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brain_pan, to pokemon in Pokemon Company "having conversations" about how to ensure game quality with regular releases
@brain_pan@infosec.pub avatar

perhaps it’s not possible; the crunch strategy isn’t working (and is grinding up and spitting out devs)

veniasilente,

It’s perfectly possible: they just need to reduce the frequency of that “regular” to eg.: regularly once every three years.

Mandy, to pokemon in Pokemon Company "having conversations" about how to ensure game quality with regular releases

they lied on multiple occasions, so why even believes literally anything that comes out of their rotten mouths

OberonSwanson, to pokemon in Pokemon Company "having conversations" about how to ensure game quality with regular releases

They should also look at the long burning tire fire that is Pokémon Go.

spongebue,

Blame for that lies mostly with Niantic. They do the development and pay for the rights to use The Pokemon Company’s intellectual property

OberonSwanson,

I know, but I have to dream they’ll pull it out of the tailspin. It’s clear Niantic is ran by crypto frat boys with zero business experience, so they’d just wait for the game to burn out before they fix anything.

worfamerryman, to pokemon in Pokemon Company "having conversations" about how to ensure game quality with regular releases

They should just have a series that goes out regularly for casual fans and some spin-off for their older audience. Like Pokémon generation me red.

They could buff the difficulty and make the game more complex. They could even have more mature themes(not adult) just like personal growth and the pain of loss kinda stuff.

lunarshot, to pokemon in Pokemon Company "having conversations" about how to ensure game quality with regular releases
@lunarshot@beehaw.org avatar

After the TOTK release, all the amazing mechanics, graphics, and creativity? While I think maybe TOTK is setting new bars, it really shows how much they’ve just churned out the Pokémon games without any thought.

Kiosade,

Oh they had thoughts alright… thoughts of money!

worfamerryman,

I think I read on some Wikipedia page that Pokémon makes a majority of their money off merchandise. I think they can wait 7 years for a new game because someone born last year, may not get a Pokémon game until their 9 and they would miss out on 7 years of merchandising and potentially not capture the audience at all.

I know 9 is pretty young already so let’s say it’s a 7 year old and now they are 14 or whatever.

zifnab25, to pokemon in Pokemon Company "having conversations" about how to ensure game quality with regular releases

A game that has barely changed in over 30 years, except to expand the color palette occasionally? What can they possibly be quality controlling? Its not even like you have to spell check stuff when half your proper nouns are gobbley-removed.

I guess it would have been nice if PokemonGO had released in anything resembling a playable state. But people still threw endless amounts of cash at it. So how important can quality control even be?

blazera, to pokemon in Pokemon Company "having conversations" about how to ensure game quality with regular releases
@blazera@kbin.social avatar

Well Im not buying any pokemon games until they take more than a year to develop, sounds like Im not gonna be buying any new ones anytime soon if keeping the short development times is where they're starting from for their development strategy.

FlyboyM619, to pokemon in Pokemon Company "having conversations" about how to ensure game quality with regular releases

Hopefully something comes from this because it’s a shame the way the games have been lately.

Cruxifux, to gaming in Miyamoto wonders why Pikmin hasn't sold more and why people think the games are difficult

It’s the time limit.

That’s it.

People hate time limits in games like this.

ampersandrew,
@ampersandrew@kbin.social avatar

And yet removing the time limit was disastrous for my enjoyment of Pikmin.

Katana314,

I feel like it’s a lot like the weapon breaking in Breath of the Wild - one of those systems that imposes heavy limits on players to enforce their creativity and flexibility in their approach.

I know a lot of people approach every game in a completionist, meticulous way where they do every quest, never use any consumable items, etc; and it often ruins the fun. It’s also why Ubisoft had the somewhat crazy idea in Far Cry 5 of actually forcing you to do story missions after game progress, trying to use designer mechanics to push some variety into people’s game sessions.

In Pikmin’s case, and I think Dead Rising / Persona too, the time limit is meant to get you to prioritize path planning so you get as much as you can done in a certain span. The core gameplay of Pikmin just isn’t all that interactive when you have all the time in the world for it - it’s built around the benefits of delegation and synchronization.

