Online Infrastructure Scott's Thoughts

Forget my two front teeth. All I want for Christmas is a solid online infrastructure for Nintendo Switch!

Add Friends

Can friend codes please go die in a deep, dark, flaming, sulfury smelling hole? Thanks.
There’s no reason that friend codes should still exist. They’re long, impersonal, impractical, and not used in any other modern technological setting.

See Friends

Nintendo has historically been all about the “couch multiplayer” experience, but it’s time those sensibilities were extended to online play. Their preferences don’t excuse them for providing trash solutions over the Internet. When my friend comes online to play a game, I get a little pop-up in the top left corner of my screen… but that’s it! I can’t tap on it, can’t spectate their session, can’t send them a message… nothing. Nintendo could also bring competitive leaderboard features to the forefront by notifying me when my scores are broken by a friend, even before I pop the cartridge in!

Join Friends

It should be easy to play online with my friends, no matter which mode. It should also be painless to make sure we’re on the same Splatoon team, rather than randomly being pitted against each other. Nintendo has always brought friends together, so let’s write the extra lines of code necessary to facilitate that when we aren’t in the same room.

Talk to Friends

Tools. That’s all we need! We just require the tools to speak to our friends, the tools to monitor or restrict that usage for our children, and the ability to use our own equipment. You won’t catch me dead with that horrid squid dongle with a web of cables running every which way… keep it simple.
It shouldn’t matter if we’re playing the same game, either. System-wide party chat has been solved for a couple console generations, so the Big N needs to jump on the bandwagon.

I’m not being too demanding because Nintendo’s competitors have all of this covered already. This is nothing new.
Nintendo starts charging for online play in 2018, and the ramp-up hasn’t looked very promising with how they’ve handled their mobile app and voice chat so far. For crying out loud, Discord has even gone on record saying that Nintendo could contract them to handle this whole infrastructure! There are no more excuses. They have to get this right if they think fans will subscribe to their service.

Does This Game Bring me Joy? Scott's Thoughts

After multiple articles on downsizing your dusty gaming collection, you’ve probably gotten rid of a bunch of junk, right?

No?

Today’s thought is a simple one, and it can bring you a surprising amount of clarity.

When trying to decide what to keep, throw away, sell, or even what to play next… ask yourself one question:

Does this game bring me joy?

If yes, keep. If no, bye bye.
(Psst… this principal works on movies, clothes, books, pretty much everything. Except living human beings.) Here’s to decluttering!

Which Games are “Perfect for the Switch”? Scott's Thoughts

“That game is perfect for Switch!”

I’ve heard that phrase every day since the system launched. But what does it mean?

What makes a game perfect for Switch? I started getting a little confused when I heard it simultaneously applied to games like Legend of Zelda: Breath of the Wild and Picross. Two completely different, polar opposite experiences.

  • Is the Switch perfect for long, single-player adventures because you can chip away at them whenever you have time, on the go?
  • Is the Switch perfect for bite-sized games that you can boot up and score a quick-win in a couple minutes?
  • Is Nintendo’s new console a match made in heaven for single player games that you can hold up close and personal?
  • Or is it perfect for multiplayer, competitive games in a LAN setting?

The answer, of course, is yes. Yes to all of the above. Nintendo seems to have caught lightning in a bottle and created a piece of kit that’s begging to have every new release, multiplatform game, indie title, and definitive edition developed for or ported to it.

There has never been a home console or portable that draws games toward it with such a magnetic force, attracting a diverse collection of titles at that.

A new phenomenon has started to happen where multiplatform announcements are discussed as “coming to Switch and other platforms.”

For Real Though—The Joy-Con IR Sensor?! Scott's Thoughts

$50. That’s how much it costs to buy half a controller in the Nintendo Switch era.

Don’t get me wrong! I like the Joy-Con. They’re packed with a lot of technology with plenty of inputs, HD rumble, NFC read/write, and weirdest of all: an IR camera.

