Nintendo Loses Nearly $1B As Wii Sales Plummet

You sir, are an idiot.

So is everybody else in this thread whose spouting off "HD" like it means something.

I'm really surprised I'm seeing this on the HardOCP forums, so I'll make this quick and brief.

High-Definition does not exist.

Let me repeat that for the slow among you forum posters: High-Definition Does Not Exist.


When it comes to improving a rendering image there are largely two methods that apply to video games:
  • Increase the number of pixels rendered for each frame -- that is to say High-Resolution
  • Increase the amount of color detail, texture detail, polygon detail, and or shader detail -- that is to say High-resolution art assets.
The term "High-Definition" has been abused as a catch-all term for cranking up the resolution of the rendered image and the corrosponding resolution of the art assets by marketing punters who don't understand how video games or designed or made.

Let me clue you in on something that even Digipen students don't have a firm grasp on.

When it comes to consoles with limited and unchanging hardware specifications, as a coder or an artist, you approach the console with those limitations in mind, and you do your level best to toe those limitations as closely as you can. You also try to toe those lines while keeping the -minimum- specification in mind.

The Wii is primarily designed with 480p as it's upper resolution limit and 480i as it's lower resolution limit. That means that every single texture, every single rendering frame, has to be able to be rendered in either a 480p or 480i window. This means that artists don't have to create textures, polygons, or shaders, that exceed the limitations of that window.

You can see this type of art-asset limitation in games such as UT99, Dues Ex, Advent Rising, or even Star Wars Knights of the Old Republic. Go chunk those games on a high-resolution monitor such as 1920*1200. At 10 feet away, can you -really- tell a difference in the higher pixel resolution versus running those games in a much lower resolution such as 720*480? Sure, you -might- be able to tell a difference in a 1ft to 2ft range where you can count the polygons and actually make out the pixel distortion inherent to LCD panels running out of their native resolution.

* * *​

Btw, here's a hint: Nintendo tried a mid-life-console system upgrade once with the 4mb memory pack on the N64. Sega tried a mid-life-console upgrade not just once, but twice: SegaCD and Sega32X.

The console reality is that simply chunking a couple extra GPU units into the Wii and increasing the frame-buffer simply to enable rendering in higher-resolution pixel counts and increased resolution-texture counts isn't possible. While the Wii has a traditional CPU/GPU setup, it has a shared 24mb low-latency memory system coupled with a not-as-fast 64mb GDDR3 memory system. Feeding those higher resolution art assets would require an increased system bandwidth, which means not only raising the clockspeed and or bit-rate of the system bus, it also means increasing the amount of system memory for BOTH types of Ram.

If you figured out this means essentially designing another console... congratulations, you've just passed Zelda Blob Studios 101.

This is where you run into the problems that Nintendo experienced with the N64 expansion pack. New code designed to leverage the increased system capacity, by laws of coding physics, will not work on systems without that increased system capacity.


This leaves developers with a choice.
  • They can implement a solution that only increases an aspect of system usage, such as rendering, that can be scaled on demand, in the case of the N64 that was resolution and or color depth. For the N64 the increased color depth offered a larger visual difference since it improved the art-assets, improvements that largely weren't noticed on games that simply doubled the resolution without doubling textures or polygon counts.
  • They can implement a solution that fully leverages the new system capacity and completely forget about trying to back-port onto previous constraints: See Majora's Mask and Donkey Kong 64
  • They can implement a solution that has some content locked behind increased system capacity and some content available on the original platform: see Perfect Dark.
* * *​

Assuming developers get past the coding limitations, then there becomes the matter of content delivery. Granted this is not really a big problem in and of-itself since most Wii-games are shovelware because Developers didn't know what to do with the system, or games are crap because Developers didn't know what to do with the system (Sega, EA, Activision, that would be you).

It's a fair stretch to say that -most- Wii games probably have space on the DVD drive for higher-resolution art assets. Case in point would be Metroid Prime Trilogy which managed to fit 2 Gamecube games and the third Wii game on a single disc... although this did mean the cutting of many extras from both consoles... and Retro Studios could actually re-leverage a significant amount of textures... which... to the point... they kind of did when creating the games to begin with.

Actually getting higher resolution art assets to players may or may not require a new loading system... and to be fair... the cost of printing discs is low enough publishers probably could afford to include both a high-resolution art-asset version of a game in the same box as the Wii's base art-asset version.

That being said the Xbox 360 is a perfect example of developers running into platform delivery problems. Anybody who cares could probably name all of the Xbox 360 games that had to come on multiple discs compared to their single disc Playstation 3 versions. For the most part game developers have been crippled by the lack of a high-capacity system-spec storage delivery solution for the Xbox 360. But this post isn't about "What was good for Microsoft wasn't good for the consumer"

* * *​

The production reality for Nintendo is that making a console that is capable of rendering in a higher-pixel-resolution with a higher-detail-resolution boils down to making a completely new consoles. Which, incidentally, Nintendo is doing with the WiiU.

Now, the big question is this: will a higher-resolution console attract game developers?

Nobody knows. One of the problems the Wii console ran into is that publishers and developers had written Nintendo off. It was no secret that everybody but Ubisoft had decreased budgetary spending on Nintendo products, and that Nintendo support wasn't even tertiary among training or production for publishers and developers.

The aftermath of the Wii's sales explosion and market dominance left most third-party developers and publishers with their heads spinning. The desperation to get something, anything, on the Wii platform, lead to the flood of shovelware titles early on in the life of the Wii as publishers and developers scrambled to keep their brand-names fresh in the mind of Wii purchasers. Slight problem: a -bad- game will only turn people away.

When gamers did get proper games, such as Resident Evil 4, the publishers being those games decided to keep trying "different" stuff... case in point with Capcom is they kept doing bloody rail-gun games on the Wii with Umbrella:Chronicles rather than a proper Resident Evil Adventure game. Same thing with Dead Space. The big consoles got a proper adventure title. The Wii got a light-gun shooter. The lack of sales shouldn't have really been a big surprise to anybody. No matter how marketers tried dress it up, gamers weren't buying the Wii to play light-gun shooters.


