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<blockquote data-quote="Deleted User" data-source="post: 8058889"><p>A lot of games are defined by the hardware they're produced on, with variables such as control schemes and portability being huge in defining the character of any given game. Some games transfer better to other control schemes than others; for example, I've noticed that a lot of DS games work really well on smartphones, due to their touchscreen-heavy control interface. Many games are less graceful in the transition, such as playing some DS games on a PC, or playing many twitch-action-based console games on a smartphone with no controller on-hand.</p><p></p><p>However, a lot of what makes a good control scheme varies from person to person. This issue becomes more prominent over time, due mostly to emulation and the expanded number of control schemes available for games made on any given system. You may find yourself playing a game using a control scheme or controller the original developers could have never even dreamed of, such as playing <em>Super Mario Galaxy</em> on an Xbox 360 controller, or playing <em>Street Fighter II</em> on a touch screen. The nature of the controller has become a far more personal matter than it ever has been. </p><p></p><p>For example, I remember one user on Reddit remarking how they were able to play <em>Power Stone</em> perfectly fine using touch controls. However, after giving it a go myself, I noticed that the controls where nowhere near as tight as I would have liked, and I decided that a controller would be the better option for me. Many would agree that playing a fighting game with a controller (or, in most cases, a joystick or keyboard) is the superior option to playing on a touch screen, but that doesn't mean playing on a touchscreen is impossible. It's a case-by-case basis. Some control schemes may work really well for a few individuals, even if it won't work out for even the majority. To reflect this attitude, control schemes should be more flexible, even if there are some out there who couldn't imagine ever playing a game with a given control scheme.</p><p></p><p>Now, take this notion of control schemes outpacing the original hardware; the same general concept applies to <em>Super Mario Party</em>. The series had its start on the N64, and was really defined by the limitations and strengths of the system. There was no online support for the N64, but there were 4 controller ports, which lent itself to a local multiplayer, party oriented game. Fast forward a good 20 years, and the limitations of games and the systems that they're played on have drastically changed. In a an age where everything including your toaster can connect to the internet, online play with <em>Mario Party</em> games has not only become possible, but outright expected. Online play is to <em>Mario Party </em>what control schemes have become to many emulated video games; it may just not work for some people. Heck, it may not work for most people, considering the entire series was designed with local multiplayer in-mind. However, there will be people out there who would appreciate the option to play the game with strangers, and so it feels strange for the devs to deny them that option. I guess it's like seeing past the bridge of your own nose, from a development perspective.</p><p></p><p>In this day and age, developers need to be more accommodating of different ways and styles of playing a game, even if some methods are likely to go unused. The fact that Nintendo is going against this grain doesn't really surprise me, especially considering their failure to keep up with many current trends in the gaming industry.</p><p></p><p><span style="color: #ff4d4d"><strong>tl;dr just because you can't see the appeal in playing a game a certain way doesn't justify denying everyone the option to play it that way.</strong></span></p></blockquote><p></p>
[QUOTE="Deleted User, post: 8058889"] A lot of games are defined by the hardware they're produced on, with variables such as control schemes and portability being huge in defining the character of any given game. Some games transfer better to other control schemes than others; for example, I've noticed that a lot of DS games work really well on smartphones, due to their touchscreen-heavy control interface. Many games are less graceful in the transition, such as playing some DS games on a PC, or playing many twitch-action-based console games on a smartphone with no controller on-hand. However, a lot of what makes a good control scheme varies from person to person. This issue becomes more prominent over time, due mostly to emulation and the expanded number of control schemes available for games made on any given system. You may find yourself playing a game using a control scheme or controller the original developers could have never even dreamed of, such as playing [I]Super Mario Galaxy[/I] on an Xbox 360 controller, or playing [I]Street Fighter II[/I] on a touch screen. The nature of the controller has become a far more personal matter than it ever has been. For example, I remember one user on Reddit remarking how they were able to play [I]Power Stone[/I] perfectly fine using touch controls. However, after giving it a go myself, I noticed that the controls where nowhere near as tight as I would have liked, and I decided that a controller would be the better option for me. Many would agree that playing a fighting game with a controller (or, in most cases, a joystick or keyboard) is the superior option to playing on a touch screen, but that doesn't mean playing on a touchscreen is impossible. It's a case-by-case basis. Some control schemes may work really well for a few individuals, even if it won't work out for even the majority. To reflect this attitude, control schemes should be more flexible, even if there are some out there who couldn't imagine ever playing a game with a given control scheme. Now, take this notion of control schemes outpacing the original hardware; the same general concept applies to [I]Super Mario Party[/I]. The series had its start on the N64, and was really defined by the limitations and strengths of the system. There was no online support for the N64, but there were 4 controller ports, which lent itself to a local multiplayer, party oriented game. Fast forward a good 20 years, and the limitations of games and the systems that they're played on have drastically changed. In a an age where everything including your toaster can connect to the internet, online play with [I]Mario Party[/I] games has not only become possible, but outright expected. Online play is to [I]Mario Party [/I]what control schemes have become to many emulated video games; it may just not work for some people. Heck, it may not work for most people, considering the entire series was designed with local multiplayer in-mind. However, there will be people out there who would appreciate the option to play the game with strangers, and so it feels strange for the devs to deny them that option. I guess it's like seeing past the bridge of your own nose, from a development perspective. In this day and age, developers need to be more accommodating of different ways and styles of playing a game, even if some methods are likely to go unused. The fact that Nintendo is going against this grain doesn't really surprise me, especially considering their failure to keep up with many current trends in the gaming industry. [COLOR=#ff4d4d][B]tl;dr just because you can't see the appeal in playing a game a certain way doesn't justify denying everyone the option to play it that way.[/B][/COLOR] [/QUOTE]
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