TwilightVulpine,

I haven't played Pikmin but when it comes to BotW/TotK I still would prefer if weapons didn't break. Seems to me that it creates grind and it takes away flexibility, because more situational options take the same slots as raw power, and get spent just as quickly. Comes to mind also how XCom 2 insisted on turn limits, and one of the first mods it got was to remove the turn limits.

Sometimes designers insist on certain limits to prevent that players "optimize the fun away" but they don't realize that some players legitimately do have more fun without those limits.

Katana314,

There’s certainly been tons of moments through gaming history when designers attempted to force a playstyle and it didn’t work out. It’s still hard to say for me where XCOM would lie on that, because there’s at least one other tactics game, Steamworld Heist, that I think worked out much better with a semi-turn-limit; I felt much more accomplished when I managed to escape those levels within a certain turn limit.

There’s mods out there for emulated Breath of the Wild to turn off weapon degradation, and I’m actually curious how the reviews go for mods like that. You lose out on moments where you actually enjoy finding a 90-attack weapon, because you’d find it and go “Meh…I already have a 100-damage weapon.” And because the game isn’t promoting constant power progression, it doesn’t have a ton of different things to reward you with for quests and exploration if you’re never losing things from your inventory - so you’d pretty quickly be ending quests with “Man I don’t even want this”.

I get that it’s important for designers to hear out their players, but there have been many times gamers were wrong about what exactly it was they thought they wanted. Nintendo in general has to be really careful about making sure they don’t betray expectations on certain series. Pikmin in particular had a winning formula in their first game. Even if they make changes/additions, if they damage that initial element, it can hurt the enjoyability of the experience, even if it adds freedom.

TwilightVulpine,

It's hard to say where the balance lies for every game, so I can't say for sure what's best for Pikmin without having played but more options never hurt anyone.

But as far as Zelda goes, I have heard all the arguments and maybe they might fit perfectly with a chunk of that audience, but that's definitely not the experience that I had. So much so I bounced off of BotW twice until I finally started to enjoy it.

You lose out on moments where you actually enjoy finding a 90-attack weapon, because you’d find it and go “Meh…I already have a 100-damage weapon.” And because the game isn’t promoting constant power progression, it doesn’t have a ton of different things to reward you with for quests and exploration if you’re never losing things from your inventory - so you’d pretty quickly be ending quests with “Man I don’t even want this”.

But it's because that I had a 100 attack weapon that the 90 one feels like routine upkeep rather than a reward, and anything less might as well be a stick. A lot of quests in those games gave me that “Man I don’t even want this” feeling. Every chest with middling weapons. Every quest that rewards me with food or a pittance of rupees. If not for shrines and their permanent upgrades, I wouldn't feel that motivated to explore. The cycle of finding expendable things to spend on more expendable things wears me out.

Parallax,

I feel the same way. My current BoTW save has a bunch of semi-unique or rare weapons in my inventory and I don't have any more slots. Whenever I want to fight something now I have to ask myself "which thing should I break and never get back?"

Oh some basic mobs to clear? Oh well, all I have are these super high damage weapons. It discourages me from getting into fights because I feel like my weapons aren't balanced for the enemies at hand, I gotta save them for tougher fights.

TwilightVulpine,

It really feels like a waste to take rare and strong weapons to go against regular bokoblins. Breaking the unique champion weapons just feels bad. No wonder so many people just put them on a wall.

ThunderingJerboa,
@ThunderingJerboa@kbin.social avatar

Comes to mind also how XCom 2 insisted on turn limits,

I mean I would argue sure they were a bit too tight and I'm 100% down for increasing them but Xcom (2013) did have a problem with overwatch creep. Where people were legitimately optimizing the fun out of the game. Time limits force you to make less than optimal decisions where it works very well with the setting of Xcom 2 where you are a rebellion force, you don't have the luxury of taking things at your pace. You need to strike and get out before a larger response force come in to take you out. The only negative to the turn limits is you being forced to trigger pods early and pods waking up give them a free move action.

