooked - is that I'm a disabled gamer. Although there are indeed many forms of disability, the majority are physical disabilities and I'm no exception here. I have spina bifida, albeit in a mild form, which affects my mobility, grip, and a number of other things. The upshot of this is that I have good days and bad days.
Paradoxically, the bad days - when my gaming "skills" are at their worst - are the days when I'm normally incapacitated/in bed, and I want to play games the most. So for some years, a personal bugbear of mine is the inability to be able to complete a game by being unable to drop the difficulty level down a notch. Also, it's annoyed me when you can't access some of the rarer game elements (think Resident Evil, for example) without going through the hardest difficulty mode. I do think there should be some sort of kudos for having the wherewithall to get through a tough challenge, but Gamerpoints and Trophies seem to have covered this angle now.
So, I hope that this innovation signals the start of universal employment of being able to select what difficulty level is applicable to you personally. Let's face it, some of the difficulty settings I've encountered (even on some of the better games) have been little more than a guessing game employed by developers anyhow.
I find this to be an incredible idea personally. I am what I consider to be a serious gamer but in games like final fantasy I get frustrated with my inability to know where to go next. I had decided that the Fable II style of giving you a line to follow was a great way of showing you where to go, but that leaves no flexibility between the difference of hardcore gamers and casual gamers. This system if implemented properly can provide fun for both types of gamers. If I get frustrated I can use the help button, which seems no different to me than to look up the walkthrough online. I believe this system can be very successful, but I do wonder how this will affect the people who develop walkthroughs.