This useless feature was announced in January, and was shown off with the ability to detect rock-paper-scissors motions.
I don’t know about you, but I can play rock-paper-scissors in real life, and I’m not particularly eager to face off against a computer opponent.

Oh, and I can’t forget the 1-2-Switch implementation in Eating Contest, which totally works and no one is ever frustrated with.

Sigh.

As usual, Nintendo went overboard and had one too many ideas with their new hardware. The Wii Classic Controller clip comes to mind.

Infrared has been used successfully on Wii, for pointer controls, and on 3DS for amiibo accessory connectivity. This is not one of those times.

Prove me wrong, Nintendo! Your move.

How Many is too Many? WARNING! Super Mario Odyssey Endgame SPOILERS

Most platformer games usually have one common goal in place: collecting. Whether it be jinjos, jiggies, stars, or moons, these games are usually referred to as “collectathons”. In order to bulk up the experience, or add more to the game, is it safe to simply add more things to collect? How do developers keep the experience fresh? If you missed the spoiler warning for Super Mario Odyssey in the title and don’t want anything to be spoiled, now is the time to stop reading.

There are 999 moons to collect in Super Mario Odyssey (not counting all the additional moons that you can buy, but those don’t count toward the maxed out 999 moons that can power your Odyssey). It’s true that every moon is a little different, but when you boil it down, there are some recurring ways to get most of the moons, with little uniqueness. Some moons are collected by ground-pounding a certain area, dressing up in a specific costume, walking in a perfect circle, stacking Goombas, finding paintings, racing, etc. Despite this repetition, and the vast number of moons spread across the world, I never got sick of the experience. In my 45 hours spent, I collected everything I could, and the experience never felt stale or like I was crawling my way through.

For me, this game ended at the perfect time. Anything more, and the experience likely would have started to decline. Nintendo found the sweet spot, and I think that is largely in part due to the differences in the levels. No two areas were similar in any way, and I appreciate that Nintendo didn’t play it safe with their usual grass, desert, snow/ice, mountain, and lava worlds. Starting out in the Cap Kingdom is so different than anywhere that Mario started his adventure in the past, and the sense of adventure really sparked as soon as I entered the Cascade Kingdom for the first time. The Dia de los Muertos tie-in to the Sand Kingdom was also a nice touch. The Metro Kingdom is something that I was skeptical about, as it gave me vibes of Sonic ’06, but it was done so well. Sometimes I still just go back and run around that giant playground. Even Bowser’s Kingdom looks like it never has, with a Japanese Dojo style theme. Simply wanting to experience every meticulously crafted level is what kept me going to the pursuit of 999 moons. The reason this didn’t feel like a collectathon to me is that I wasn’t motivated by the desire to collect more moons, but rather exploring and being immersed in the environment.

A game shouldn’t be driven by collecting, but exploring.

I realized that these games don’t get their longevity from the number of things to collect, but from the quality of their worlds. In Odyssey, Nintendo found the perfect balance. After I inserted that 999th moon into the Odyssey and saw the cap resting on Peach’s castle, I felt a great sense of accomplishment, and at that time, I was ready to be done. Not done exploring and playing around in the worlds, but done collecting moons. To answer my initial question: is 999 moons too many? In this game, no. In any other game, it probably would be. It all depends on the quality and creativity of the world. Not to mention that throughout my entire 45 hour completion play through, I had a pretty dumb smile on my face (except during a few moons – looking at you, Dark Side).

Nice photobomb, Captain Toad.

I just want to conclude with a more personal note: thank you as always for your time to read these blogs. I know your time is valuable, and when I write these blogs I try to approach with a fresh or new perspective, as there is already so much circulating the internet about games. So thank you, and I wish you safe and happy Holidays. Hopefully it’s not only spent with Mario on his incredible odyssey, but with family.

Where the Metroid Series Needs to Go Scott's Thoughts

Samus has been all over the galaxy, answering distress calls everywhere from overrun space stations to giant baby bottles.

