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Nintendo Switch

Discussion in 'General' started by Zacattack99, Jan 7, 2018.

?

What impresses you?

  1. Multiplayer

    2 vote(s)
    40.0%
  2. Simple and Classic Gameplay styles

    1 vote(s)
    20.0%
  3. amiibo and DIVA room.

    2 vote(s)
    40.0%
  4. The idea of Nintendo-themed Content.

    2 vote(s)
    40.0%
  5. The other stuff

    1 vote(s)
    20.0%
  6. The times today.

    3 vote(s)
    60.0%
Multiple votes are allowed.
  1. Zac Wood

    Zac Wood The one guy that talks Nintendo Switch nonstop

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    (Been a while, ya know) just watched this video by Extra Credits regarding the negatives of JUST hiring fans.



    (that one bit in the end resonates with my vison for my ambition for new ideas for Project DIVA on Switch)
     
  2. Doctopus

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    But still remember: Also watch the balance. DO NOT focus on casual players too much and change the gameplay drastically or illogically. A recent example would be Taiko no Tatsujin for Switch. The alternative control scheme for this game beside buttons was accelerometer (because platform optimization by outsiders), which AFAIK got a lot of criticisms on its accuracy from series fans and general rhythm game players. And the main scheme feels weird because asymmentric layout and bad JoyCon buttons. Sure it was "beginner friendly" and looks cool but use this as an replacement of touchscreen control (which has been used for at least a decade on series games IIRC and works decently well and also something that switch is capable of) simply looks stupid and illogical if you think more on how the scheme will fit for the entire gameplay (both for beginners and experienced players). I don't against innovations or think more for beginners but also you should know that "begineer friendliness" sometimes also creates barriers that prevents begineers from upgrading themselves (like introducing an alternate scheme that doesn't work on higher difficulty levels. Once you get used to it, it's hard to upgrade to the advanced, more mature scheme because you need to learn the new scheme from scratch like playing a completely new game, which makes the game less entertaining) so that's where the balancing things kicks in.

    So again

     
  3. Zac Wood

    Zac Wood The one guy that talks Nintendo Switch nonstop

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    #43 Zac Wood, Aug 2, 2018
    Last edited: Aug 2, 2018
    You realize that we been talking about this for a while? I watched the review for Drum n’ Fun! Luis Alamilla noted that the motion controls on the Joy-Con needed work, He didn’t go It makes the game unplayable. To be frank, I don’t know why you bring up the comparison between a rhythm game that the Joy-Con’s motion controls, and compare it to something that would be button based. I think you should of compared the recently implemented button controls of VOEZ instead of this.

    To me, and I will make this clear: IF DONE RIGHT; as in creating dedicated charts with this control scheme in mind from Easy to the Extreme+ for every song IN ADDITION to charts with the controls fans are used to. I don’t think alot of people will care about the Joy-Cons’ buttons or asymmetrical button layout, or complain to the point that it’s game breaking and should go the way of the loot box.

    If you saw that Extra Credits episode, one problem is that the barrier of entry can be too high for newcomers despite veteran players saying it’s easy. If I was a mega fan, I straight up ignore that demographic in favor of the slightest nitpick from a handful of fans, and possibly make it taboo to avoid experimenting in stuff like this. To me that conpletely goes against the nature and demographic I am going for with the transition from PSP to PS4 to Switch; being anybody; regardless of the time they got on their hands, and everybody; regardless of their views on Hatsune Miku, rhythm games in general, or want something to share with others.

    I think we should move on to other things to disscuss; like for instance, I started working on seperating my discussion to other fourms like one where I talk about this bizzare idea for having multiple story modes. Sure my ideas don’t make since on paper, but breaking it down one at a time will hopefully make it easier to digest.

    This was the review I looked at:
     
  4. Doctopus

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    That's exactly what I'm worrying. Imagine that a new player starts from single JoyCon and wants to move to the classic scheme, they may become overwhelmed by the difference of these 2 schemes and feels like they are playing a different game. This is also my experience with Superbeat Xonic and Project Mirai as I was familiar with certain type of scheme/# of keys and found that I was playing a different game when I try different setup and sometimes got discouraged because of that. Sure marketing-wise it makes sense to give new player a reason to get into the game first but is it really improves the learning curve and is it really what consumers want? I doubt so since it just postpones the appearance of the barrier.

    IMO level difficulty is the way to resolve this issue, not introducing new schemes. (but also watch the balance, I don't want to see a second Ni no Kuni 2)

    Sure it's not serious to the level of game-breaking, but it certainly feels wrong. Otherwise nobody will say that the console version of PJDF/X feels better control-wise than the Vita version.

    Also there are cases that JoyCon's layout makes the game break (e.g. Superbeat Xonic for Switch) although it won't affect PJD that much.
     
  5. Zac Wood

    Zac Wood The one guy that talks Nintendo Switch nonstop

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    Moving away from playstyles, in-game content and Switch-specific control setups; I just had a dream involving gameplay and I don’t know how to say this; so I will just leave it at as few words possible:

    • Online/Local Content Sharing

    • User-made playlists

    • Reminiscent to Cloud Requests from Project DIVA X.

    • Gameplay is like the Cloud melodies, also from Project DIVA X. (regardless of playstyle; the traditional Classic, or my controversal Simple)

    • Transitions are not like Project DIVA X, where it just move to the next song, without much change; but similar to the Stage Morph option of Super Smash Bros. Ultimate. (makes sense with PVs and their differing set pieces, choreographies, pacing and such)

    I am still doing my best to piece together this bizzare dream, mechanics-wise.
     
  6. Zac Wood

    Zac Wood The one guy that talks Nintendo Switch nonstop

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    This also caught my eye...

     
  7. Zac Wood

    Zac Wood The one guy that talks Nintendo Switch nonstop

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    Diverting even further ‘cause why not?; a obviously bad wordplay joke.

    Joy-Cogamine

    I’d be in total shock if no one get’s it.
     

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