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Nintendo’s “Demo Play”

In the comments section of Choof’s post about New Super Mario Bros. Wii, I mentioned that I was among those who were skeptical about the game when it was first announced.

It wasn’t necessarily due to the game itself.  I love New Super Mario Bros. for the DS.  I really do.  Hell it’s the damn game that got me to buy a Nintendo DS.

What got me skeptical about this pseudo-sequel for the Wii was the mention of a “demo play” feature that would debut in NSMB Wii.  I wasn’t able to find any articles that showed the correlation of this new “demo play” feature with NSMB Wii when I made my original comments, but I can now.

Seek and you shall find,

Can Wii be of service?
Talk about being user-friendly. Nintendo’s Wii, already the most accessible system, confirmed an unannounced new feature will be built into future titles. Beginning with NewSuper Mario Bros. Wii this fall, players will be able to pause during a difficult level, let the game take over to complete the level, and press a button to resume playing.

Legendary game designer Shigeru Miyamoto says the feature is tentatively called “demo play.”

“In New Super Mario Bros. Wii, if a player is experiencing an area of difficulty, this will allow them to clear troubled areas and take over when they’re ready” Miyamoto says. “And yes, we’re looking into this for future games.”

I know and understand that Nintendo has taken the necessary actions this generation (with refer to console releases) to expand the video game market beyond the old bread-and-butter demographic of 16-24 year old males with games like Wii Sports and Wii Fit.  I know as a gamer that, getting more people playing games really is a good thing.  I know that it allows me to do such things as: play Boom Blox with Steph, or Wii Sports bowling with my Grandma.
I’m going to withhold final judgement regarding this “demo play” functionality till I see it in action.
But.
I don’t like the idea of including a “demo play” feature like this being introduced in New Super Mario Bros. Wii.  I realize that experimenting with this feature on a “Mario” game has the potential to yield the highest amount of  ”test subjects” that will have exposure to this new feature, enabling Nintendo to gauge how well it works and/or obtain a significant amount of critical feedback.  I believe that giving players the opportunity to essentially “skip” particularly difficult parts of a level strips the satisfaction that comes with the more difficult areas of Mario games.  In addition,  if Nintendo believes that the inherent “difficulty” of a game is enough to warrant the introduction of a feature such as this, they’re just being negligent to what the real problem is.
And that problem, my friends, is well executed level design.  In my opinion  (and I’m sure there will be some Juicers here that have something to say about this), if a game includes well executed level design to the point that the game introduces players to the game with “easier levels” then ramps up the difficulty on a reasonable level

Disclaimer: I do not make games, nor do I hold experience in any aspect of game design.  I do love gaming and reading a whole bunch about game design,  and am only voicing my opinion on the subject.

I know and understand that Nintendo has taken the necessary actions this generation (with refer to console releases) to expand the video game market beyond the old bread-and-butter demographic of 16-24 year old males with games like Wii Sports and Wii Fit.  I know as a gamer that, getting more people playing games really is a good thing.  I know that it allows me to do such things as: play Boom Blox with Steph, or Wii Sports bowling with my Grandma.

I’m going to withhold final judgement regarding this “demo play” functionality till I see it in action.

But.

I don’t like the idea of a “demo play” feature like this being introduced in New Super Mario Bros. Wii.  I realize that experimenting with this feature on a “Mario” game has the potential to yield the highest amount of  ”test subjects” that will have exposure to this new feature, enabling Nintendo to gauge how well it works and/or obtain a significant amount of critical feedback.

I believe that giving players the opportunity to essentially “skip” particularly difficult parts of a level strips the satisfaction that comes with the successful traversing of difficult areas in Mario games.  In addition,  if Nintendo believes that the inherent “difficulty” of a game (Mario in this case) is enough to warrant the introduction of a feature such as this, they’re just being negligent to what the real problem is.

And that problem, my friends, is the lack of well executed level design.  In my opinion  (and I’m sure there will be some Juicers here that have something to say about this), if a game includes well executed level design to the point that the game introduces players to the game with “easier levels” then ramps up the difficulty at a reasonable pace to levels of a “tougher” difficulty, then the players themselves “learn through doing”.  That still allows players to play a game, as opposed to just watching the AI handle the tougher parts of levels.

What kills me however, is that Mario games tend to be a sterling example of games that have the aforementioned “well executed level design”.  With that said, I really don’t see a good reason why this “demo play” feature is being introduced in a Mario game, other than showing those introduced to video gaming from Wii Fit and Wii Sports a way to play Mario and not get frustrated.  And those are noble intentions, I’m just afraid of what will become of video gaming as a whole if this whole “AI assisted” element takes hold.

Insane 2:30 AM Addition:

Ya know, I completely forgot about Valve’s Left 4 Dead, and the inclusion of AI takeover in that game.  Unlike the “demo play” feature to be included in New Super Mario Bros. Wii,  the  AI takeover in Left 4 Dead in my opinion is more of a courtesy, then a easy escape hatch to bypass tough levels.  I feel this way for one reason really:

  • The inclusion of AI take over is really there as a courtesy to those you’re playing with.