When it came to getting big franchise titles such as
Call of Duty​
on the Wii, development was handed off to developers who simply didn't care about making a good games; or alternatively, simply were not capable of making good games.

Unfortunately the WiiU may face a similar problem. It will land on store shelves only a year or so before Sony and Microsoft are due to haul out their next consoles, the so called Xbox 720 and the Playstation 4.

If publishers and developers do the same thing they did back with the launch of the Wii, that is focus a significant amount of primary resources on Sony and Microsoft's next console entries, the WiiU will once again be regaled to the back corners of B-team portings from developers who simply don't give a damn.
Amen, brother.
 
You sir, are an idiot.

So is everybody else in this thread whose spouting off "HD" like it means something.

I'm really surprised I'm seeing this on the HardOCP forums, so I'll make this quick and brief.

High-Definition does not exist.

Let me repeat that for the slow among you forum posters: High-Definition Does Not Exist.

When it comes to improving a rendering image there are largely two methods that apply to video games:
  • Increase the number of pixels rendered for each frame -- that is to say High-Resolution
  • Increase the amount of color detail, texture detail, polygon detail, and or shader detail -- that is to say High-resolution art assets.
The term "High-Definition" has been abused as a catch-all term for cranking up the resolution of the rendered image and the corrosponding resolution of the art assets by marketing punters who don't understand how video games or designed or made.

Let me clue you in on something that even Digipen students don't have a firm grasp on.

When it comes to consoles with limited and unchanging hardware specifications, as a coder or an artist, you approach the console with those limitations in mind, and you do your level best to toe those limitations as closely as you can. You also try to toe those lines while keeping the -minimum- specification in mind.

The Wii is primarily designed with 480p as it's upper resolution limit and 480i as it's lower resolution limit. That means that every single texture, every single rendering frame, has to be able to be rendered in either a 480p or 480i window. This means that artists don't have to create textures, polygons, or shaders, that exceed the limitations of that window.

You can see this type of art-asset limitation in games such as UT99, Dues Ex, Advent Rising, or even Star Wars Knights of the Old Republic. Go chunk those games on a high-resolution monitor such as 1920*1200. At 10 feet away, can you -really- tell a difference in the higher pixel resolution versus running those games in a much lower resolution such as 720*480? Sure, you -might- be able to tell a difference in a 1ft to 2ft range where you can count the polygons and actually make out the pixel distortion inherent to LCD panels running out of their native resolution.

* * *​

Btw, here's a hint: Nintendo tried a mid-life-console system upgrade once with the 4mb memory pack on the N64. Sega tried a mid-life-console upgrade not just once, but twice: SegaCD and Sega32X.

The console reality is that simply chunking a couple extra GPU units into the Wii and increasing the frame-buffer simply to enable rendering in higher-resolution pixel counts and increased resolution-texture counts isn't possible. While the Wii has a traditional CPU/GPU setup, it has a shared 24mb low-latency memory system coupled with a not-as-fast 64mb GDDR3 memory system. Feeding those higher resolution art assets would require an increased system bandwidth, which means not only raising the clockspeed and or bit-rate of the system bus, it also means increasing the amount of system memory for BOTH types of Ram.

If you figured out this means essentially designing another console... congratulations, you've just passed Zelda Blob Studios 101.

This is where you run into the problems that Nintendo experienced with the N64 expansion pack. New code designed to leverage the increased system capacity, by laws of coding physics, will not work on systems without that increased system capacity.

This leaves developers with a choice.
  • They can implement a solution that only increases an aspect of system usage, such as rendering, that can be scaled on demand, in the case of the N64 that was resolution and or color depth. For the N64 the increased color depth offered a larger visual difference since it improved the art-assets, improvements that largely weren't noticed on games that simply doubled the resolution without doubling textures or polygon counts.
  • They can implement a solution that fully leverages the new system capacity and completely forget about trying to back-port onto previous constraints: See Majora's Mask and Donkey Kong 64
  • They can implement a solution that has some content locked behind increased system capacity and some content available on the original platform: see Perfect Dark.

* * *​

Assuming developers get past the coding limitations, then there becomes the matter of content delivery. Granted this is not really a big problem in and of-itself since most Wii-games are shovelware because Developers didn't know what to do with the system, or games are crap because Developers didn't know what to do with the system (Sega, EA, Activision, that would be you).

It's a fair stretch to say that -most- Wii games probably have space on the DVD drive for higher-resolution art assets. Case in point would be Metroid Prime Trilogy which managed to fit 2 Gamecube games and the third Wii game on a single disc... although this did mean the cutting of many extras from both consoles... and Retro Studios could actually re-leverage a significant amount of textures... which... to the point... they kind of did when creating the games to begin with.

Actually getting higher resolution art assets to players may or may not require a new loading system... and to be fair... the cost of printing discs is low enough publishers probably could afford to include both a high-resolution art-asset version of a game in the same box as the Wii's base art-asset version.

That being said the Xbox 360 is a perfect example of developers running into platform delivery problems. Anybody who cares could probably name all of the Xbox 360 games that had to come on multiple discs compared to their single disc Playstation 3 versions. For the most part game developers have been crippled by the lack of a high-capacity system-spec storage delivery solution for the Xbox 360. But this post isn't about "What was good for Microsoft wasn't good for the consumer"

* * *​

The production reality for Nintendo is that making a console that is capable of rendering in a higher-pixel-resolution with a higher-detail-resolution boils down to making a completely new consoles. Which, incidentally, Nintendo is doing with the WiiU.

Now, the big question is this: will a higher-resolution console attract game developers?

Nobody knows. One of the problems the Wii console ran into is that publishers and developers had written Nintendo off. It was no secret that everybody but Ubisoft had decreased budgetary spending on Nintendo products, and that Nintendo support wasn't even tertiary among training or production for publishers and developers.

