Facebook Files: On Developers Using The Nintendo 3DS

By Ishaan . December 5, 2010 . 10:27am

With the Nintendo 3DS just months away from launch, the subject of how developers will put the system’s different features to use — or indeed, whether they even will use all the tools made available to them — throughout the course of its lifespan is becoming more of an issue.

 

Steven wrote:

With the advent of the 3DS upon us, I find myself wondering what kind of gimmicks will be utilized for this exciting new piece of hardware. Some of it’s initial limitations will make it an interesting task for sure.

 

Limitations such as having one wide screen (16:9?) dedicated to 3D and one normal screen (4:3?) being dedicated to touch functions. In many DS games the touch screen was a direct input method over the active screen itself, such as in Castlevania: Dawn of Sorrow and both DS Legend of Zelda titles. Does anyone think that the attention to the 3D screen will render the touch screen underutilized?

 

Anton wrote:

Mm, I can definitely see the touch screen being underutilized. Personally, there are only a couple of DS games that I own for which I absolutely had to use the touch screen. For the most part, the games I ended up playing the most used the touch interface as an optional control method.

 

I’m an old-school gamer. All of these new motion controls, touch-screens, and so on just seem a bit gimmicky to me. There are some excellent games out there that use the touch screen well, but I find I tire of them quicker than most other games.

 

Daniel wrote:

My problem is that these touch screens, motion controls and the like never seem like they are required; or in most cases the actions (such as character moving or menu navigating) could be done a lot more efficiently with buttons.

 

So, here’s this weeks Facebook Files topic: What other aspects of the system would you like to see developers focus on, beyond simply the stereoscopic 3D visuals the 3DS is capable of displaying?


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