Nintendo Gives Us Demo Play, Makes Us Uncomfortable
By Shaun Hatton - June 16th, 2009![]()
Cue the bellyaching! Oh, wait. You say the bellyaching has begun? Good. This is the Internet, after all, and we will always need and have something to complain about. Take Nintendo, for instance. The company that practically revived videogames from the dead 25 years ago and then re-invigorated the medium to make it more appealing to newcomers just three years ago is once again taking flak, from its fan base, this time for its latest announcement.
Shigeru Miyamoto has revealed Nintendo’s plans to include a “demo play” feature in New Super Mario Bros. Wii, and has hinted that this feature will likely be in future games from the company as well. The concept is simple: If gamers are having a hard time completing a particular level, they can go into a menu and choose to have the game finish the level for them while they, presumably, watch along to learn how it’s done. There’s a joke to be made here about Nintendo probably wanting to incidentally cut down on the number of Wii Remote-flinging incidents causing injury and/or property damage, but let’s try to approach this with a more serious mindset.
I’ve certainly had my share of frustration while playing videogames. Although I play them mostly to relax there’s no denying that sometimes games can get so difficult that they make it hard for me to want to go on. Games published by Nintendo are seldom a culprit of this but they’re not excluded, either. However a major part of what makes a videogame fun is the notion that the challenges presented within it are always solvable; it just takes the right approach to get past even the toughest of bosses and platform situations. Upon solving a problem in a game, players tend to feel a sense of accomplishment – in other words, a good feeling.
At the risk of trivializing the medium, it can be stated that the crux of most videogames is the player’s ability to recognize a pattern and then work within that pattern to solve a problem and then move on to the next one. This is easier to recognize in older, simpler games than it is today. But that root element is still present in modern games that have distinct objectives, and I don’t see this critical part of gaming architecture going away at any point.
With this in mind, let’s consider the Wii, what Nintendo has accomplished with it, and more specifically who is actually playing it. Today, there’s no stretch of the imagination required to picture those who we’d previously stereotyped as non-gamers holding Wii Remotes and having at it in a game of Wii Sports. In fact, it wasn’t that long ago that I remember being mocked by these kinds of people for playing my DS in the office lunchroom. There’s an unfortunate attitude prevalent in much of geek culture that would revel is such a turn of events and then take the opportunity to claim a higher level of geekdom over these plebs. One could certainly empathize with the reasoning, too. After all, we have been playing videogames our whole lives, and here these people new to gaming are getting games made just for them. “What about the games made for us,” we ask. “What about the hardcore?” It’s not uncommon to read off-handed remarks that hardcore gamers have Wiis that “collect dust” due to lack of use (though that would also imply they keep filthy households – a topic for perhaps another article).
But now let’s take a moment to realize that the terms “casual” and “hardcore” don’t necessarily mean what we’ve been led to believe over the past three years since the Wii’s introduction to the collective pop consciousness. There’s a distinct difference between the lingo of the marketing/games industry world and that of the English language. In this videogame world, we use the terms pretentiously. Casual is used to classify games that typically have streamlined controls that are easy to learn, pick up, and play. These games also have relatively simple concepts. On the other end of the scale, we have hardcore games. Hardcore (like casual) as a classification doesn’t actually tell us anything because the word is used incorrectly and thus loses its meaning. Instead, we dump games like first-person shooters, action-heavy titles, M-rated fare, and difficult games into the hardcore camp. This, like the casual/hardcore split, is clumsy, unnatural, and completely forced. But perhaps my biggest peeve with this forced separation is that it diminishes something like Donkey Kong to a casual game. Pac-Man becomes casual. Tetris also becomes casual. Games that people spend hours playing are reduced to what is arguably a derogatory label.