The aftermath of the Wii's sales explosion and market dominance left most third-party developers and publishers with their heads spinning. The desperation to get something, anything, on the Wii platform, lead to the flood of shovelware titles early on in the life of the Wii as publishers and developers scrambled to keep their brand-names fresh in the mind of Wii purchasers. Slight problem: a -bad- game will only turn people away.

When gamers did get proper games, such as Resident Evil 4, the publishers being those games decided to keep trying "different" stuff... case in point with Capcom is they kept doing bloody rail-gun games on the Wii with Umbrella:Chronicles rather than a proper Resident Evil Adventure game. Same thing with Dead Space. The big consoles got a proper adventure title. The Wii got a light-gun shooter. The lack of sales shouldn't have really been a big surprise to anybody. No matter how marketers tried dress it up, gamers weren't buying the Wii to play light-gun shooters.

When it came to getting big franchise titles such as
Call of Duty​
on the Wii, development was handed off to developers who simply didn't care about making a good games; or alternatively, simply were not capable of making good games.

Unfortunately the WiiU may face a similar problem. It will land on store shelves only a year or so before Sony and Microsoft are due to haul out their next consoles, the so called Xbox 720 and the Playstation 4.

If publishers and developers do the same thing they did back with the launch of the Wii, that is focus a significant amount of primary resources on Sony and Microsoft's next console entries, the WiiU will once again be regaled to the back corners of B-team portings from developers who simply don't give a damn.
Win.
 
You sir, are an idiot.

So is everybody else in this thread whose spouting off "HD" like it means something.

I'm really surprised I'm seeing this on the HardOCP forums, so I'll make this quick and brief.

High-Definition does not exist.

Let me repeat that for the slow among you forum posters: High-Definition Does Not Exist.

When it comes to improving a rendering image there are largely two methods that apply to video games:
  • Increase the number of pixels rendered for each frame -- that is to say High-Resolution
  • Increase the amount of color detail, texture detail, polygon detail, and or shader detail -- that is to say High-resolution art assets.
The term "High-Definition" has been abused as a catch-all term for cranking up the resolution of the rendered image and the corrosponding resolution of the art assets by marketing punters who don't understand how video games or designed or made.

Let me clue you in on something that even Digipen students don't have a firm grasp on.

When it comes to consoles with limited and unchanging hardware specifications, as a coder or an artist, you approach the console with those limitations in mind, and you do your level best to toe those limitations as closely as you can. You also try to toe those lines while keeping the -minimum- specification in mind.

The Wii is primarily designed with 480p as it's upper resolution limit and 480i as it's lower resolution limit. That means that every single texture, every single rendering frame, has to be able to be rendered in either a 480p or 480i window. This means that artists don't have to create textures, polygons, or shaders, that exceed the limitations of that window.

You can see this type of art-asset limitation in games such as UT99, Dues Ex, Advent Rising, or even Star Wars Knights of the Old Republic. Go chunk those games on a high-resolution monitor such as 1920*1200. At 10 feet away, can you -really- tell a difference in the higher pixel resolution versus running those games in a much lower resolution such as 720*480? Sure, you -might- be able to tell a difference in a 1ft to 2ft range where you can count the polygons and actually make out the pixel distortion inherent to LCD panels running out of their native resolution.

* * *​

Btw, here's a hint: Nintendo tried a mid-life-console system upgrade once with the 4mb memory pack on the N64. Sega tried a mid-life-console upgrade not just once, but twice: SegaCD and Sega32X.

The console reality is that simply chunking a couple extra GPU units into the Wii and increasing the frame-buffer simply to enable rendering in higher-resolution pixel counts and increased resolution-texture counts isn't possible. While the Wii has a traditional CPU/GPU setup, it has a shared 24mb low-latency memory system coupled with a not-as-fast 64mb GDDR3 memory system. Feeding those higher resolution art assets would require an increased system bandwidth, which means not only raising the clockspeed and or bit-rate of the system bus, it also means increasing the amount of system memory for BOTH types of Ram.

If you figured out this means essentially designing another console... congratulations, you've just passed Zelda Blob Studios 101.

This is where you run into the problems that Nintendo experienced with the N64 expansion pack. New code designed to leverage the increased system capacity, by laws of coding physics, will not work on systems without that increased system capacity.

This leaves developers with a choice.
  • They can implement a solution that only increases an aspect of system usage, such as rendering, that can be scaled on demand, in the case of the N64 that was resolution and or color depth. For the N64 the increased color depth offered a larger visual difference since it improved the art-assets, improvements that largely weren't noticed on games that simply doubled the resolution without doubling textures or polygon counts.
  • They can implement a solution that fully leverages the new system capacity and completely forget about trying to back-port onto previous constraints: See Majora's Mask and Donkey Kong 64
  • They can implement a solution that has some content locked behind increased system capacity and some content available on the original platform: see Perfect Dark.

* * *​

Assuming developers get past the coding limitations, then there becomes the matter of content delivery. Granted this is not really a big problem in and of-itself since most Wii-games are shovelware because Developers didn't know what to do with the system, or games are crap because Developers didn't know what to do with the system (Sega, EA, Activision, that would be you).

It's a fair stretch to say that -most- Wii games probably have space on the DVD drive for higher-resolution art assets. Case in point would be Metroid Prime Trilogy which managed to fit 2 Gamecube games and the third Wii game on a single disc... although this did mean the cutting of many extras from both consoles... and Retro Studios could actually re-leverage a significant amount of textures... which... to the point... they kind of did when creating the games to begin with.

Actually getting higher resolution art assets to players may or may not require a new loading system... and to be fair... the cost of printing discs is low enough publishers probably could afford to include both a high-resolution art-asset version of a game in the same box as the Wii's base art-asset version.

That being said the Xbox 360 is a perfect example of developers running into platform delivery problems. Anybody who cares could probably name all of the Xbox 360 games that had to come on multiple discs compared to their single disc Playstation 3 versions. For the most part game developers have been crippled by the lack of a high-capacity system-spec storage delivery solution for the Xbox 360. But this post isn't about "What was good for Microsoft wasn't good for the consumer"

* * *​

The production reality for Nintendo is that making a console that is capable of rendering in a higher-pixel-resolution with a higher-detail-resolution boils down to making a completely new consoles. Which, incidentally, Nintendo is doing with the WiiU.