Her contemporaries (Mario and Link) have had huge shake-ups in their respective series, much needed to avoid fatigue and bring something fresh. Where does Samus need to go from here?

Earth.

Samus needs to land on planet Earth and defend it from invading aliens.

That’s how this series can mature and raise the stakes all in one fell swoop. It’s great that she’s a solitary and silent hero, and I know the Metroid series is lauded for its isolation and atmosphere. But…

We can’t just keep fighting Ridley and Space Pirates over and over, acting surprised when the Metroid race is not extinct (again).

The entire game doesn’t have to be set on Earth, either. She can speed off in her gunship to stop a planetary attack from being launched—that kind of thing!

I don’t expect a monumental shift like this to occur in Metroid Prime 4, because that wouldn’t be a logical way to proceed after the trilogy. However, the Metroid franchise will need to take a big step sooner or later.

Although this series of games was born at the same time that most of Nintendo’s IP were created in the NES era, Metroid titles always sell surprisingly low compared to their peers. The Big N needs to shake things up and attract mainstream attention to this series, or it will probably always exist in a state of sales flux with long periods between sequels.

Metroid could also benefit from dropping the “Metroid” name. It’s weird to have a franchise named after a common enemy (like Goomba Odyssey or Bokoblin of the Wild) and only serves to box in the developers’ creativity.

But now I’m just talkin’ crazy.

Which Nintendo Character Am I? Scott's Thoughts

Today, I endeavor to discover which Nintendo character I identify with. I hope to find the perfect match, one that resonates and rings true. Without further ado…

Mario

I don’t think so. Mario is more like a father figure than an equal. He’s very sporty and multi-talented, which is in contrast to my narrow set of specialized skills. He wears loud clothing (especially in Super Mario Odyssey) and is a brave hero that throws himself into danger without a plan. All around: no. Not at all.

Link

Hyrule’s silent protagonist is a more likely match. He doesn’t waste any breath, which I appreciate, and he is guided by a strong sense of loyalty. Link always tries to do the right thing, and once he has found a noble cause, he applies himself and sees it through. These are all personality traits that I admire and (at least attempt to) share. However, Link is also quite the outdoorsy fellow, and can often be found traversing planes on horseback or scaling imposing mountains. He’s probably too adventurous to be considered my analog.

Donkey Kong

This big brown brute is way too strong to resemble me. He’s bigger, faster, and stronger, too, after all. I am none of those things.
DK is also easily pleased. All he needs is a pile of bananas to be content. First of all, I hate bananas because they make my mouth itchy. Second, I’m not in touch with the “simple pleasures” of life. I require technology, innovation, and the cutting edge. I wouldn’t no what to do with a stack of fruit in the jungle. Donkey kong can keep his lifestyle and I’ll keep mine, thank you very much!

Samus

Another strong contender, because like Link, Samus doesn’t say a whole lot. This is pleasing to my introverted tendencies. We’re both completely happy with alone time; in fact, this bounty hunter pretty much blasts anything alive until it stops moving. She doesn’t spend a lot of time outdoors, and she’s on top of the latest tech. I think we’d get along well.
There’s a pretty big difference that separates us, though. Samus is compassionate, and when push comes to shove, she lets even the most vicious creatures live when it means that their race will be spared. I don’t share that same level of empathy, unfortunately. But she’s currently leading the pack!

Captain Falcon

Captain Falcon enjoys everything I don’t; cars, speeding, rivalries, working out, yelling loudly, taunting people, wearing skin-tight unitards, and I could go on. Suffice it to say: FALCON NO!

Kirby

While I do enjoy eating a lot of food, the similarities end there. I am not round, cute, smiley, or cuddly, and I don’t look like a girl.

Tom Nook

Okay, this is a possibility. I do have an affinity for money, and I enjoy some aspects of business and entrepreneurship. But I hope I don’t match this raccoon’s level of greed, because he’s gone so far as to break child labor laws and employ underage animals at his store. He’s also after your real life $ bills now in Animal Crossing: Pocket Camp. Please tell me that I am not like Tom Nook.