Does it not make sense that someone who spends their entire commute, every day, playing an Araknoid clone on his/her cell phone is a hardcore player of that game? Does it also not make sense that I can say that I play Halo casually, as I have no interest in the Halo series despite the occasional online scuffle with a friend? Moreover, have you seen King of Kong? Steve Wiebe and Billy Mitchell are the most hardcore Donkey Kong players we know of – yet under our false pretences we’ve already established that Donkey Kong is casual. Yet another problem with this kind of classification is that there are still games that would somehow not be considered for either.
In other words, casual and hardcore should not classify a game, but merely how that game is played on a per-individual basis. In turn, this classification is something that is more appropriately applied to people instead. Those that are not that into gaming but play them on occasion are casual gamers, and those that cannot go a day without a game fix are definitely hardcore. This exercise in semantics might seem like too much of a tangent, but it’s important to address before attempting to discuss Nintendo’s decision to include the demo play option in its future games. Now we can approach the talk with the realization that you are not the only person Nintendo is trying to make videogames for. With their new, expanded audience, it makes sense that they would want their much-loved longstanding franchises to be enjoyed by both novice and veteran gamers.
As far back as I can remember, Nintendo has offered game help to gamers via their hint line telephone service. While the introduction of demo play likely won’t change this, it will present a better way for the company to assist gamers in need. Rather than having to pick up a phone and dial a hotline (for which long distance charges will apply in most cases), the player can stay in the game, choose the option to have the computer play out the rest of the stage, and watch along. In this respect the demo play will not only cut down on the number of players who give up on a game altogether, but also cater to those who are easily sidetracked. How often have you opened up a game FAQ document only to end up elsewhere on the Internet in just a few clicks? Never mind the fact that most guides are a pain to navigate in the first place. This move is a great way for Nintendo to keep gamers in their games and away from competing forms of entertainment.
The argument that demo play will ruin the very point of the game is somewhat paranoid, and at worst a declaration for the sole purpose of inciting readers of game sites into unholy and unwarranted fits of rage. Gamers are a temperamental bunch with feelings of inadequacy about their preferred form of entertainment. We don’t like people trying to ruin our hobby or even speak ill of it, and this is why we speak out about media reports that seem to place blame for crimes solely on videogames. This is also why the idea of a game playing itself threatens our identities as gamers, and in a perverse way can make us question our existence. “If a game can play itself, what’s the point in playing it?”
The fact that demo play is available doesn’t mean we have to make use of it. At this point in time, and without a game in hand to try it out with, how it will be implemented is still open to speculation. There has already been some valid concern that newer entries into the ongoing Super Mario series have become increasingly easier over time, and this is likely due to Nintendo’s desire to not alienate newer gamers. With demo play, Nintendo has a good opportunity to re-introduce a more classically difficult learning curve in its games while still leaving a way for less experienced players to check out areas of the game they otherwise wouldn’t be able to.
This of course raises the question of why Nintendo couldn’t have just introduced difficulty settings, but that’s a topic for another day.
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My defininition of casual is speedily developed lazy shovelware crap, usually with shallow gameplay. As in ‘casual gamers will buy anything.’ I want companies to put effort into their products and release quality. I don’t think that is so bad. I don’t want games that you can complete without ever having a game over, or wii games with graphics that would be more suited to the ps1. The wii suffers from the casual factor like no other console i’ve known, think of how many of its games are lazy ports or utter utter garbage.
Would Nintendo have released some of the dsiware they have if the console was as successful as the gamecube? I doubt they would have thought they could get away with it. And they shouldn’t be able to.
That’s still a poor definition for casual, though I understand where you’re coming from with that. This is for you: http://www.torontothumbs.com/wii/
Nintendo’s first-party Wii titles have been mostly great. It’s the third party stuff that isn’t, and though this might be the course the discussion takes, I was more interested on gauging whether there were people that thought demo play wouldn’t ruin a game.
It’s seemingly easier for developers to port PS2 versions of game to the Wii, and while the PS2 still has life in it (and while people keep buying the bad games) I don’t see this ending any time soon. So if you’re looking at a game that is released on multiple platforms, it’s very likely the Wii version won’t be the greatest. But games developed specifically for the Wii, and ones by reputable developers, are still excellent games.
