First off, I apologize if there's already an active topic like this. With how active these forums are, and with the topic pages often not updating regularly, after scanning the first 2-3 pages or so I just went "screw it, I'll make one myself."
Second, I apologize to anyone who was awaiting a reply in my last thread, "RPGs: The Grinding Genre?" I babysit Wednesday through Saturday, and made it on a Tuesday. Considering the nature of this forum, I didn't want to risk necroposting before re-reading the guidelines, and I just ended up seeing threads that caught my eye in the sides when catching up on the video content for the week.
Anyways, moving on!
I've seen far more hate for the Wii U than support. And sickeningly, a lot of it is from people who bashed the Wii for being motion sensing, and then went on to buy a Move. Stupid, I know. But some people are determined to hate Nintendo with all they can.
Anyways, I wanted to make a thread for people to point out what kind of potential they believe the system can have with it's unique dual-screen functions.
#1: Local Multiplayer RPGs or non-RPGs with inventory systems
FFCC for the gamecube's multiplayer was.... well, let's just say sis didn't have a GBA so it wasn't something I got to enjoy that often. But between some friends and I, we got 4 cables and 4 GBAs and it was GREAT. If ONE person needed the menu, the OTHERS could keep playing without a pause. It was great. Especially at the final bosses where no one needed to carry the chalice so it was 4 active combattants at all times.
Imagine something like that on the Wii U. You already have the second, personal, screen, so no need to buy bonus peripherals and cables. We could be looking at an entire untapped market; party RPGs. The Wii can already store Miis on a Wii Remote, so I'd assume that storing a character's data from an RPG wouldn't be a stretch, so everyone can just bring their own. No internet lag to worry about (though having online options available would be a must, especially if it allows multiple players per console, like 2 consoles with 2 players each, etc)
Another good example is actually Pokemon Stadium for the N64. You could tap R2 to see what moves and Pokemon you had access to, and what was assigned to which buttons, but this meant your friend could see that information as well. Having that info at your fingertips and yours alone would be invaluable, and might spark a much-demanded console pokemon trend. Hell, I'd even settle a console port of the DS games (bottom screen on your controller, naturally) coupled in with Stadium/Stadium 2 style gym and cup modes.
Maybe an RPG like a Tales game with your own menu for re-equipping and using items without pausing the battle for everyone else? Hell, even non-RPGs like Resident Evil 5 comes to mind right now. Have your inventory on the controller for a touch screen quickselect for healing items and whatnot. You can seriously do a lot with this without making it feel needlessly gimmicky or shoehorned like a lot of shovleware does.
#2: An extra input method means more possibilities
The DS proved that, if done right, the touchscreen can be a powerful tool. Sure, some games ruined it so hard (Spiderman 3, ugh) but some games effectively treated the touch screen almost like extra buttons. FFCC: Ring of Fates, for example, used the touch screen as a quickselect method for your equipped magicite type. It was literally like having extra buttons next to the A/B/X/Y.
As a somewhat older PC gamer of sorts, imagining the possibility gives me nerdgasms. Things like fully controllable throttle in flight sims (many console ones just have Brakes/Normal/Boost, not the full 1-9 range PCs have had in the past) which would bring far more control and enjoyment to the game, or even games like the PC Mechwarrior games (Let's face it, Mechassault is kind of "Mechwarrior goes 3rd Person Shooter instead of mecha piloting simulator" and that's a letdown, Mechwarrior was epic. Controlling your forward thrust, torso rotation, 6 different weapon groups, jumpjets, coolant flushing you just don't get this kind of control on a standard controiller) etc.
It goes without saying. This paltform WILL attract shovelware. But the DS also attracted shovelware and it has some of the best games of the last gen. So rather than fear the gimmicks, why not embrace what it can do for your gaming? It goes without saying that some games never made it to the Wii because of incompatible controlls. I'd argue the opposite will be true this time unless Microsoft and Sony step up their games beyond the same old controllers.
#3: Simple generic perks for any game using these conventions
Minimaps? Unimportant HUD elements? Even scores in online shooters? Why not just display all that on the controller? I thought of this when I saw Black Ops 2 was announced for the Wii U; I can't be the only one who hates needing to block part of my game screen just to take a glance at how I'm doing compared to the rest of my team, right?
