Nintendo talks Call Of Duty on Wii U

Nintendo talks Call Of Duty on Wii U

Wed 20 Jun 2012 7:55am GMT / 3:55am EDT / 12:55am PDT
Hardware

Wants to capture core gamers, understands Wii U can be "confusing"

Nintendo of America vice president of sales and marketing Scott Moffitt said that Nintendo hopes to win back core gamers with Wii U, and that it wasn't worried about what Sony and Microsoft were doing.

"Do we want to reach out to the core audience? Absolutely," he told GameSpot.

"They're very much part of our audience and the group of consumers we hope will find the way you can reimagine games on the Wii U. The Wii U could become the preferred way to play those games for some of the core gamers. You can imagine how a game like Call of Duty would work on the Wii U--the GamePad will allow you to declutter the TV and pull gaming items like maps down and not interrupt your interaction and enjoy the cinematic quality of the game on the TV. That's one application that could be exciting and could enhance gameplay for a core gamer."

Moffitt admitted that the machine's control system did cause problems when it came to communication.

"Well, it's confusing relative to the Wii," he said.

"With motion control gaming, when you saw Mr. Iwata and Reggie stand up and swing a motion controller, it brought it to life immediately. With a second screen controller, you need to see what's on the second screen, so by nature it's a more complex system. It's less visually easy to understand."

Nintendo plan to combat this by ensuring gamers and press spend as much time hands-on with the console as possible, so expect to the machine at consumer shows and in gaming stores closer to launch.

As for competing with Sony and Microsoft? The marketing head said the Wii U launch wasn't about beating them to the next-gen, but innovative design.

"We don't tend to follow what our competitors are doing when we don't time our console launches or hardware evolutions; it's when we believe there's true innovation available that can move gameplay forward. Being first or being behind is less of a consideration for us."

6 Comments

John Bye
Senior Game Designer

Moving mini-maps, HUD elements and inventory menus to the tablet controller really isn't a step forward, especially when it means propping up your tablet next to the TV and using the Wii Remote to control the game, like the Pikmin demo (a real face palm moment for Nintendo). But so far that's pretty much all we've seen from the Wii U. Where's the innovative design?

Posted:11 months ago

#1

Jim Webb
Executive Editor/Community Director

John, I don't mean to sound critical but how can anyone in a design or creative position not instantly have a thousand innovative ideas run through their heads just by looking at the darn thing?

If all you are thinking of is the uncluttering of the on screen HUD or utilizing the GamePad as a Wii Remote sensor bar, then you are not opening up your own mind and being dependent on other people showing you what it can do.

Posted:11 months ago

#2

Sorry to disagree John, but I think this should easily be the best version of CoD - assuming they develop it right.

Extra interface/touch screen, plus uncluttering the screen sounds good to me. Being able to draw paths for support units, have controller-based video chat with other players online, etc. Its just the tip of the iceberg - not to mention being able to seamlessly play *away* from the TV screen.

Posted:11 months ago

#3

John Bye
Senior Game Designer

Jim - I think you misunderstood my comment. What I meant is, so far I've not really seen games making good use of the tablet controller. I can certainly think of lots of cool stuff you *could* do with it in theory, I did a couple of Wii U game pitches at my last company, but the fact that even Pikmin was just using it as a mini-map at E3 is pretty damning. Even the Aliens motion tracker, by far the coolest use anyone's shown for the Wii U pad so far, is essentially just a flashy mini-map.

There are far too many games that are just shunting menu functionality onto the touch screen, forcing you to keep taking your eyes off the TV and your fingers off the buttons and sticks to do stuff you could do just as easily on the main screen, instead of doing anything truly innovative with it. For me, EA's make-your-own-play concept for Madden in Microsoft's SmartGlass video reel was a far more interesting use of a second screen than anything I've seen on Wii U so far.

Of course, it's entirely possible I've missed some more interesting games, but high profile Wii U titles like Arkham City, ZombiU and Pikmin were all pretty disappointing to me.

Edited 2 times. Last edit by John Bye on 20th June 2012 2:55pm

Posted:11 months ago

#4

The most interesting Wii U controller use I've seen is with Nintendo Land, with asymmetrical multiplayer that necessitates a second separate screen. Other than that, most of the other uses are menu things that aren't as exciting.

I liken the screen to the second screen on the DS; sure, the touchscreen could be used for lots of innovative things, but most of the time it was just used for status information in the like. In the case of the DS, though, the two screens are right next to each other and it's fairly easy to glance from one to the other. In the case of the Wii U, players are going to have to look down to their controller – that's an action that 20+ years of games have pushed you to NOT do.

Are their interesting ways to use the second screen? Sure, but it's going to be a challenge for developers to come up with those methods and incorporate them well into their games.

Posted:11 months ago

#5

If you guys are interested, I played everything Nintendo had to offer at E3, and there were a lot of cool things there to show off the controller. Nintendo Land had some great (and less great) asymmetrical games, but I'll tell you who used it the best: Ubisoft.

In Zombiu multiplayer one player controls the zombies with the Wii U pad while another controls a survivor. They play capture the flag, but the pad player is playing an RTS, spawning and directing zombies from the touch screen while the other player shoots them FPS style.

In Rayman Legends the second player controls a little friend to Rayman, who can massively manipulate the level as Rayman plays, activating switches by touch, turning and creating entire platforms with the motion sensor. This was really exciting and fun to do with a friend.

Trust me, there are some clever things out there for Wii U's gamepad already, and I'm sure many more on the horizon. No one really "got" the DS until they tried it either.

Posted:11 months ago

#6

Login or register to post

Take part in the GamesIndustry community

Register now