My best advice on this topic is to only play the games you like.
I’ll read the article in the morning but the thing that struck me when I heard about this feature was 1st: How idiotic and then 2nd: how is this different from Alone in the Dark’s DVD feature. It was my understanding that AitD (and Alan Wake? ugh I still haven’t seen the MSoft conference) had a feature that would let you pick the level to play like DVD chapters. So you could see the entire game even if you weren’t skilled enough to complete the entire things. I remember reading praise about it. Like it was really that cool. Functionally how is that and this different?
Personally I’m inclined to dislike this feature. I’m open to having my mind changed so I can’t officially hate it until it’s out there and I can see what it is but this sounds really lame. The frustrating part is that I’m having trouble elaborating on why that is. Obviously I prefer the Mario World Model where if you have trouble with stage A sometimes you have a secondary path to go around it, but just because I have a better solution doesn’t logically invalidate the current solution. After all candles DO work as a light source even if light bulbs are better.
There is one thing. The demo play doesn’t kick in if you don’t want to. If you don’t like the system, ignore it. It is that simple. I don’t see the fuss. it is like if someone complains about the cup holders in a car, because there weren’t any before. Simply ignore it ad play it the traditional way. This is to make games accesible for everyone, God, Nintendo now can even make a Ninja Gaiden hard game, where gamers can try to finish it the normal way and other people simply enjoy it and when they get stuck simply let the game finish that impossible part by itself. A lot of gamers complain that casuals should access more traditional games, this tachnology could allow that, as anybody can play any game that has the system.
one could also consider this point: if they have a feature that allows a game to ‘play itself’, as designers they have the option of designing the game to be HARDER while still being able to retain the large number of people playing the wii who may not be gamers themselves. this way, people who game in a more serious (haha) capacity will be challenged and those who are more ‘casual’ will have the option of essentially bypassing the most challenging segments of the game while still deriving pleasure from the overall experience. which, last time i checked, was the point of video games in the first place. ;p
really, looking at it from this perspective, it’s a very clever business move because it allows nintendo and 3rd party developers to cater to a more hardcore gamer crowd with the challenge level and complexity of their games without simultaneously alienating the broad base that has mad the wii successful as a system.
Excellent, it’s always great to read well written articles that have a truck load of common sense in the none-sensical world of video game players.
If only every gamer could have this realization then we wouldn’t have all the outrage that flurries constantly at every new decision and idea Nintendo has.
In anycase I even liked that you touched on the difficulty setting in Nintendo games, or lack there of.
I personally have never found a difficulty setting necessary. For the most part there wouldn’t be much that Nintendo could do to implement it. I mean what would they do for a Mario game at a higher difficulty level? Pull a Mega Man 9 and have every level over again but just with more enemies, or perhaps buzzy beetles (akin to the original Mario Bros. game).
Maybe Small mode where you play the game and die after a single hit (considering even a powered up Mario only takes two hits to die).
Zelda titles and Metroid titles also allow a lot of flexibility to play the games without extending ones health bar. Zelda can be beaten with 3 hearts and it can be a challenge without proper supplies and strategies. Metroid is beyond too difficult for me with only a single energy tank (dare I say Metroid Prime 3 is impoissible with one?).
The only thing in those cases is the gamers habit is always to collect as much as possible, which makes the game easier undoubtedly. Treasure hogs and 100% completists are probably to OCD to let a single important item slip by.
I think Nintendo’s philosophy in terms of difficulty has always been “the player chooses how difficult the game is”… which unless a gamer is forced to, they will likely take the easier path.
Just some pieces of thought for perhaps a future discussion on game difficulties.
As far as Nintendo’s options for changing the level of difficulty in a game: I’d guess you could make a game like Mario quite a bit harder simply by tweaking the patterns in which everything occurs. Think how much harder it is when you try to complete a section of a map when attempting it with the creatures/hazards are out of synch… Just a thought.
