Nintendo "Kind Code" Patent Reveals Potentially Paradigm Shift in Design [Kind Code]
Kotaku —
... make the leap from narrative fun, to something more open-ended and free range, the first real sandbox video game. Imagine being able to play a game with all of the benefits of characters, story and goals, but without having to spend 10 to 20 hours of your life to enjoy doing so. Of course, that's the best case scenario. The worst, is that this turns gaming into an interactive cut-scene, removing all of pleasure of achievement from gaming and instead turning it into a glorified demo. Kind Code [US Patent Office, via ...
Nintendo "Kind Code" Patent Reveals Potential Paradigm Shift in Design [Kind Code]
Kotaku —
... make the leap from narrative fun, to something more open-ended and free range, the first real sandbox video game. Imagine being able to play a game with all of the benefits of characters, story and goals, but without having to spend 10 to 20 hours of your life to enjoy doing so. Of course, that's the best case scenario. The worst, is that this turns gaming into an interactive cut-scene, removing all of pleasure of achievement from gaming and instead turning it into a glorified demo. Kind Code [US Patent Office, via ...
Nintendo Patent Reveals Potential Paradigm Shift in Design [Kind Code]
Kotaku —
... make the leap from narrative fun, to something more open-ended and free range, the first real sandbox video game. Imagine being able to play a game with all of the benefits of characters, story and goals, but without having to spend 10 to 20 hours of your life to enjoy doing so. Of course, that's the best case scenario. The worst, is that this turns gaming into an interactive cut-scene, removing all of pleasure of achievement from gaming and instead turning it into a glorified demo. Kind Code [US Patent Office, via ...
New patent describes Miyamoto-developed hint system
Joystiq [Nintendo] —
Filed under: News
While the language used in patents is miles above our heads, we feel obligated to try to report on it, because it's apparently Miyamoto's design, and it's potentially quite cool. If we understand correctly, Miyamoto has invented a system that allows players of vastly different skill levels to play adventure games like Zelda, with the ability to skip or receive hints at difficult areas. ...
Nintendo Patent Balances Game Difficulty
Edge Online - Interactive Entertainment Today —
A new patent filed by Nintendo details a system that would give gamers the option of letting the computer take over for difficult sections of a game in real time. According to the filing (which lists Nintendo's Shigeru Miyamoto as the inventor), when gamers attempt to perform particular actions in the game, a hint message appears that gives access to what is essentially an in-game cutscene that would show how to progress past a certain area. But gamers who want to play the game in full don't have to take the hints. The impetus behind the system is to make gamers of all skill levels happy. It would prevent more casual players who find a game too time consuming or difficult from losing interest in a game, while also allowing more skilled gamers (or those simply with ...

