Top 5 Wii Downfalls According to Techgage
Required reading: http://techgage.com/article/top_5_wii_downfalls
He makes some relevant points, but the article seems a bit shortsighted. Read the article anyway, especially since I’m not going to repost the entire thing. Now, brace yourself; I’m about to pontificate.
Number five:
Like the other next-gen consoles, the Wii is fully capable of handling online activities whether it be downloading or surfing the web. Or is it? On launch day, I had full intentions to check out what was available online. That was short lived however, as none of the special services were functional, even now, three weeks after launch. This includes the weather, news and even web browser. This lack made it feel like half of the console was missing.
Am I the only one who knew much of the online service wasn’t going to be ready until next year? The author also mentions a lack of games in the Virtual Console store, Virtual Console pricing, and a lack of demos. The Virtual Console lineup is different in every territory, it seems, and I agree that the U.S. lineup is pretty weak considering the expansive library they have to choose from. The author also points out that five dollars for an old NES title is a fair-seeming price that can quickly put a large dent in your wallet. He goes on to mention a lack of demos so you can try before you buy. Making demos would require extra programming, as developers would need to dig into twenty year old code. On top of that, some games are coming from third parties, so the code wouldn’t be readily available to Nintendo. Having a demo would make the price tag much more understandable, and I don’t deny that it would be a great feature, but it seems like an unnecessary use of developer time. The idea of a couple of free games as an enticement into the Virtual Console service, however, is quite a good one, both for the consumer and for Nintendo.
Number four on the list was a lack of console versions. The author cites the Xbox 360 Core and Xbox 360 Premium bundles as an example. Items for the Premium Wii bundle would include a component cable for HD resolutions and wireless network access, with a wired NIC as a stock method of connection. Personally, I like the idea of one console. Nintendo is reaching out to casual and non-gamers with the Wii, and you’d be surprised how many non-gamers I’ve talked to who were confused by the two Xbox 360 bundles. Having a wired NIC instead of wifi would mean slightly easier setup with a router, but then there’s cable to run; not everyone has a router across the room from their Wii. One version is good, and the inclusion of the component cable wouldn’t hurt, especially with HDTVs growing in number. There is definitely a noticeable difference in quality.
Number three:
Yes, I actually consider the Wii’s killer selling point as one of it’s downfalls. It’s obvious that the Wii is designed for a new level of realism.. a truly immersive experience. That’s fine… but most games for the Wii solely trust that you are a fan of this method of control. In Zelda, you can flick the remote to swing your sword. Does that make the game more realistic? No. It makes you look like an idiot, and is completely needless. I had no problem pushing a B button in previous games to swing my sword. Sitting in a chair waving your hand in the air doesn’t necessarily make the game more fun.
The motion-sensitive control isn’t so much for a new level of realism, as it is for a new method of playing. Personally, I think it’s a blast. This point will certainly apply to the developers who implement motion purely for the sake of having it, though. I have no doubt that there will be a game (or several) that goes overboard.
Number two:
The Wii is designed to be a “family” console, so I had thought the setup process would be a complete no brainer, but that wasn’t the case. The entire GUI is clunky if you want to do anything but play a game. A friend asked me to send a message to his Wii, but of course I had no idea how to do such a thing. It wasn’t common sense, and I didn’t feel like hauling out a manual from the box I threw in the back of the closet. This stuff -should- be common sense. After finding out that you need a 16 digit code to send messages (odd in itself), it worked fine.
In the end, I just find the entire GUI to be counter-intuitive. In order to choose any option of change menu screens, you -must- use the motion sensor. It would have made sense to allow the D-Pad or even the Nunchuck attachment to surf these menus. I don’t want to have to wave my hand around simply to begin a game or view my storage. One specific area where this bothered me the most though, was setting up the Wireless connection. I had to type in a 63 character password with the remote… huge pain in the ass. It would not have been so bad with the D-Pad. Sure, I could use a lower security setting on the router to gain a smaller password, but that’s not the point, or my plan.
I had my Wii set up in just a couple of minutes. Granted, I’m somewhat tech-savvy, so I’d give the average user ten minutes to do it instead of two. The problem with needing the sixteen-digit system code (similar to friend codes on the DS) is that it’s buried in the message tool. Since it will be used for more than just sending messages to other consoles, it should be much more prominent. The option to use the D-pad on the remote, or the nunchuk attachment, to navigate menus strikes me as pure novelty since the remote needs to be active anyway. The option to navigate with a Gamecube controller would make more sense. Suppose you’re taking your ultra-portable Wii to a friend’s house to play some Gamecube games. you wouldn’t need to pack the remote and sensor bar which, for many people, is affixed to the TV. As for setting up the wireless connection, I also have a sixty-three character password, and if using the remote is more difficult for you than a directional pad you need to work on your hand-eye coordination.
Number one:
That leads me to another fact that I am finding out. The majority of games out right now… seem more like tech demos rather than full fledged games. Maybe this is because the publishers know very well that nobody will want to play certain games on this system for a prolonged amount of time. Either way, the games still retail for a standard price, so it would be nice to get what you pay for. TH: Downhill Jam, Excitetruck, Elebits and others all seem more like arcade games ported for the console, instead of being a Wii exclusive. The only full fledged game out right now (to my knowledge) that actually offers deep gameplay is Zelda.
I don’t mean to nitpick, but facts don’t seem like anything; they just are, that’s how you know they’re facts. I don’t think it’s a matter of publishers (because Nintendo is one of the biggest publishers on *gasp* Nintendo systems) knowing that no one will want to play certain games for long. The DS started out the same way, with a lot of games toying with the dual screens and touch sensitivity. It’s almost unavoidable when developers are faced with something completely different. To be honest, I thought Excite Truck was going to be a gimmicky arcade game at first, too. Yes, it has a very arcade feel to it, but I dare you play it and then tell me it isn’t worth buying. Also, prices aren’t determined by gameplay, but by development time and costs. Otherwise, all of my role playing games should probably be more expensive than my shooters.
The author has his opinions and I have mine; it’s what makes the internet go ’round these days. I just think he may have jumped the gun a bit with this article. Even if some points are weak, he does succeed in pointing out some issues that could certainly stand to be addressed, like including a component cable with the system, and bringing the system code into prominence.