Now, the big question is this: will a higher-resolution console attract game developers?

Nobody knows. One of the problems the Wii console ran into is that publishers and developers had written Nintendo off. It was no secret that everybody but Ubisoft had decreased budgetary spending on Nintendo products, and that Nintendo support wasn't even tertiary among training or production for publishers and developers.

The aftermath of the Wii's sales explosion and market dominance left most third-party developers and publishers with their heads spinning. The desperation to get something, anything, on the Wii platform, lead to the flood of shovelware titles early on in the life of the Wii as publishers and developers scrambled to keep their brand-names fresh in the mind of Wii purchasers. Slight problem: a -bad- game will only turn people away.

When gamers did get proper games, such as Resident Evil 4, the publishers being those games decided to keep trying "different" stuff... case in point with Capcom is they kept doing bloody rail-gun games on the Wii with Umbrella:Chronicles rather than a proper Resident Evil Adventure game. Same thing with Dead Space. The big consoles got a proper adventure title. The Wii got a light-gun shooter. The lack of sales shouldn't have really been a big surprise to anybody. No matter how marketers tried dress it up, gamers weren't buying the Wii to play light-gun shooters.

When it came to getting big franchise titles such as
Call of Duty​
on the Wii, development was handed off to developers who simply didn't care about making a good games; or alternatively, simply were not capable of making good games.

Unfortunately the WiiU may face a similar problem. It will land on store shelves only a year or so before Sony and Microsoft are due to haul out their next consoles, the so called Xbox 720 and the Playstation 4.

If publishers and developers do the same thing they did back with the launch of the Wii, that is focus a significant amount of primary resources on Sony and Microsoft's next console entries, the WiiU will once again be regaled to the back corners of B-team portings from developers who simply don't give a damn.

bravo!
 
It wouldn't kill Nintendo to have some more M-rated games, or at least heavier promotion of them.
 
You sir, are an idiot.

I appreciate the (lack of) sentiment & teacherly attitude all in one post. I used HD as to what it was called before they called it Wii U. HD has never been spectacular on any of the consoles.

Anyways... the first line made me skip to automatic TL;DR. GTFO
 
Here's a thought, maybe everyone who wanted a Wii has already bought it? I'm confused on why Nintendo believes that they should be breaking record profits every single year. If everyone has the unit already of course you should see a fall in sales. It's simply, "Supply and Demand".... The demand isn't there because EVERYONE HAS BOUGHT IT ALREADY!!! lol...
 
Here's a thought, maybe everyone who wanted a Wii has already bought it? I'm confused on why Nintendo believes that they should be breaking record profits every single year. If everyone has the unit already of course you should see a fall in sales. It's simply, "Supply and Demand".... The demand isn't there because EVERYONE HAS BOUGHT IT ALREADY!!! lol...

I think you' re dead on, I've owned three wiis in different scenarios. Used for gaming, nrtflix, kids box...found replacements for all my needs.
 
I just don't get this thing companies have for announcing new products over a year in advance. It gives them no benefit, and costs them a lot because people will wait for the new version.

They did it because Wii sales were already faltering. Or did you miss the fact that Nintendo was already running a (smaller) loss one year ago?

If sales are already fucked, your best bet is to ride whatever momentum you have remaining by announcing your new hardware early. If you get a jump on your competition, even for a year or two, it may revitalize your marketshare.
 
You sir, are an idiot.

So is everybody else in this thread whose spouting off "HD" like it means something.

I'm really surprised I'm seeing this on the HardOCP forums, so I'll make this quick and brief.

High-Definition does not exist.

Let me repeat that for the slow among you forum posters: High-Definition Does Not Exist.

When it comes to improving a rendering image there are largely two methods that apply to video games:
  • Increase the number of pixels rendered for each frame -- that is to say High-Resolution
  • Increase the amount of color detail, texture detail, polygon detail, and or shader detail -- that is to say High-resolution art assets.
The term "High-Definition" has been abused as a catch-all term for cranking up the resolution of the rendered image and the corrosponding resolution of the art assets by marketing punters who don't understand how video games or designed or made.

Let me clue you in on something that even Digipen students don't have a firm grasp on.

When it comes to consoles with limited and unchanging hardware specifications, as a coder or an artist, you approach the console with those limitations in mind, and you do your level best to toe those limitations as closely as you can. You also try to toe those lines while keeping the -minimum- specification in mind.

The Wii is primarily designed with 480p as it's upper resolution limit and 480i as it's lower resolution limit. That means that every single texture, every single rendering frame, has to be able to be rendered in either a 480p or 480i window. This means that artists don't have to create textures, polygons, or shaders, that exceed the limitations of that window.

You can see this type of art-asset limitation in games such as UT99, Dues Ex, Advent Rising, or even Star Wars Knights of the Old Republic. Go chunk those games on a high-resolution monitor such as 1920*1200. At 10 feet away, can you -really- tell a difference in the higher pixel resolution versus running those games in a much lower resolution such as 720*480? Sure, you -might- be able to tell a difference in a 1ft to 2ft range where you can count the polygons and actually make out the pixel distortion inherent to LCD panels running out of their native resolution.

* * *​

Btw, here's a hint: Nintendo tried a mid-life-console system upgrade once with the 4mb memory pack on the N64. Sega tried a mid-life-console upgrade not just once, but twice: SegaCD and Sega32X.

The console reality is that simply chunking a couple extra GPU units into the Wii and increasing the frame-buffer simply to enable rendering in higher-resolution pixel counts and increased resolution-texture counts isn't possible. While the Wii has a traditional CPU/GPU setup, it has a shared 24mb low-latency memory system coupled with a not-as-fast 64mb GDDR3 memory system. Feeding those higher resolution art assets would require an increased system bandwidth, which means not only raising the clockspeed and or bit-rate of the system bus, it also means increasing the amount of system memory for BOTH types of Ram.