Captain Olimar

He traverses alien planets and commands little living plants around all day (until the annoying timer runs out). I don’t think I’ve ever done anything like this.

Fox McCloud

I’m running out of options here, but Fox is promising. He also likes technology, leads a team, accepts missions and gets them done, etc. He’s got this huge amount of self-confidence and determination though, that I’m not sure I measure up to. Fox also spent a long leg of his life outside the cockpit, galavanting around Dinosaur Planet and acting like a low-rent hero of Hyrule.

However, there was one man (bird) that refused to leave the cockpit…
This guy knows what up. He prefers the air, and that’s where he stays (when he’s not shooting people up in Assault or smacking them silly in Smash Bros.). He has a narrow but deep skillset and can always be relied upon for bombs. He has a quick wit and isn’t afraid to crack a joke even in the face of danger. He appears cold on the outside, but deep down he cares for his friends and is always bummed when they get shot out of the sky. Falco is a loyal, skilled, sarcastic and cool wingman. I am Falco Lombardi!

Switch 2.0 Inbound Scott's Thoughts

I’ve seen the pattern.
Nintendo releases a new console, which is disruptive and revolutionary in the gaming industry (innovate).

Next, they follow it up with a system that refines and advances their previous console (iterate).
Then the cycle repeats.

  • NES: brought arcade-level gaming to the home | SNES: improved graphics, added buttons
  • N64: introduced 3D gaming, rumble, 4-player | Gamecube: improved graphics, added a c-stick
  • Wii: debuted motion control, wireless gaming | Wii U: improved graphics, had some good games

Switch followed in the footsteps of NES, N64, and Wii, changing the way we think about and interact with games.

It’s also experiencing an outstanding amount of success, with a warm reception from core gaming enthusiasts.

There’s no doubt in my mind that Nintendo will continue the trend and stay on the trail that Switch is blazing. Their next console will be a Switch 2.0.

It will be more powerful, will have a few of those features that we wanted but did not get, and will be an easy upgrade. VR is a no-brainer, but time will tell if that’s the main focus.

Mark my words!

The Devolution of Paper Mario Scott's Thoughts

I remember being drawn to the first Paper Mario like a magnet.

It was in a video rental store, and I saw the N64 cartridge sitting on the bottom shelf. I didn’t know why Mario was paper, or why it was turn-based, but I immediately brought it home.

Of course, an RPG like Paper Mario can’t really be explored and beaten during a rental period, so I ended up buying it. I had to! The story, the characters, and the gameplay were so compelling that I had to see the adventure through to the end.

The Thousand Year Door was a beautiful follow-up on GameCube, which I first laid eyes upon at a WalMart. It was one of those demo kiosks where you had to stare up at the ceiling and snap your head backward to see. It continued the wonderful characterizations, thickened the plot, and introduced exciting new transformations for Mario that shook up the gameplay.

Super Paper Mario was memorable. Although stripping out the beloved traditional RPG elements, the game introduced a compelling tale of love and tragedy, alongside an interesting 2D-to-3D mechanic.

And then it all went downhill.

Unique, lovable, captivating characters were replaced with gimmicks of stickers and paint.

This image sums it up well.

The modern entries have their own merit, and bring some amount of charm. But along the way, the franchise lost focus. Paper Mario became more about churning out a quick win for sales and marketing than it was about world-building.

It might have been when the father of Mario gave the Sticker Star team these directions:
There were two main things that Miyamoto-san said from the start of the project—”It’s fine without a story, so do we really need one?” and “As much as possible, complete it with only characters from the Super Mario world.”Iwata Asks

Miyamoto was wrong.

Nintendo’s Job ≠ Parents’ Job Scott's Thoughts

I grew up with three parents: Mom, Dad, and Nintendo.

My mother and father were great—kept me out of trouble, let me earn trust, and gave me some slack on the leash.

Nintendo, on the other hand, has always been the stereotypical helicopter parent.

And still is.

