Imbarkus
As Sartre noted in his contemplation on Hell in No Exit, the true horror is other members.
No rumors or concrete info here, just an idea I had for a console, that I thought I'd float out to GAF to see what sticks. The only photoshop mockup work I did was against some WiiU pro controllers. I don't necessarily suggest/advocate this as a Nintendo console, though to be honest they are the ones the concept best fits.
THE SETUP
We are all familiar with the point in time in which polygons and 3D modeling and movement helped move console game experiences from two dimensional movement, gameplay, and strategy to three dimensional gameplay. There's no denying it was a transformative time, characterized by watershed releases like Super Mario 64 that redefined gameplay interaction in a 3D space.
I propose a console that tackles and grapples with movement, gameplay, and strategy along the dimension of time.
THE FOURTH DIMENSION?
Yes I know full well the 4th dimension is not time, but rather something I cannot even conceive of. I watched that video where this high school kid put me in my place by being way more brilliant and able to understand actual physics, and you can too: https://www.youtube.com/watch?v=eGguwYPC32I
So, yes, I know "The World's First 4D Console... It's About Time!" is pure marketing drivel. Brilliant, earth-shaking marketing drivel.
THE MOCKUPS
And for fans of offset sticks I made this one:
THE SKINNY
Essentially the console "records" all of your gameplay progress and activities in a game, and this information is kept on your console and available the next time you visit the game. This is not a video recording, but rather a recording of 3D positioning and movement data, game variables and world data, game choices.
We've seen a couple of seconds of this concept executed in various racing games, or other games with a "rewind" feature. Think "Braid, the Console." That time-rewind feature is the concept of this console taken to the Nth degree, using it to solve a number of pernicious gameplay challenges that have plagued both 2D and 3D games, and maybe unlock games that take new forms.
This is why the Play/Record button is a combined entity. When you move forward you are playing and "laying down gameplay." Scrub back through that gameplay if you didn't like how you did, and play it differently, and lay down a new history of your exploits!
PROBLEMS SOLVED
PROBLEMS REMAINING
THE CLOSE
It takes a little bit of thinking about this idea before you look into the ways it could change games. Development has become so expensive that houses are reluctant to put together content that is off the "critical path," yet at the same time all this development cost dumped into a roller-coaster thrill-ride game seems to impress less and less. So much discussion is about game length that you would think we are working a a one-dimension media! Let's spur some discussion of breadth, on depth.
My hypothesis here is that a console can come into this space with a dedicated, engineered function spurring a round of gameplay innovation from a top-down level in a way the PC can't. The N64 analog stick took an existing innovation and made it the centerpiece of a transformation in the way we interacted with our games, spurring innovation in the way we navigate 3D spaces.
I propose someone should do the same with the way we navigate our game TIME.
THE SETUP
We are all familiar with the point in time in which polygons and 3D modeling and movement helped move console game experiences from two dimensional movement, gameplay, and strategy to three dimensional gameplay. There's no denying it was a transformative time, characterized by watershed releases like Super Mario 64 that redefined gameplay interaction in a 3D space.
I propose a console that tackles and grapples with movement, gameplay, and strategy along the dimension of time.
THE FOURTH DIMENSION?
Yes I know full well the 4th dimension is not time, but rather something I cannot even conceive of. I watched that video where this high school kid put me in my place by being way more brilliant and able to understand actual physics, and you can too: https://www.youtube.com/watch?v=eGguwYPC32I
So, yes, I know "The World's First 4D Console... It's About Time!" is pure marketing drivel. Brilliant, earth-shaking marketing drivel.
THE MOCKUPS
And for fans of offset sticks I made this one:
THE SKINNY
Essentially the console "records" all of your gameplay progress and activities in a game, and this information is kept on your console and available the next time you visit the game. This is not a video recording, but rather a recording of 3D positioning and movement data, game variables and world data, game choices.
We've seen a couple of seconds of this concept executed in various racing games, or other games with a "rewind" feature. Think "Braid, the Console." That time-rewind feature is the concept of this console taken to the Nth degree, using it to solve a number of pernicious gameplay challenges that have plagued both 2D and 3D games, and maybe unlock games that take new forms.
This is why the Play/Record button is a combined entity. When you move forward you are playing and "laying down gameplay." Scrub back through that gameplay if you didn't like how you did, and play it differently, and lay down a new history of your exploits!
PROBLEMS SOLVED
- Why a Console? - What is at all unique about a game console now that they play the same games as PC's, patch and require online like PCs, use the same controllers as PCs, etc. Significant OS/engineering would be required to support this "4th dimensional" feature, something for which a dedicated console engineered for the purpose is best.
- Save Points - Eliminated, hit the stop button to stop the game. Come back, and pick up where you left off, or rewind from that point. Maybe a few seconds "lead-in" replay would get the player going. You could also add "Chapter Points" for people to use to be able to skip back to specific points in their playthough, if such a thing ends up needed.
- Checkpoints - ditto, in fact this development would actually, by necessity, change the whole concept of game difficulty (if in EVERY game you could rewind to just before you made a mistake).
- Cutscenes Plus - (added 3/13) full rewind, fast forward, pause support for all cutscenes, as well as in-game conversations, in-game scenes, all of it. How many like me always play with subtitles because we can't risk missing a crucial segment of dialog, unable to trust what can be paused and what can't... and knowing for sure next to nothing can be rewound?
- Branching Narrative - Easing the ability to "see" the whole game ensures branching narrative development is not wasted on players who "don't want to replay." Games could even safely shift to shorter experiences with more possibilities for where it could go, leaving whole sections of content unseen on a typical playthrough, knowing the game would be rewound and re-attempted.
- Streaming and Media - How about a rich video recording and editing suite with full camera control allowing you to build flythroughs or machinima of your playthrough? A simple microphone on the controller combined with a bundled or separate camera peripheral opens a lot of possibilities for recording and sharing... exactly what so many people are into now.
PROBLEMS REMAINING
- Engineering - I don't even
- Online Gaming - Um, well, this is why Nintendo is the first company that comes to mind with this. You could always disable those features online and still have the playthrough recorded for makin' videos of the exploits.
- VR - No reason why this concept wouldn't work with it, but given it's status as Big Buzz right now I should probably assume Nintendo is already work on "WiiR"
- Motion Control - Like above, this concept pretty much ignores all that and pretends that the unnamed Nintendo-like console maker is focused on controller-based console-gaming and what can be done in that area that can innovate and create excitement.
- No, Seriously. Engineering - I'm not sure of the challenges of "record all gameplay" but I imagine it would take a top-down engineered framework for tracking variables, items, whatever is recorded. I know PS3 Skyrim issues came from the amount of stuff recorded in the game saves and limits on memory. So put 128 GB of RAM into the thing or something I dunno I'm the idea guy. If it limits the amount of graphics whiz-bangs, then Nintendo's the shop to do it. Make it a handheld and you limit the graphics a bit, and yes, you could call it The 4DS.
THE CLOSE
It takes a little bit of thinking about this idea before you look into the ways it could change games. Development has become so expensive that houses are reluctant to put together content that is off the "critical path," yet at the same time all this development cost dumped into a roller-coaster thrill-ride game seems to impress less and less. So much discussion is about game length that you would think we are working a a one-dimension media! Let's spur some discussion of breadth, on depth.
My hypothesis here is that a console can come into this space with a dedicated, engineered function spurring a round of gameplay innovation from a top-down level in a way the PC can't. The N64 analog stick took an existing innovation and made it the centerpiece of a transformation in the way we interacted with our games, spurring innovation in the way we navigate 3D spaces.
I propose someone should do the same with the way we navigate our game TIME.