If you figured out this means essentially designing another console... congratulations, you've just passed Zelda Blob Studios 101.

This is where you run into the problems that Nintendo experienced with the N64 expansion pack. New code designed to leverage the increased system capacity, by laws of coding physics, will not work on systems without that increased system capacity.

This leaves developers with a choice.
  • They can implement a solution that only increases an aspect of system usage, such as rendering, that can be scaled on demand, in the case of the N64 that was resolution and or color depth. For the N64 the increased color depth offered a larger visual difference since it improved the art-assets, improvements that largely weren't noticed on games that simply doubled the resolution without doubling textures or polygon counts.
  • They can implement a solution that fully leverages the new system capacity and completely forget about trying to back-port onto previous constraints: See Majora's Mask and Donkey Kong 64
  • They can implement a solution that has some content locked behind increased system capacity and some content available on the original platform: see Perfect Dark.

* * *​

Assuming developers get past the coding limitations, then there becomes the matter of content delivery. Granted this is not really a big problem in and of-itself since most Wii-games are shovelware because Developers didn't know what to do with the system, or games are crap because Developers didn't know what to do with the system (Sega, EA, Activision, that would be you).

It's a fair stretch to say that -most- Wii games probably have space on the DVD drive for higher-resolution art assets. Case in point would be Metroid Prime Trilogy which managed to fit 2 Gamecube games and the third Wii game on a single disc... although this did mean the cutting of many extras from both consoles... and Retro Studios could actually re-leverage a significant amount of textures... which... to the point... they kind of did when creating the games to begin with.

Actually getting higher resolution art assets to players may or may not require a new loading system... and to be fair... the cost of printing discs is low enough publishers probably could afford to include both a high-resolution art-asset version of a game in the same box as the Wii's base art-asset version.

That being said the Xbox 360 is a perfect example of developers running into platform delivery problems. Anybody who cares could probably name all of the Xbox 360 games that had to come on multiple discs compared to their single disc Playstation 3 versions. For the most part game developers have been crippled by the lack of a high-capacity system-spec storage delivery solution for the Xbox 360. But this post isn't about "What was good for Microsoft wasn't good for the consumer"

* * *​

The production reality for Nintendo is that making a console that is capable of rendering in a higher-pixel-resolution with a higher-detail-resolution boils down to making a completely new consoles. Which, incidentally, Nintendo is doing with the WiiU.

Now, the big question is this: will a higher-resolution console attract game developers?

Nobody knows. One of the problems the Wii console ran into is that publishers and developers had written Nintendo off. It was no secret that everybody but Ubisoft had decreased budgetary spending on Nintendo products, and that Nintendo support wasn't even tertiary among training or production for publishers and developers.

The aftermath of the Wii's sales explosion and market dominance left most third-party developers and publishers with their heads spinning. The desperation to get something, anything, on the Wii platform, lead to the flood of shovelware titles early on in the life of the Wii as publishers and developers scrambled to keep their brand-names fresh in the mind of Wii purchasers. Slight problem: a -bad- game will only turn people away.

When gamers did get proper games, such as Resident Evil 4, the publishers being those games decided to keep trying "different" stuff... case in point with Capcom is they kept doing bloody rail-gun games on the Wii with Umbrella:Chronicles rather than a proper Resident Evil Adventure game. Same thing with Dead Space. The big consoles got a proper adventure title. The Wii got a light-gun shooter. The lack of sales shouldn't have really been a big surprise to anybody. No matter how marketers tried dress it up, gamers weren't buying the Wii to play light-gun shooters.

When it came to getting big franchise titles such as
Call of Duty​
on the Wii, development was handed off to developers who simply didn't care about making a good games; or alternatively, simply were not capable of making good games.

Unfortunately the WiiU may face a similar problem. It will land on store shelves only a year or so before Sony and Microsoft are due to haul out their next consoles, the so called Xbox 720 and the Playstation 4.

If publishers and developers do the same thing they did back with the launch of the Wii, that is focus a significant amount of primary resources on Sony and Microsoft's next console entries, the WiiU will once again be regaled to the back corners of B-team portings from developers who simply don't give a damn.

Couldn't agree more.
 
You sir, are an idiot.

So is everybody else in this thread whose spouting off "HD" like it means something.

I'm really surprised I'm seeing this on the HardOCP forums, so I'll make this quick and brief.

High-Definition does not exist.

Let me repeat that for the slow among you forum posters: High-Definition Does Not Exist.

When it comes to improving a rendering image there are largely two methods that apply to video games:
  • Increase the number of pixels rendered for each frame -- that is to say High-Resolution
  • Increase the amount of color detail, texture detail, polygon detail, and or shader detail -- that is to say High-resolution art assets.
The term "High-Definition" has been abused as a catch-all term for cranking up the resolution of the rendered image and the corrosponding resolution of the art assets by marketing punters who don't understand how video games or designed or made.

Let me clue you in on something that even Digipen students don't have a firm grasp on.

When it comes to consoles with limited and unchanging hardware specifications, as a coder or an artist, you approach the console with those limitations in mind, and you do your level best to toe those limitations as closely as you can. You also try to toe those lines while keeping the -minimum- specification in mind.

The Wii is primarily designed with 480p as it's upper resolution limit and 480i as it's lower resolution limit. That means that every single texture, every single rendering frame, has to be able to be rendered in either a 480p or 480i window. This means that artists don't have to create textures, polygons, or shaders, that exceed the limitations of that window.

You can see this type of art-asset limitation in games such as UT99, Dues Ex, Advent Rising, or even Star Wars Knights of the Old Republic. Go chunk those games on a high-resolution monitor such as 1920*1200. At 10 feet away, can you -really- tell a difference in the higher pixel resolution versus running those games in a much lower resolution such as 720*480? Sure, you -might- be able to tell a difference in a 1ft to 2ft range where you can count the polygons and actually make out the pixel distortion inherent to LCD panels running out of their native resolution.

