Showing posts with label wii u. Show all posts
Showing posts with label wii u. Show all posts

Sunday, March 20, 2016

What Mario Maker tells us about music discovery-and how we interact with music

So, this weekend I was exploring some possible topics, and I ended up doing a couple of things, including checking out the recently released Rhapsody player for Wii U-which, by the way, in addition to a “not-great” search functionality, has a few issues in its UI. While I wasn’t especially pleased with the experience, my dissatisfaction with the application did give me some insight and led me to think about another product that I consider quite good: Mario Maker. Now, Mario Maker has very limited search capabilities as well, but for some reason it gets away with it, and I think that’s because of a few key differences between music and Mario levels.

The first thing is that the mediums are very different. Music is a mostly linear audio product, whereas Mario levels are an interactive experience with audio and video. This affects a number of aspects, most notably the ways in which the items can be browsed. In a musical search, I can basically look for songs based on an artist, genre, track name, or album name, but that’s about it, and if I need to know more about a track (for example, to find if it’s a cover of another track with the same title), I pretty much just have to listen to it. With Mario Maker’s Course World, while there is no text-based searching option, I can scroll through levels to find levels that look good based on a small preview image, completion rate, stars awarded by other players, and more.

Another important distinction is that the way the content is being consumed is different. In Mario Maker, the content is fairly disposable-even if a level is really good, I’m probably not going to play it more than once or twice before moving on. In music, there are really two different consumption modes-one is finding music you know you already like, and the other is finding music that is new or at least new to you. Digital music services have historically done the first case reasonably well, but struggled with the second. Mario Maker is more analogous to the second case, so the question is why does this work there? Well, going back to the browsing aspect, besides the previously mentioned level information, one other aspect that really helps in level discovery is the ability to restrict results to recently created levels. Digital music services will generally have a front page with featured new major releases, but finding anything deeper is very difficult.

Based on this information, it seems like a music search with date filtering and detailed per-track evaluation and interaction would work well, and as you may already be thinking, such a service does exist. YouTube, despite being billed as a destination for visual content, has become the de facto destination for finding music, and it’s easy to see why. In addition to being able to find old and new songs quite easily (tags and description text really help), users can share thoughts on individual tracks (much like leaving comments on a Mario Maker stage). Personally, I love reading what folks have to say about each tune, and it really makes the experience richer in a way that digital services haven’t been able to match.

So, can a music service adopt this style? Sure, it’s just that for the most part, these services are still organized with albums in mind, which also drives their interaction model. Shaking free from that won’t remove all their disadvantages, but I think it will help them compete. We live in an age where consumers expect to be able to share their thoughts on creative works, and it’s not surprising that the service with the best tools has been the most successful.

Sunday, June 15, 2014

Best Buy Smashfest, By the Numbers

At a recent Smash Bros "Smashfest" event at a Best Buy in Madison, WI, I collected some data regarding character selection, stage selection, and wins for a portion of the matches. There are several relevant pieces of information about this data:

-Data was recorded for 68 of the matches (I'd estimate there were between 80-100 total that day) during the afternoon of 6/14/2014. Each match included four players, and each set of four players played two matches, each lasting two minutes.
-Unlike locations in larger markets, the line at this store was short enough that players could get back in line and play another match if they wanted, which several players did.
-The data does not include the matches I played in.

As such, I am not claiming that the data is unbiased or universally applicable, however I still think that some conclusions can be drawn.

Character Selections

Character Selections Wins
Bowser 5 1
Donkey Kong 2 1
Fox 6 2
Greninja 28 10
Kirby 12 1
Link 18 4
Little Mac 28 4
Mario 10 0
Marth 13 7
Mega Man 28 8
Olimar 5 0
Pikachu 11 2
Pit 4 2
Random* 6 1
Rosalina and Luma 25 5
Samus 7 3
Sonic 6 2
Villager 19 6
Wii Fit Trainer 19 3
Zelda 9 2
Zero Suit Samus 11 4

*Of the six times the random option was chosen, Donkey Kong, Greninja, Little Mac, Olimar, Pit, and Villager each came up once. Greninja was the randomly selected character that won a match.

