n New Super Mario Bros. Wii's multiplayer mode, you can play as icons
Mario, Luigi or two versions of sideshow character Toad. So when famed
Nintendo designer and development leader Shigeru Miyamoto is asked prior
to the game's release why Princess Peach wasn't included as a playable
character instead, he pauses and says that it would've been nice, but
that the physique of Toad more closely resembles that of Mario. "And if
one of the four had a dress, we'd have to come up with a special
programming to handle how the skirt is handled in gameplay," he jokes.
- a man responsible for many of my
favorite games across two decades -- is just kidding about Peach's
dress, but it's the first part of his comment that strikes me as
interesting and even a little disturbing. He just told a room full of
reporters that the only reason gamers must play as multi-colored
versions of Toad instead of Peach or other beloved Mushroom Kingdom
characters is because Toad has the same body shape as Mario and it was
simply easier for Nintendo to recycle him.
With all due respect
to Miyamoto, a proven gaming genius and innovator, that's just lazy.
Either that, or Nintendo has gone off the deep end in its dogged pursuit
of the business bottom line. This is not a two-man garage developer
which works on games after its kids go to bed. It's a multi-billion
dollar corporation with thousands of employees, many of whom have helped
shape the very industry as we know it. A cash behemoth with unrivaled
game-making experience. That it might even ponder recycling a character
for one its most beloved and lucrative franchises so that it might save
time, money, or whatever, seems ludicrous. That it actually did so is
unbelievable.
Wii exists today because Nintendo is brilliant, but
also because the company saw rising development costs, time and
resources and didn't want any part of it. Smart business move. But for
players who do value cutting-edge graphics and audio -- there are
millions of us, by the way; we're not a niche, as six million copies
sold of Modern Warfare 2 in November show -- it's a slap in the face and
a clear case of the bottom line taking precedence.
Wii is a more
powerful GameCube. It won't play high-definition titles. Laughably, it
won't even output in Dolby Digital surround sound -- a feat PlayStation 2
accomplished nine years ago -- because the hardware includes only a
stereo component. Nintendo created a console that it could manufacture
cheaply and sell at a reduced price, which is an honorable pursuit. The
side effect to this, however, is that because Wii is incapable of
competing technically with its competitors, players have granted
Nintendo unofficial license to coast by with a wealth of games whose
presentations journey backward and not forward in time; a generational
reprieve from even trying.
We all praise Nintendo for returning
gameplay and not graphical pop to the forefront. Since their conception,
games have been designed to be fun first and everything else second.
Nintendo seems to realize that more than any other developer in the
world, which is why some of its presentational shortcomings are usually
overshadowed by welcomed over-compensations in control and design. But
make no mistake: Wii Sports is also the product of Nintendo's bottom
line and, yes, even laziness to some degree. The developer could have
achieved a similarly simple, accessible visual ****with considerably
more detail, but it chose not to. Wii Sports dons a crisp, clean look,
but is otherwise decidedly generic, static, and frankly, archaic.
Nintendo spent less time, energy and money on the graphics because it
had a winning hook to fall back on, which was of course the new motion
controls. Why, though, should innovation come at the expense of
presentation? Because it's easier and cheaper.
There's Wii Play.
It doesn't host a single experience that isn't playable for free and
probably better as an iPhone app. It's a collection of lazily
constructed mini-games, some of which aren't even enjoyable -- a simple
technical demo of the Wii remote. And Nintendo struck gold with the
title because it packaged it with a controller. It is the best-selling
"game" this generation. Don't even get me started on Wii Music, a game
that was so easy that it not only nearly played itself, but one whose
soundtrack utilized public domain songs (because they're free for
Nintendo to license) and MIDI-****music (because it's easier and cheaper
to produce than orchestrated songs). The bottom line might as well have
had a logo on the box.
It gets worse. Imagine an entire series of
games re-purposed with tacked on Wii controls. Requires minimal effort
on Nintendo's part and it's easy money. Cue the New Play Control! games.
Pikmin, Pikmin 2, Donkey Kong Jungle Beat, Mario Power Tennis,
and evenMetroid Prime 1 and 2 in worldwide territories. Some of these
games -- like DK Jungle Beat and Mario Power Tennis -- are actually
worse on Wii. In less than one year, Nintendo has shipped seven of these
games, three of which it ported internally. In the same period, the
company has developed only five new games for Wii: Animal Crossing, New
Super Mario Bros. Wii, Wii Music, Wii Fit Plus and Wii Sports Resort.
And
really, why should Nintendo try when its strategy not only pays off by
the millions but goes largely unquestioned by the fans, some of whom
vehemently defend the company's every move. I've heard all the excuses. The
primitive graphics of the Wii Sports series are intentional and
therefore it's all right. Sure, the characters are limbless, lack fluid
animation, geometry and texturing, but the game is supposed to look
simple. It's supposed to be accessible, not daunting. And hey,
everything's really crisp and it runs at a great framerate. Give
Nintendo a pass. And so what if New Super Mario Bros. Wii plays and
looks like the DS title before it? Who cares if the game's graphics
aren't dazzling? It's fun, isn't it? That's what matters.
It's ironic because it is precisely the hardcore Nintendo fan who is
most influenced by the company's changed practices. With the rare
exception -- a morsel of food for the starving -- we are not getting the
titles we want because Nintendo has hit upon a winning formula, which
is to make quicker, cost-efficient software, sit back and then reap the
rewards. The expanded audience doesn't read every word about the next
title in the Legend of Zelda franchise. It doesn't care if New Super
Mario Bros. isn't as beautiful as it could and should be. We do. And yet
many of us defend Nintendo even when its motives benefit the business,
not the players. We celebrate its monthly sales victories and then we
re-play Super Mario Galaxy, Twilight Princess, and Smash Bros. while we
sift through Nintendo's cash-ins on the way to its next big thing.
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