* * *​

Btw, here's a hint: Nintendo tried a mid-life-console system upgrade once with the 4mb memory pack on the N64. Sega tried a mid-life-console upgrade not just once, but twice: SegaCD and Sega32X.

The console reality is that simply chunking a couple extra GPU units into the Wii and increasing the frame-buffer simply to enable rendering in higher-resolution pixel counts and increased resolution-texture counts isn't possible. While the Wii has a traditional CPU/GPU setup, it has a shared 24mb low-latency memory system coupled with a not-as-fast 64mb GDDR3 memory system. Feeding those higher resolution art assets would require an increased system bandwidth, which means not only raising the clockspeed and or bit-rate of the system bus, it also means increasing the amount of system memory for BOTH types of Ram.

If you figured out this means essentially designing another console... congratulations, you've just passed Zelda Blob Studios 101.

This is where you run into the problems that Nintendo experienced with the N64 expansion pack. New code designed to leverage the increased system capacity, by laws of coding physics, will not work on systems without that increased system capacity.

This leaves developers with a choice.
  • They can implement a solution that only increases an aspect of system usage, such as rendering, that can be scaled on demand, in the case of the N64 that was resolution and or color depth. For the N64 the increased color depth offered a larger visual difference since it improved the art-assets, improvements that largely weren't noticed on games that simply doubled the resolution without doubling textures or polygon counts.
  • They can implement a solution that fully leverages the new system capacity and completely forget about trying to back-port onto previous constraints: See Majora's Mask and Donkey Kong 64
  • They can implement a solution that has some content locked behind increased system capacity and some content available on the original platform: see Perfect Dark.

* * *​

Assuming developers get past the coding limitations, then there becomes the matter of content delivery. Granted this is not really a big problem in and of-itself since most Wii-games are shovelware because Developers didn't know what to do with the system, or games are crap because Developers didn't know what to do with the system (Sega, EA, Activision, that would be you).

It's a fair stretch to say that -most- Wii games probably have space on the DVD drive for higher-resolution art assets. Case in point would be Metroid Prime Trilogy which managed to fit 2 Gamecube games and the third Wii game on a single disc... although this did mean the cutting of many extras from both consoles... and Retro Studios could actually re-leverage a significant amount of textures... which... to the point... they kind of did when creating the games to begin with.

Actually getting higher resolution art assets to players may or may not require a new loading system... and to be fair... the cost of printing discs is low enough publishers probably could afford to include both a high-resolution art-asset version of a game in the same box as the Wii's base art-asset version.

That being said the Xbox 360 is a perfect example of developers running into platform delivery problems. Anybody who cares could probably name all of the Xbox 360 games that had to come on multiple discs compared to their single disc Playstation 3 versions. For the most part game developers have been crippled by the lack of a high-capacity system-spec storage delivery solution for the Xbox 360. But this post isn't about "What was good for Microsoft wasn't good for the consumer"

* * *​

The production reality for Nintendo is that making a console that is capable of rendering in a higher-pixel-resolution with a higher-detail-resolution boils down to making a completely new consoles. Which, incidentally, Nintendo is doing with the WiiU.

Now, the big question is this: will a higher-resolution console attract game developers?

Nobody knows. One of the problems the Wii console ran into is that publishers and developers had written Nintendo off. It was no secret that everybody but Ubisoft had decreased budgetary spending on Nintendo products, and that Nintendo support wasn't even tertiary among training or production for publishers and developers.

The aftermath of the Wii's sales explosion and market dominance left most third-party developers and publishers with their heads spinning. The desperation to get something, anything, on the Wii platform, lead to the flood of shovelware titles early on in the life of the Wii as publishers and developers scrambled to keep their brand-names fresh in the mind of Wii purchasers. Slight problem: a -bad- game will only turn people away.

When gamers did get proper games, such as Resident Evil 4, the publishers being those games decided to keep trying "different" stuff... case in point with Capcom is they kept doing bloody rail-gun games on the Wii with Umbrella:Chronicles rather than a proper Resident Evil Adventure game. Same thing with Dead Space. The big consoles got a proper adventure title. The Wii got a light-gun shooter. The lack of sales shouldn't have really been a big surprise to anybody. No matter how marketers tried dress it up, gamers weren't buying the Wii to play light-gun shooters.

When it came to getting big franchise titles such as
Call of Duty​
on the Wii, development was handed off to developers who simply didn't care about making a good games; or alternatively, simply were not capable of making good games.

Unfortunately the WiiU may face a similar problem. It will land on store shelves only a year or so before Sony and Microsoft are due to haul out their next consoles, the so called Xbox 720 and the Playstation 4.

If publishers and developers do the same thing they did back with the launch of the Wii, that is focus a significant amount of primary resources on Sony and Microsoft's next console entries, the WiiU will once again be regaled to the back corners of B-team portings from developers who simply don't give a damn.

Wow, well stated.
 
I cant believe so many of yall are praising that guy's pretentious post. Someone just mentions "HD" and you insult him in some lecture?? I think most know HD is a misnomer, so get off the soap box and calm down.
 
High definition does exsist silly. I have a "Full HD" high definition camera that shoots 1080 progressive. I can then connect it to a PS3 with HDMI and play back the HD footage on an HDTV over another HDMI cable at 1080p "full HD". :p

Now stop quoting 30201304 words of drama over and over...
 
I cant believe so many of yall are praising that guy's pretentious post. Someone just mentions "HD" and you insult him in some lecture?? I think most know HD is a misnomer, so get off the soap box and calm down.
Amen brosephski.
 
I cant believe so many of yall are praising that guy's pretentious post. Someone just mentions "HD" and you insult him in some lecture?? I think most know HD is a misnomer, so get off the soap box and calm down.

qft
 
Heres why my Wii is still connected to a TV and my 360 is not.

Xbox is the only product that additionally charges you to use Netflix. Wii & PS3 (and everyone else) lets you freely connect to Netflix.

Once PS3 got the onboard Netflix app I canceled Xbox Live and havent looked back.

