Archive for gamecube

Doing the RTS genre justice elsewhere: A profile on Nintendo

When you boil down the real-time strategy genre to its bare bones, what’s left is essentially a style of gaming in which players simply command a bunch of troops into battle. Most games include other nuances related to battling, such as resource-gathering and unit upgrades, but those are really tangential to the real core of the RTS genre. But it’s because of these extra features that such games tend to work only on the PC because there aren’t as many control restrictions as on other platforms. There have, however, been attempts to make a successful RTS game inhabit consoles, although most of them tend to make mistakes which cripple their potential. But there is one company which has a history of getting it right: Nintendo. There are two cases in point which prove this: the Pikmin series and Napoleon, a Japan-exclusive game for the GBA. They’re RTS games through and through, but not in the vein with which many are familiar.

The Pikmin games and Napoleon are both successful entries partially because they’re both well-executed interpretations of the genre, rather than complete adherents. Both games have conventions which are instantly familiar to the average RTS player, but they’re included in such a way that they’re not overwhelming aspects of each game. Pikmin, for example, has resourcing gathering. Each time the player has the colorful soldiers kill an enemy creature or knock down special flowers, they get pellets. Unlike in games such as StarCraft and Command&Conquer, however, the pellets only go towards one thing: expanding the pikmin army. There’s no need to worry about diverting some of it to buildings, some of it to repairs, and the remainder to miscellaneous things. In Pikmin, you gather the pellets as a means to create a greater army and nothing else. There’s a bit of depth with the numbers on the pellets, as well as their colors, but their inherent purpose remains the same. It’s just one such thing which eliminates a lot of the confusion that can be found in PC RTS and allows players to simply focus on other goals.

If we examine Napoleon under a similar premise, we find that the genre has been simplified even further for the purpose of overall usability. Napoleon is straightforward in that its goals are always clearly laid out based on how it presents each map and in the fact that each unit can only be used either to fight or to capture. Some have other minor abilities, like being able to be a guide for a few other units, but other than that, the game always makes it clear what needs to be done. This is vastly different from Pikmin, which is much more of a free-form RTS whose goals depend on exploration and how the player reacts to the environment. (ie: “Do I send these blue Pikmin in the water, even though its inhabited by several tough enemies, all for one unnecessary part?”) Pikmin also enables players to prioritize tasks based on what day they’ve reached in the game, whereas Napoleon is very linear by comparison in terms of progression. Players simply take care of what needs to be taken care of and move on to the next map. Napoleon then takes this linearity further by streamlining and automating the resource-gathering aspect of the game; money simply flows in at a steady rate depending on how many cities have been captured. There’s no mad dash to simultaneously micromanage the resource-gatherers and the attackers in the game, for much of it is already regulated by the game itself. Similar simplification can be found in other features of the game in an effort to allow it to be as accessible to as many people as possible.

It’s been established that Napoleon and the Pikmin games are successful on the grounds of how they translate certain traits of the RTS genre. But what is perhaps even more important is the fact that they control intuitively in a genre which is virtually infamous for convolution. In Pikmin, the most important controls can be split into three easily understandable parts: 1. The control stick is used for moving Olimar and the cursor in front of him. 2. The C-stick is for moving the pikmin around Olimar and the world. 3. The A-button is for almost all interactions with the pikmin, including things such as throwing them and plucking them out of the ground. 4. The B-button is for summoning them back to you. There are other auxilary functions assigned to other parts of the GameCube controller, but it’s important to note that the game is very playable with just those four parts to the extent where the game could be beaten only using them. Knowing that every action in the game can be summarized into a few very concise things again allows players to place attention on other things, instead of obsessing over something such as keyboard combinations.