TwilightVulpine,

I get the reasoning in theory, but... it doesn't work for everyone.

Speaking for myself, I don't appreciate the anxiety. I only played XCom EU but the timed missions were the ones I hated the most. I just didn't want to play a game that was just that every time. It doesn't make me thrilled, it makes me stressed. I do actually want to inch my way through every mission, so I can stay prepared for danger, since the game will pop out a bunch of enemies with free actions at any moment. I felt like the commander of an elite team whenever I managed to badly damage any enemy even before they got the chance to attack.

When they "fixed" me "optimizing the fun out of the game", they just took me out of the game entirely. What they see as fun or not fun is not universal.

Some might say that if this is how I think maybe that's not the game for me. But if having both possibilities is an alternative, why shouldn't I be able to play the way I actually like it?

Metaright, to gaming in Miyamoto wonders why Pikmin hasn't sold more and why people think the games are difficult
@Metaright@kbin.social avatar

I don't know if difficult is the word I'd use, but I couldn't stand Pikmin 3, and I imagine I couldn't stand Pikmin 1 either, because of the time limits. I want to be able to take my time, strategize, and explore at my own pace. It ruins the fun to know that I only have 30 days, or that I'll lose if I don't collect X amount of fruit per day.

Pikmin 2 is so far the best game in the series, in my opinion. If I want to spend three days building up my Pikmin army and stockpiling the sprays, I can do it without worry that I'm running behind now. I don't need to rush through the game, and can take it at my own pace.

If only there were a mod for Pikmin 3 that removes the juice mechanic, or gives unlimited juice from the start.

Helldiver_M,
@Helldiver_M@kbin.social avatar

Never played pikmin 3, but I had a funny experience with the day limit in pikmin 1. You have way more than enough time to complete the game in the day limit, even if you play very suboptimally.

Despite that, in my initial playthrough I still hated it for all the reasons you listed. Theoretically, I could see how a day-limit could be good for the game. Adding tension and the like. But on that first playthrough when I had no idea how much time is worth, I always felt the need to rush. As it turned out, I could have easily taken a few days to just explore or strategize. But there's no way to know that at the start. Maybe it could work better if the game could communicate somehow if you're ahead of schedule or something.

Tamlyn, to gaming in Miyamoto wonders why Pikmin hasn't sold more and why people think the games are difficult
@Tamlyn@feddit.de avatar

I haven’t played Pikmin 4, but may experience with Pikmin 3 was, that game is interresting to play with a friend, but i try the single player mode a lot later. I don’t know, didn’t feel fun with it anymore. I feel the tutorial was terrible childish, because i have already played the game so it was horrible. I didn’t like the camera view anymore (don’t know why that wasn’t a problem with the wii U). I don’t feel the game with it’s characters and world. Maybe it was just the wrong time for the game for me. I could try Pikmin 4 if i ever get it cheaper. But i don’t think it’s difficult

Helldiver_M,
@Helldiver_M@kbin.social avatar

Thankfully, in the Pikmin 4 demo you can skip all cutscenes which include cutscene tutorials. The tutorial section is still pretty long, but skipping the cutscenes makes it much more bearable.

Silverhand, to gaming in Aonuma says Nintendo not thinking about classic style Zelda games at the moment. Does anyone think it likely they could use a third party developer again, like when Capcom made the Minish Cap ?
@Silverhand@beehaw.org avatar

Eh, other developers are already basically making Zelda games minus the name, and you can play them without giving nintendo money. Unsighted, Death’s Door, and Crosscode are all great and take strong inspiration from Zelda, just to name a few.

Omegan,

Crosscode is such a great game. I really should get back to that once I’m caught up on a few other titles.

audaxdreik,

Keep your eyes open for Mina the Hollower hopefully later this year, it wears its Link’s Awakening inspiration on its sleeve. Adorable mouse character and healthy dose of Castlevania mashup from the developers of Shovel Knight, I’ll be surprised if it turns out anything other than a slam dunk.

Silverhand,
@Silverhand@beehaw.org avatar

Backed the kickstarter and eagerly awaiting it!

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