Take for example, this situation:

Colin and myself are playing L4D at my apartment and doing the coop single player levels with Beej and Choof at Choof’s place.  I decide to go hit Ye Olde Smigtown, but don’t want to leave my charatcter standing idle.  In Left 4 Dead, you almost always have to be moving forward, lest you delight in seeing your in game character become the main entrée for the living dead.  Plus, the game itself is really designed to have all four people working closely together, possibly more so than any other coop video game I’ve ever played.  So mainly out of courtesy to the rest of the dudes I’m playing L4D with, I enable the AI takeover to hold the fort down on my character while I enjoy caving in to horrible habit.

Mind you, the AI in L4D isn’t exactly the greatest, and by no means is a guarantee you won’t come back to find your character dead.  It’s really there just as a way to allow someone to take a break like I did in the example without ruining the flow of gameplay for all.  That’s different then turning on AI for the sole purpose of getting through a particularly hard part of a level.

But oh fuck, I just realized.  NSMB Wii also comes with coop four player emphasis.  So maybe it’s ok just for multiplayer under the auspice of someone that’s just trying to be considerate of their friends, but I do really believe that including that kind of feature in single player will enable some to use it as a “crutch”.

Ok, end crazy late night rant.

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5 Responses to “Nintendo’s “Demo Play””

  1. August 24th, 2009 at 12:30 am

    kyle says:

    Yo Rob, love the post… I have some thoughts regarding this but currently no time/ambition to type em out. Thought I would just throw a brotha some support.

  2. August 24th, 2009 at 10:57 am

    brad says:

    Awesome and insightful post Rob. I can see AI support really sucking the sense of accomplishment out of a game. It might be cool if they track “demo play” usage as an in-game statistic, and you could only be eligible for certain bonuses if, for example, you have no demo play time logged. Or if there were certain areas where demo play was prohibited. Interesting concept, though.

  3. August 24th, 2009 at 4:48 pm

    choof says:

    I don’t think it’s a cop out of bad level design at all. The “demo” AI allows users who wouldn’t normally be able to play a challenging game enjoy it without the frustration of constantly being shut down. This maintains a certain level of difficulty and advanced level design for the hardcore players who don’t want to belittle their accomplishments.

    Grandma probably doesn’t care too much about unlocking additional characters or posting her fastest level-completion time online. She’s either going to have a hard time learning from experience, or not care enough to spend a half-hour figuring out the timing to make that perfect jump.

    I agree that there needs to be a set of advantages / additional features for people who do not use the AI to complete the game.

    For example, if they implement some kind of unlocking / achievement system, they should require you to do it on your own. They can reward those who defeat the challenges without the use of the AI, but still allow those who cannot to enjoy the full game they paid for.

    Nintendo, and the Wii more specifically, is going to continue pushing the limits between hardcore gamers and casual gamers. I’d love to see the statistics on who uses the AI.

  4. August 24th, 2009 at 7:32 pm

    rob says:

    @Brad (thanks!) & Choof

    You know, I never thought about the idea of differentiating between those that utilize the AI assist feature with some sort of incentives. You both bring up a good point.

    @Choof

    I don’t think it’s “cop out” of bad level design, necessarily. I see it more of as a _possibly_ negative (in the long run) solution to the problem of difficult gameplay due to tough level design.

    I’d rather see a solution based entirely in the level design itself used. Something like, a secondary, much easier path around an obstacle opens up after a number of failed attempts at the primary, more difficult path.

    Another thing I thought of after seeing both the posts from you and Brad was the idea of implementing some sort of limiting factor to how many times one can use the “AI-assist” through one singular gameplay (start of game till end of game).

    I’m trying to think of a game where there’s an example of this, and the best I can think of is Professor Layton and the Curious Village for the Nintendo DS. They have this “hint” system where you find these “hint coins” hidden around the game world that you obtain through random “point and clicking/touching with the stylus”. You can then use those hint coins to obtain up to three hints per puzzle if you’re stuck on it.

    I think a system that only enables players to “utilize the AI-assist” by building up some sort of currency wouldn’t be a bad idea as well to balance it out.

  5. August 24th, 2009 at 7:51 pm

    choof says:

    Re: Cop Out
    I agree completely on your long term issue. I thought you were talking in the here and now.

    Re: Multiple Level Designs
    I thought about putting in the achievements / special items in these harder to reach areas for those who choose to go the extra mile. The AI would always choose the easier route, so if you just wanted to play the game you could.

    Re: Limiting Factor
    This is interesting. It would be kinda cool to see them using the coins for something useful. You could purchase AI time from the shop or something, or have it simply re-fill a container of AI seconds.

    Afterthoughts
    Nintendo is making a bold statement by doing this. Besides pushing the gaming industry in another direction, they open themselves to a few interesting social and political issues as well.

    What type of governmental policies are we going to have with Artificial Intelligence? What’s the margin of error percentage they will allow for cars to drive themselves? Would you trust a human or a computer first? What if you knew what their margin of error was?

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