When I moved out of my Mom and Dad’s house, I took my Nintendo games with me. Along with them, I brought some overbearing restrictions along for the ride.

I got my own place to live, my own car to ride, and my own job to cover my bills. That’s what we call “adulting.” Unfortunately, I still feel like a kid when I try to play online and use the limited internet services built into Nintendo systems.

This company from Japan thinks it’s their job to raise me. It’s not, and it never was.

If Nintendo wants to provide a parental control app—great. The one for Switch has some neat features. That needs to be the end of their responsibilities, so parents can do the rest.

It would sure be nice to talk to my friends… or even my competitors if I want to!

Innovation vs. Iteration Scott's Thoughts

Innovation: to revolutionize, change, transform, or evolve.

Iteration: to repeat, improve, patch, or expand.

Historically, Nintendo is a very iterative company. Most of their characters and concepts came from the mid-80s, when the company created its first batch of games for NES.

For many subsequent generations, they’ve followed the formulae, making a Mario game. A Zelda game. A Metroid game. Sequels got marginally better, improving upon past issues.

They’ve been honing their craft. Perfecting.

The only problem with this tradition is that it’s not very exciting. People start saying things like “if you’ve played one, you’ve played them all,” and “they keep recycling the same story over and over again.”

Nintendo Wii was the company’s first major hardware innovation in a long time—and they knew it, naming it codename “Revolution.” We were starting to see a brand that was ready to transform the gaming industry. Funny enough, the console’s success caused the console-maker to follow up with a safe “half-step” successor, but the masses weren’t listening anymore.

The good news is: innovative Nintendo is back, and that culture is seeping into their most beloved franchises. Breath of the Wild and Odyssey took a big leap in evolving the gameplay front. Next, we’ll see bigger shifts in story and presentation.

Buckle up! Your responsibility is being open to the change.

Nintendo Fans are Running the Company Scott's Thoughts

For a few years now, Nintendo execs have been talking about passing the torch. Younger developers are starting to take the reigns on new intellectual property like Splatoon and ARMS, as well as helping more seasoned devs shake up existing franchises that have stagnated.

These youthful employees are of a new generation, cut from a different cloth than Nintendo management has typically been made up of.

They’re Nintendo fans.

Kids who grew up a couple decades ago have been playing the company’s games their whole life, learned how to design and code, then landed a job at the Big N itself.

There’s a lot of respect for Nintendo’s stable of franchises, yet, the new employees aren’t as emotionally attached. That distinction allows for more change, experimentation, and advancement than we have previously seen.

When Nintendo fans run the company, you start seeing decisions that make more sense (to us fellow Nintendo fans). Things that we would actually come up with! Like naming a two-dimensional 3DS the 2DS. Like bringing back Star Fox 2 on a Classic Edition. Like reproducing the excellent GameCube controller for Super Smash Bros. 4.

We’re in good hands!

Will Nintendo Ever Make a Pro Console? Scott’s Thoughts

Nintendo fans know the drill by now; their products are innovative and fun, but always underpowered.

Competitors are releasing impressive systems that end in “Pro” and “X,” which process teraflops like nobody’s business…

Will the Big N ever enter the computing arms race?

It would certainly make it easier for third-parties to bring their multiplatform software over. Of course, the trade-off is always price, and it seems that Nintendo is unwilling to be the most expensive option on the market.

Historically, that kind of price tag didn’t serve the PS3 well, or the Xbox One in the following generation.

Nintendo has picked their battles wisely, because they know their audience and how to reach them.

2DS and 3DS are the current entry-level offerings, while Switch is their only product on the high-end. What if another tier existed at the top (a third-pillar, so to speak) that appealed to the more spec-savvy crowd?

I’d like to have the option. Nintendo will likely sit back this generation and watch how Microsoft and Sony’s top-of-the-line hardware performs before considering an equivalent.

tldr; no—probably not.

Game Giving Gift Guide

Christmas is nearly upon us! I’m not sure where you live, but the Two Button Crew homebase is covered in snow and ice. It’s a good thing we have the Holidays to look forward to: quality time spent with family and friends, along with the exchanging of gifts.