Napoleon again does this on the GBA. In fact, the game is played almost entirely with the D-pad and the A-button. Whereas Pikmin uses a few more buttons on the GameCube’s controller in order to accommodate more functions, nearly everything in the game is accomplished solely by using the D-pad and the A-button. This simplicity is made possible in the fact that the game determines what the player wants to do depending on the context of the situation. Everything from moving units to creating them to attacking others is done in this manner. The player simply has to determine what it is they want to do and the game is able to keep up. There’s nothing really unintuitive about that, per se.

One other thing which should be addressed is the fact that Nintendo’s RTS games are also successful because they manage to break from the mold in general. Whereas most entries in the genre are either science-fiction or medieval/historically-inclined, Pikmin places players in the shoes of a stranded space ship operator in search of parts and Napoleon is played from the viewpoint of the legendary Frenchman himself. Cliches are not what define either one at all. Few games have players dealing with highly abstract creatures or, in Napoleon’s case, beast summonings via pentagram. That in turn makes them memorable and just as creative and pioneering as their more famous PC counterparts.

Nintendo isn’t the only company to attempt to make a well-done RTS game on something other than a computer, but it’s one of the few that’s consistently gotten it right. From how certain gameplay mechanics are treated to how the game controls as well as how they’re conceived, games such as Pikmin and Napoleon has shown how to do RTS games properly without making them look like a mere shadow compared to giants such as WarCraft. If nothing else they’re endeavors which prove the seemingly impossible: An RTS can be done on consoles and portables and still hold up. That in itself is a feat which few in the industry have yet to replicate.

An opening day promotion. Get it now while it’s still hot!

Video game development has always fascinated me to no end. It’s always an exciting endeavor for me to go look at a game which I know very well and start looking at old materials related to the game which were posted before its release. I nitpick everything from screenshots to gameplay videos in an almost archaeological fashion. Most games tend to at least undergo some sort of evolution over their course of development. The more interesting ones, however, go through whole revisions. (Resident Evil 4 is especially famous for having done that.) It’s the notion of what a game could have been, rather than what it became, is really the intrigue which drives me to this very day to keep on investigating.

Hence, it probably shouldn’t be considered much of a surprise that I’ve acquired some interesting relics over the years. One of the ones of which I’m proud the most is a set of old GameCube software development kits I acquired for less than $100. While some of them are just different versions of the basic software, others cover things such as music manipulation and working with external development hardware (ie: special cartridges made for the system). After attempting to take some of the discs for a joy ride, I decided to go dumpster diving and see what interesting little tidbits I could discover lying around.

Luckily enough, a few piqued my interest. My favorites are a couple of theoretically playable tech demos included in order to acclimate developers to the then-new hardware. One was made by Nintendo in which you could travel to different rooms to see different parts of the hardware being put to work. It mainly focused on visuals, as there are rooms devoted completely to things such as anti-aliasing, texture reflections, and sheer polygon counts. None of it may look like Resident Evil 4 or Twilight Princess, but it’s still neat to see what Nintendo was experimenting with at the time before the GameCube’s launch. (Did I mention some of the software is from the Dolphin days? No?)

The other tech demo was a physic-oriented one which I believe was made by the studio behind The Simpsons: Hit and Run, of all things. Based on a video that I saw on it, I believe objects could be thrown at a basic character who would react to the impacts accordingly.  It was physics based on collision, so no ragdoll or other such nonsense in that demo.

The best part about both of those, however, was the fact that documentation came with both of them. Nintendo’s came in the form of some HTML pages which functioned as a “tour” and the other one as a PDF. While they’re definitely written in developer-speak, there’s still enough which is comprehensible to the average intelligent gamer. That’s where this “promotion” comes into play. Because I’m in a generous mood, I thought I should let some people take a gander at part of what I found, specifically the Nintendo demo’s documentation. Let me know what you think of the comments section and, maybe in the future, I’ll do more things like this.

As such, feel free to nab it here. Nothing super sketchy is included, of course. Just extract the files, open up the index HTML file, and have fun. (Oh, and the good stuff is in the the “Technical Information” section of the main page.)