I will add that I have launch units and all are still working.

I do enjoy consoles though. And my favorite is still the incredibly craptacular Virtualboy. It was so bad it was awsome.

318533_249873315052493_100000894782448_752534_6512056_n.jpg
 
Maybe not so much old as in flat out ugly. Plenty of milfs out there who would look better with a wii in their hand.

Your taste in women is absolutely reprehensible. She's actually pretty cute. Wouldn't mind dating her...
 
Your taste in women is absolutely reprehensible. She's actually pretty cute. Wouldn't mind dating her...

You forget that this is [H]. All its users are 9's and 10's and would only accept a woman that is either a 9 or a 10.
 
You forget that this is [H]. All its users are 9's and 10's and would only accept a woman that is either a 9 or a 10.

Models for big events should be good looking as to draw attention for their products. Though maybe they were thinking that since she isn't attractive, it would not pull attention away from the product :) lol i don't know.
 
Nintendo keeps screwing themselves by not having another 2nd party game. The whole cockblock the 3rd party developer needs to stop. They need another RARE. Rare games made the NES for me. Solar jetman, Snake rattle and roll (*sigh*) battletoads. And then for the N64, golden eye? perfect dark? Banjo kazooie?

Some of the top titles on those consoles was due to RARE making it happen. That is what Nintendo needed yesterday.

There is no such thing as a 2nd party game. It was a term made up by gamers and is not an industry one. A game is either 1st party or 3rd.
 
That to bad I love nintendo they make real console games and don't Try to Poorly emulate PC games and that is what console should be doing.

I want to punch sony and Microsoft everytime they bring out a crap First person shooter on there consoles or another crap idea that should have been done on the PC with mouse controls.

Why do we have to fucking use the analog stick to aim in 3rd person action shooter games? if you going to do crap like they did in bionic commando you might as well have made that on the damn PC with a real mouse. Ratchet and clank don't do that and it is a much better game the only time you aim with the stick is for sniping.

Im buying a wii U on day 1.
 
Geriatrics and soccer moms will only buy so many.

Third party support is abysmal (nothing new for Nintendo, though).

It was inevitable.
 
I have a Wii and 360 and PC. I play the PC most, but my younger brother plays the 360 the most so I have a lot of 360 games. I haven't bought a new Wii game since early 2010. There's just nothing on the Wii that interests me anymore. And that's coming from some one who used to be a Nintendo fanboy.
 
You sir, are an idiot.

So is everybody else in this thread whose spouting off "HD" like it means something.

I'm really surprised I'm seeing this on the HardOCP forums, so I'll make this quick and brief.

High-Definition does not exist.

Let me repeat that for the slow among you forum posters: High-Definition Does Not Exist.

When it comes to improving a rendering image there are largely two methods that apply to video games:
  • Increase the number of pixels rendered for each frame -- that is to say High-Resolution
  • Increase the amount of color detail, texture detail, polygon detail, and or shader detail -- that is to say High-resolution art assets.
The term "High-Definition" has been abused as a catch-all term for cranking up the resolution of the rendered image and the corrosponding resolution of the art assets by marketing punters who don't understand how video games or designed or made.

Let me clue you in on something that even Digipen students don't have a firm grasp on.

When it comes to consoles with limited and unchanging hardware specifications, as a coder or an artist, you approach the console with those limitations in mind, and you do your level best to toe those limitations as closely as you can. You also try to toe those lines while keeping the -minimum- specification in mind.

The Wii is primarily designed with 480p as it's upper resolution limit and 480i as it's lower resolution limit. That means that every single texture, every single rendering frame, has to be able to be rendered in either a 480p or 480i window. This means that artists don't have to create textures, polygons, or shaders, that exceed the limitations of that window.

You can see this type of art-asset limitation in games such as UT99, Dues Ex, Advent Rising, or even Star Wars Knights of the Old Republic. Go chunk those games on a high-resolution monitor such as 1920*1200. At 10 feet away, can you -really- tell a difference in the higher pixel resolution versus running those games in a much lower resolution such as 720*480? Sure, you -might- be able to tell a difference in a 1ft to 2ft range where you can count the polygons and actually make out the pixel distortion inherent to LCD panels running out of their native resolution.

* * *​

Btw, here's a hint: Nintendo tried a mid-life-console system upgrade once with the 4mb memory pack on the N64. Sega tried a mid-life-console upgrade not just once, but twice: SegaCD and Sega32X.

The console reality is that simply chunking a couple extra GPU units into the Wii and increasing the frame-buffer simply to enable rendering in higher-resolution pixel counts and increased resolution-texture counts isn't possible. While the Wii has a traditional CPU/GPU setup, it has a shared 24mb low-latency memory system coupled with a not-as-fast 64mb GDDR3 memory system. Feeding those higher resolution art assets would require an increased system bandwidth, which means not only raising the clockspeed and or bit-rate of the system bus, it also means increasing the amount of system memory for BOTH types of Ram.

If you figured out this means essentially designing another console... congratulations, you've just passed Zelda Blob Studios 101.

This is where you run into the problems that Nintendo experienced with the N64 expansion pack. New code designed to leverage the increased system capacity, by laws of coding physics, will not work on systems without that increased system capacity.

This leaves developers with a choice.
  • They can implement a solution that only increases an aspect of system usage, such as rendering, that can be scaled on demand, in the case of the N64 that was resolution and or color depth. For the N64 the increased color depth offered a larger visual difference since it improved the art-assets, improvements that largely weren't noticed on games that simply doubled the resolution without doubling textures or polygon counts.
  • They can implement a solution that fully leverages the new system capacity and completely forget about trying to back-port onto previous constraints: See Majora's Mask and Donkey Kong 64
  • They can implement a solution that has some content locked behind increased system capacity and some content available on the original platform: see Perfect Dark.

* * *​

Assuming developers get past the coding limitations, then there becomes the matter of content delivery. Granted this is not really a big problem in and of-itself since most Wii-games are shovelware because Developers didn't know what to do with the system, or games are crap because Developers didn't know what to do with the system (Sega, EA, Activision, that would be you).