Before you dash out the door to go Christmas shopping for your friend, make sure you’ve got the right game-plan in place!

Do!

1. Get something you can enjoy together.
You can give something more valuable than your money or another possession this Christmas; an experience. Your time is worth more than anything you could put in wrapping paper. Try to find a game that can instantly be started up and played together – especially cooperatively! This is how memories are made that can last a lifetime.

2. Go in as a group.
There is power in numbers. Sometimes, the best way to get your bestie something special is to gather a bunch of friends and pool your money. Instead of 4 separate games, maybe you give 1 console and make it a Christmas to remember! Or with your combined resources, maybe you can plan a PAX or Comic-Con trip for your lucky friend and cover everything. Together, you can expand your creativity and buy something more substantial.

3. Consider an accessory.
Your friend might be the kind of person who buys all the games they want. It can be difficult to shop for that person. But don’t forget about accessories! These “nice-to-have” upgrades like a carrying case, extra battery pack, console skin, or even an extra controller can help your friend get a lot more mileage out of the games and hardware they already have. Accessories don’t seen essential, so they can be hard to buy for yourself. But as a gift, they suddenly feel invaluable!

4. Ask them what they want.
Enough guess-work! Everyone has a Christmas wish-list, whether it’s on paper or simply unspoken. Ditch the risk of spending money on something that they don’t truly want by hearing it straight from the horse’s mouth… what would they like to receive? It isn’t lame to order something right off of your pal’s list; how happy would you be to get just what you want?

Don’t!

1. Don’t find the cheapest deal available.
I’ve been guilty of swooping down upon a deal. Retailers are all trying to offload their product as soon as Thanksgiving Day rolls around, so you’re going to see some pretty cheap games, guides, and gaming goodies galore.
Don’t fall for it! It’s a trap. It’s the easy way out. Besides, it’s on sale. If your friend really wants it, they’ll pick it up.

2. Don’t buy them a game you already have.
Yeah yeah, you have awesome taste in games. You buy the most exciting, most fun titles. That doesn’t mean you should look at your collection and get your friend one step closer to matching it. The reason is simple: you can lend that stuff out. Instead of allowing things collect dust on your shelf, let a friend borrow some games and get them something unique.

3. Don’t get them to finally try something.
You’ve been telling your buddy to try this new game; just to try it! But they’re not easy to convince. Christmas seems like the perfect opportunity to push them over the ledge and provide them with that sweet new experience.
I wouldn’t do this. Speaking from experience, there’s probably a good reason that friend has been reluctant to take your advice. They haven’t sprung for the new game because it just looks like it’s not for them.
Oh well—you tried! Instead, give a gift that they’re more interested in.

4. Don’t give them store credit.
Sure, everybody likes money… but it’s not exciting to open. It’s definitely not personal, and might suggest that you don’t know the recipient well enough. That’s not what you want to communicate on Christmas. Besides, the value on the eShop card is obvious and apparent, placing a pricetag on your friendship.


Got the Four ‘Do’s and Four ‘Don’t’s of the Game Giving Gift Guide?
Good! Go and give some great games.

The Simple Reason Miitomo Failed Scott’s Thoughts

As both a Nintendo fan, and an Apple fan, seeing Miyamoto walk onstage during an iPhone keynote was pretty incredible.
I was on board with the Big N’s foray into mobile gaming from the outset.

Now, three games and a weird social sim later, the partnership with DeNA has proved to be an interesting one.
Development on these iPhone and Android games is sure taking longer than anyone expected, with the set of 5 games from the DeNA partnership still incomplete after multiple delays.

Miitomo turned out as a fun take on social media and online interaction, but was nowhere near snappy enough to have staying power. Social apps are all about long feeds and quick interactions. When tapping Like (or “Yeah” – whatever Nintendo is calling it) takes 15 seconds, it discourages users from coming back.