A call for cooler heads to prevail. Nicely written.
If I have a problem with this, it’s that it doesn’t seem tightly integrated into the gameplay. I can understand the need for a feature like this, but why not make a game out of it, in and of itself?
Professor Layton comes to mind. The game has it’s own built in gamefaqs, and yet, it never gives you completely the solution, instead providing you hints in degrees of obviousness.
Taking on a hint comes at the price of a coin, something that I feel would work nicely in Mario (and afterall, why do we collect coins for anyway?) and additionally there is an aspect of ‘buyers remorse’ when you finally do buy a clue.
In Layton, often times the answer so obvious that you end up saying, “ooooh, why didn’t I think of that!?!”, and immediately regret expending a coin. This creates a kind of metagame where you are constantly weighing the pros and cons of using hints, to say nothing of your own personal pride that is at stake, should you constantly rely on hints.
A system like Layton applied to Mario could allow everyone to have their cake and eat it too, newcomers can have their auto-play and veterans can keep their pride. Win Win?
I was hoping someone was going to mention how clever Retro Game Challenge was for putting cheats and tips into the game magazines on the book shelf.
I think it would be easy to include hard mode in any nintendo 2d platform game with slight changes. For example in Starfy there is a minecart level where you can crash through the wooden barriers, if they killed you it would instantly be much harder. Levels in mario where the screen moves and you have to keep up with it- make it move much faster? smaller platforms, bosses with more health etc, it would be relatively simple to implement if thought about during the planning stage
Here here Shaun, well said.
No one argues that “casual sex” is any less fun/enjoyable then the “core” or “monogamous” kind. (In fact, one might argue that it’s *more* exciting.. ;) )
Casual simply reflects a level of attention, or devotion. A level of interest outside the time you are actually playing. Ie. How much do you think about it when you are NOT doing it? Since we are all “core” gamers and enthusiasts, we think about games a lot, even when we aren’t playing them.
But that doesn’t mean the “casual” player, when playing, isn’t having just a good at time or is just as invested in their particular play session. “Casual” gamers can still have a “hardcore” amount of fun when playing their particular game.
NSMBW is hoped to be the game to help bridge the core Nintendo audience with the mainstream. If anything can, Mario certainly seems to be person to do it and as I brought up on the podcast, Mario Galaxy didn’t seem to succeed in this regard. If I want NSMBW to be the game that I can play with my “casual”/”mainstream” family, then this feature will surely be a welcomed one.
Failing at a game means frustration. Long time gamers are used to challenging this sense of frustration into a sort of “challenge” to overcome (up to a point, usually when the controller is thrown into the television ;) ). However those with only a casual interest in the hobby probably aren’t willing to put up with as much of it as we are.
So rather then having my unskilled family get frustrated and give up on NSMBW, Nintendo has decided to give them the option of having the game help them. While “taking control” seems a tad invasive, it is a particularly competent way of solving that problem. (Having a “bot” take over in Left4Dead when you enter “idle” mode (to go to the bathroom etc) works particularly well).
Traditionally this help would have taken the form of me saying “here, give me the controller” and doing it for them. Since its’ a co-op game, that could be difficult. Plus it’s nice to know they can still play without me around.
Will I use it myself? Maybe, maybe not, in that sense it’s really no different then other “cheats”, which have been in games from time to time. This is just a more “accessible” version.
So if this helps this game bridge the gap between “casual” and “core” Nintendo fans, so that we can all have a “hardcore” amount of fun, I whole-heartedly support it.
Having been a Nintendo fanboy for a long time, this demo play Nintendo is making is a dream come true for me. I own alot of Nintendo Power player guides from the N64/GCN era, but sometimes seeing something in motion is better then reading about it.
Donkey Kong: Jungle Beat for GCN/Wii is the first game, to my knowledge, that had mini-videos of how to improve your beat score. Maybe it was a testig ground for demo play?