Anyways, what are your ideas on how the Wii U could use the dual screen to enhance it's games?
Second, I apologize to anyone who was awaiting a reply in my last thread, "RPGs: The Grinding Genre?" I babysit Wednesday through Saturday, and made it on a Tuesday. Considering the nature of this forum, I didn't want to risk necroposting before re-reading the guidelines, and I just ended up seeing threads that caught my eye in the sides when catching up on the video content for the week.
Anyways, moving on!
I've seen far more hate for the Wii U than support. And sickeningly, a lot of it is from people who bashed the Wii for being motion sensing, and then went on to buy a Move. Stupid, I know. But some people are determined to hate Nintendo with all they can.
Anyways, I wanted to make a thread for people to point out what kind of potential they believe the system can have with it's unique dual-screen functions.
#1: Local Multiplayer RPGs or non-RPGs with inventory systems
FFCC for the gamecube's multiplayer was.... well, let's just say sis didn't have a GBA so it wasn't something I got to enjoy that often. But between some friends and I, we got 4 cables and 4 GBAs and it was GREAT. If ONE person needed the menu, the OTHERS could keep playing without a pause. It was great. Especially at the final bosses where no one needed to carry the chalice so it was 4 active combattants at all times.
Imagine something like that on the Wii U. You already have the second, personal, screen, so no need to buy bonus peripherals and cables. We could be looking at an entire untapped market; party RPGs. The Wii can already store Miis on a Wii Remote, so I'd assume that storing a character's data from an RPG wouldn't be a stretch, so everyone can just bring their own. No internet lag to worry about (though having online options available would be a must, especially if it allows multiple players per console, like 2 consoles with 2 players each, etc)
Another good example is actually Pokemon Stadium for the N64. You could tap R2 to see what moves and Pokemon you had access to, and what was assigned to which buttons, but this meant your friend could see that information as well. Having that info at your fingertips and yours alone would be invaluable, and might spark a much-demanded console pokemon trend. Hell, I'd even settle a console port of the DS games (bottom screen on your controller, naturally) coupled in with Stadium/Stadium 2 style gym and cup modes.
Maybe an RPG like a Tales game with your own menu for re-equipping and using items without pausing the battle for everyone else? Hell, even non-RPGs like Resident Evil 5 comes to mind right now. Have your inventory on the controller for a touch screen quickselect for healing items and whatnot. You can seriously do a lot with this without making it feel needlessly gimmicky or shoehorned like a lot of shovleware does.
#2: An extra input method means more possibilities
The DS proved that, if done right, the touchscreen can be a powerful tool. Sure, some games ruined it so hard (Spiderman 3, ugh) but some games effectively treated the touch screen almost like extra buttons. FFCC: Ring of Fates, for example, used the touch screen as a quickselect method for your equipped magicite type. It was literally like having extra buttons next to the A/B/X/Y.
As a somewhat older PC gamer of sorts, imagining the possibility gives me nerdgasms. Things like fully controllable throttle in flight sims (many console ones just have Brakes/Normal/Boost, not the full 1-9 range PCs have had in the past) which would bring far more control and enjoyment to the game, or even games like the PC Mechwarrior games (Let's face it, Mechassault is kind of "Mechwarrior goes 3rd Person Shooter instead of mecha piloting simulator" and that's a letdown, Mechwarrior was epic. Controlling your forward thrust, torso rotation, 6 different weapon groups, jumpjets, coolant flushing you just don't get this kind of control on a standard controiller) etc.
It goes without saying. This paltform WILL attract shovelware. But the DS also attracted shovelware and it has some of the best games of the last gen. So rather than fear the gimmicks, why not embrace what it can do for your gaming? It goes without saying that some games never made it to the Wii because of incompatible controlls. I'd argue the opposite will be true this time unless Microsoft and Sony step up their games beyond the same old controllers.
#3: Simple generic perks for any game using these conventions
Minimaps? Unimportant HUD elements? Even scores in online shooters? Why not just display all that on the controller? I thought of this when I saw Black Ops 2 was announced for the Wii U; I can't be the only one who hates needing to block part of my game screen just to take a glance at how I'm doing compared to the rest of my team, right?
Anyways, what are your ideas on how the Wii U could use the dual screen to enhance it's games?