They’re mobile efforts are bogged down by long loading times, and assets that live on servers rather than the user’s device.
This is not how mobile gaming is supposed to be, and it’s certainly not how social media is supposed to be.

Instant startup followed by a few quick wins. That’s all we usually have time for on our phones.
If there is more time, I’m likely to turn on my Switch instead.

How to Make a Non-Horrible Movie Tie-In Game Scott’s Thoughts

You can sell a kid a movie ticket for $10, a DVD for $20, and plush of their favorite character for $15. But a video game tie-in to your movie franchise? That’ll run ‘em $60.

You see why businessmen mandate development projects like this. It’s lucrative. Kids get home from the theater singing songs from the animated film, pretending to be the heroes, and talking to all their friends about how awesome it was. All manner of merchandise make their way onto Christmas lists, but none so expensive as _________ The Movie The Game.

These titles are purchased based on their cover, not their contents. These are not developer passion projects, instead, they’re corporate cash-ins. That’s why they are utter shovelware.

Speaking generally, you’ll find this to be true. For the rare developer who actually puts effort into making a compelling product, unfortunately, the industry doesn’t always pay attention because wolf has been cried too many times.

There is a way to create a movie tie-in that isn’t complete garbage, and it’s simple: Build off one aspect of the franchise’s world.

The most common mistake is recreating the movie beat-by-beat and trying to make the same story playable. That’s wrong, boring, and not fun. Movies are made to be watched, not played. The film is always better than the game that tries to recreate it with lower-paid writers, worse graphic engines, junior voice actors, all directed by people who don’t love video games.

Rather than churning out a sub-par interpretation of the movie, get into that world. Grab ahold of one fascinating thing. Make a game about it.

These ones did it right:
Quidditch
Podracer
Battlefront

Quidditch is a sport from the world of Harry Potter. The movie-to-game adaptations are trash, but Quidditch stands on its own as a unique and compelling experience. It’s perfect for a video game; competitive, full of fantastical elements, and featured heavily in the movies.

What kid coming home from the movies wouldn’t want to race on a broom or in a podracer? The best way to do that is through video games.
And let’s be honest, this isn’t just about children. Star Wars: The Force awakens debuted in winter of 2015, and a huge portion of the Earth’s population were in the mood for some wars of the star variety. Look no further than Battlefront.

The movie-game is a trap. Instead, look to people who are passionate about the source material and want to bring the world to life in a tangible way through gaming. Put them in charge.

The Copious Console Color Curse Scott’s Thoughts

If you’ve ever bought a Nintendo handheld, this has happened to you: you saved up, bought your system, and seemingly the next day Nintendo releases the hardware in a different color.

This is becoming a problem for Switch owners as well. Early adopters had the choice between grey or Neon Joy-Con, but little did we know that Nintendo would release not one but two console bundles with exclusive controller colors… in just over 6 months!

It’s just common practice for the Big N. They revitalize sales by injecting new collectible colors into the market.

People say that the install-base for 3DS is 60-70 million. It’s not.
That’s how many systems have sold, period, not unique users.

The question becomes, when do you buy the system? When do you wait for a different color or edition? Galaxy, Samus, creamsicle, you name it… it could be on the way; right around the corner, three years from now. Or never.

Lucky for you, I have the perfect answer!
Oh wait—no, I don’t. It’s entirely subjective, but here’s what I personally like to do: as an early adopter, purchase one of the first editions. Skip all the other bundles and plastic dyes until the actual internal hardware is improved.
For example, I bought the original blue 3DS (the one that looked like a tiered cake). I didn’t upgrade until the New 3DS XL was released (and no, they haven’t convinced me to downgrade to any model of 2DS).

In a perfect world, Nintendo would handle this a lot differently. See, releasing the best stuff midway into a platform’s lifecycle is bad for your early adopters. It teaches fans the lesson “always wait to buy—the best is yet to come.”

To combat that: release all the best editions at the start. Make them “limited,” invite the masses onto the platform and let them choose from many different configurations. Once early adopters have been satisfied, narrow down the offering. Make it simple and easy for latecomers to choose a SKU.