It's a fair stretch to say that -most- Wii games probably have space on the DVD drive for higher-resolution art assets. Case in point would be Metroid Prime Trilogy which managed to fit 2 Gamecube games and the third Wii game on a single disc... although this did mean the cutting of many extras from both consoles... and Retro Studios could actually re-leverage a significant amount of textures... which... to the point... they kind of did when creating the games to begin with.

Actually getting higher resolution art assets to players may or may not require a new loading system... and to be fair... the cost of printing discs is low enough publishers probably could afford to include both a high-resolution art-asset version of a game in the same box as the Wii's base art-asset version.

That being said the Xbox 360 is a perfect example of developers running into platform delivery problems. Anybody who cares could probably name all of the Xbox 360 games that had to come on multiple discs compared to their single disc Playstation 3 versions. For the most part game developers have been crippled by the lack of a high-capacity system-spec storage delivery solution for the Xbox 360. But this post isn't about "What was good for Microsoft wasn't good for the consumer"

* * *​

The production reality for Nintendo is that making a console that is capable of rendering in a higher-pixel-resolution with a higher-detail-resolution boils down to making a completely new consoles. Which, incidentally, Nintendo is doing with the WiiU.

Now, the big question is this: will a higher-resolution console attract game developers?

Nobody knows. One of the problems the Wii console ran into is that publishers and developers had written Nintendo off. It was no secret that everybody but Ubisoft had decreased budgetary spending on Nintendo products, and that Nintendo support wasn't even tertiary among training or production for publishers and developers.

The aftermath of the Wii's sales explosion and market dominance left most third-party developers and publishers with their heads spinning. The desperation to get something, anything, on the Wii platform, lead to the flood of shovelware titles early on in the life of the Wii as publishers and developers scrambled to keep their brand-names fresh in the mind of Wii purchasers. Slight problem: a -bad- game will only turn people away.

When gamers did get proper games, such as Resident Evil 4, the publishers being those games decided to keep trying "different" stuff... case in point with Capcom is they kept doing bloody rail-gun games on the Wii with Umbrella:Chronicles rather than a proper Resident Evil Adventure game. Same thing with Dead Space. The big consoles got a proper adventure title. The Wii got a light-gun shooter. The lack of sales shouldn't have really been a big surprise to anybody. No matter how marketers tried dress it up, gamers weren't buying the Wii to play light-gun shooters.

When it came to getting big franchise titles such as
Call of Duty​
on the Wii, development was handed off to developers who simply didn't care about making a good games; or alternatively, simply were not capable of making good games.

Unfortunately the WiiU may face a similar problem. It will land on store shelves only a year or so before Sony and Microsoft are due to haul out their next consoles, the so called Xbox 720 and the Playstation 4.

If publishers and developers do the same thing they did back with the launch of the Wii, that is focus a significant amount of primary resources on Sony and Microsoft's next console entries, the WiiU will once again be regaled to the back corners of B-team portings from developers who simply don't give a damn.

The fuck is this shit? The guy uses a misnomer and you write a fucking novel in response cause you're so hot and bothered. You are one anal retentive .
 
They need innovative and intriguing IPs. Rehashed Mario games and Zelda games only go so far.

This. I haven't seen a blockbuster game released for the Wii in I-don't-know-when. The last Wii game I bought was the new version of Punch-Out!; that was released in 2009 (ouch).

It doesn't even have to have top-end graphics; just the best the Wii can offer, and good gameplay.
 
This. I haven't seen a blockbuster game released for the Wii in I-don't-know-when. The last Wii game I bought was the new version of Punch-Out!; that was released in 2009 (ouch).

It doesn't even have to have top-end graphics; just the best the Wii can offer, and good gameplay.

No more Heroes 2 came out in 2010, thats the last time I bought something.
 
Heres why my Wii is still connected to a TV and my 360 is not.

Xbox is the only product that additionally charges you to use Netflix. Wii & PS3 (and everyone else) lets you freely connect to Netflix.

Once PS3 got the onboard Netflix app I canceled Xbox Live and havent looked back.

I will add that I have launch units and all are still working.

I do enjoy consoles though. And my favorite is still the incredibly craptacular Virtualboy. It was so bad it was awsome.

318533_249873315052493_100000894782448_752534_6512056_n.jpg

:eek:
 
Nintendo announced about the next console too soon. Now people are just waiting it out.
 
Your taste in women is absolutely reprehensible. She's actually pretty cute. Wouldn't mind dating her...

haven't you gotten the memo? on the internet, there are no girls, and everyone on the internet bangs only the hottest and most famous women
 
I have decided after I got the Wii 2 years ago that I wont be getting another Nintendo console again. Nintendo has lost my interest because they kind of games Wii promotes. It's a different way to get new games to play but us hardcore gamers can't game on a Wii. Plus the Nintendo network is horrible.

I don't think Wii U is going to make it either because it's late in the game. PS3 and 360 are mature HD consoles with loads of top selling games. Game developers aren't going to willing to invest there games for Wii U because most people have either PS3 or 360. Some cases they have both. Nintendo is in a deep hole right now and to get out of it they need to do something major and be something what most gamers need.
 
This is kind of "meh, you're not getting the whole picture" I think on this one.

Nintendo, last year, did heavy on new games and promotion.... and they weren't making anything new. NOW, they are making and buying the newer Wii System coming out soon. It's going to be pretty new and groundbreaking from what I've seen and heard of it.

So you have last year (no expenses really on anything new, and sales from previous advertising)
And this year (spending MILLIONS of R&D, and new product while the sales drop because there's nothing new for the wii in 2011, almost)

Seems obvious, they are spending a BOATLOAD more this year, compared to last year.......

Next year, itll be OMG LOOK AT THE GROWTH COMPARED TO LAST YEAR! They are selling the new Wii like hot cakes and profit is huge with Nintendo! :rolleyes:
 
Holy crap at that pic, westrock. :eek: How much $ did you spend on them and do you still play most of them?
 
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