The objection here is that console launches are hard, and releasing multiple colors complicates the production and fulfillment side of things.
I acknowledge that, but Nintendo already has production issues, so why not work on those and kill two birds with one stone?
They need to start sitting on inventory until they have enough to appease day-one buyers anyway. A conversation for another day.

I propose a method that will reward Nintendo’s loyal customers, not punish them and teach them to wait and buy.

Smash Bros. on Switch: Sequel or Remake? Scott's Thoughts

Along with many Super Smash Bros. enthusiasts, I assumed that a port was on its way to Nintendo Switch.

Super Smash Bros. for Wii U felt fresh, recent, and was one of the main reasons to hang onto that console when considering an upgrade.

Now, as the launch of the portable-console hybrid grows more distant, I’m starting to reconsider my stance. Maybe Sakurai, Namco Bandai and co. are not tinkering away at a port, but instead are hard at work on the proper sequel.

It seems unthinkable; in many ways, Super Smash Bros. for 3DS and Wii U felt like the definitive edition of the series, with a wildly huge cast and surprisingly well-balanced gameplay.

But not so fast… those are 2014 titles. In 2018, a remaster might feel less appropriate than a straight-up sequel. Enough time has passed that a true follow-up is definitely on the table for discussion.

I’m honestly happy either way, but I feel like a port would have been released by now, with the launch of the system or especially with the final amiibo of the set.

We might actually be looking at a brand new title soon!

Pokemon Snap 2: Now or Never Scott's Thoughts

Pokemon Snap was an unexpected hit on Nintendo 64. Not only did it gather a cult following, but it went beyond that and achieved mainstream popularity.

It was a really simple game; basically an on-rails shooter with a camera instead of guns. Your “head-shots” were awarded based on how centered the pictures were, and you had items to help lure certain monsters out of hiding and into the frame. A truly excellent spin-off.

Nintendo fans haven’t stopped clamoring for a follow-up since it was released. Between then and now we’ve successfully argued our way into getting Earthbound localizations, Operation Rainfall RPGs, a 2D Metroid sequel, and more. But no sign of Pokemon Snap 2.

The Pokemon Company knows that it’s popular. They have heard their fans. Sun & Moon featured a bare-bones mode that nodded to Snap gameplay, but nowhere near enough to satiate the fanbase.

Look, I want a proper Pokemon Snap 2 as much as the next guy, but if we don’t get it on Switch, you can safely let go of that hope.

This is the generation that Nintendo is listening. They’re hungry and scrappy after the financial failure of Wii U, and they’re putting their best foot forward with Switch to provide gamers the experiences they’ve been asking for.

If Nintendo and The Pokemon Company don’t team up to make this happen in the next few years… I’m sorry, it’s just going to live on as a fond memory.

Now or never, Nintendo. Your move!

What if Nintendo Shut Down Tomorrow? Scott's Thoughts

Nintendo is older than your Grandpa, and they’ve stored a lot of money in the bank over the years…

They could afford a couple Wii U disasters in a row—even another Virtual Boy or two—and still be in business.

But hypothetically, let’s say they chose to shut down tomorrow. Upper management wants to take their money, lay everyone off, and close their doors.

I think I would actually be completely fine with this.

Sure, it’d be sad on multiple levels. Many hardworking developers, designers, marketers, production facility workers, and more would lost their jobs.
Loose ends would be left dangling off our favorite franchises, and we’d never know if Mario and Peach finally got married.
We’d always wonder what the next console would look like.

On the bright side, however, I would still get to be a Nintendo fan for life. See, the company has already produced thousands of products in the form of games that span generations of hardware. Realistically, I’ve only played a fraction of these experiences.

My collector sensibilities would kick into high-gear, knowing that there was now a cap on the quest.
I could try to play, beat, and 100% every Nintendo game ever made, and I could make videos and podcasts about the journey for years to come.

They’ve supplied me with a lifetime of entertainment.