It's clear from the data above that the new characters were selected the most often, and presumably also the ones players were most interested in. Despite there being more than twice as many returning characters available, more than half (55.26%) the directly selected characters were the new ones. The only returning character that came close to being selected as often as the newcomers was Link, one selection behind Villager and Wii Fit Trainer. It is worth noting, however, that new characters were approximately as successful as returners-discounting randoms, 26.05% of returning characters that were selected won, versus 24.49% for new characters.

Stage Selections

Stage Selections
Battlefield 10
Mushroom Kingdom U 6
Skyloft 4
Pilotwings 8
Wily Castle 7
Boxing Ring 5
Town and City 6
Coliseum 4
Random 18

Stages were selected more evenly than characters, suggesting a more even preference (or lack thereof).

Wednesday, May 21, 2014

Anime Central 2014: Super Smash Bros. Melee Tournament Winner

Christopher “Toast” Woodson
The following is an interview with Christopher “Toast” Woodson, winner of a Super Smash Bros. Melee tournament at Anime Central 2014.

Where are you from? 
I was born and raised in Memphis, Tennessee.

How did you get into competitive Smash Bros.? 
Well, I’ve always been a fan of Super Smash Bros., and one day when I was looking up YouTube videos of Melee, I saw some players doing things I’d never seen before like Wavedashing (a special way of moving following a dodge). It looked really amazing and I wanted to be able to do that too. That’s when I got into competitive play.

What were the rules for the tournament?
This tournament went by the standard rule setup-all items off, four stock, eight-minute time limit, double elimination (winners and losers bracket) and Stage Strike (1) unless players agreed on a stage. I don’t remember if wobbling (an Ice Climbers technique) was or wasn’t allowed though.

What made you choose Falco for this tournament? 
Falco has always been my main character since Melee came out. I feel that if one can win a tourney with such a technical character, that person really earned the win. I play other characters competitively as well, but Falco will always be my prime choice for tournaments.

In the finals, your opponent used Fox, a similar character to Falco. How are the two characters different? 
Well, without getting too technical, Fox and Falco are different mainly because of the way they combo. Fox is stronger with up smashes while Falco is stronger with forward smashes. Fox is also faster overall and falls more quickly than Falco. Additionally, simple things like Fox’s shine spike (used to prevent players from getting back to the stage) making a character go downward and Falco’s shine making them go up makes them very different characters to play with.

The finals were a best-of-five match, and at one point you were down 0-2. What did you do to turn it around?
When I played the first game, my hands weren’t really doing what I wanted and I even killed myself once. This upset me, and because of that I started playing more angrily than normal, and by the next match I was a wreck. My opponent even noticed this and said, “Your Falco is too salty. You need to calm down.” That was the turning point. I took a few deep breaths, relaxed a bit (it is a game after all) and played much smarter and better than I had the previous two rounds.

Of what you’ve seen so far of Smash Bros. for 3DS and Wii U, what are you most excited about?
I’m definitely looking forward to seeing what the new Smash Bros. brings to the table and I’m really excited about seeing how awesome Mega Man is. I’ve been a huge fan of that character since I first played his games on the Super Nintendo and watched the show on TV.

What else did you do at the convention?
I spent a great deal of my time in the game room and in the dealer’s room. I did walk around for a bit and wanted to cosplay, but my cold kept me from doing too much of that. Between the arcade room, the game room, and the dealer’s room, I was pretty much set and had a great weekend. I can’t wait for next year.

1. “Stage Strike” is a system by which players alternate removing stages from a list until there is only one left, which is the stage the match is played on.

Tuesday, June 18, 2013

The Nintendo Experience-Greenfield, WI

On Saturday, June 15th, I got a chance to head over to the Best Buy in Greenfield, WI for the “Nintendo Experience” event. Attendees at this event got a chance to try one of the following games: 

-Super Mario 3D World
-Zelda Wind Waker HD
-Mario Kart 8
-Donkey Kong Country: Tropical Freeze

I arrived at the store at around 11:15 am, at which point there were a handful of people already waiting in line. This Best Buy featured Nintendo Zone Wireless, so while waiting I was able to watch an episode of Pokémon: Rival Destinies and browse the 3DS eShop. I also talked about some of the games with people who had been there on Wednesday. The Nintendo representatives (there appeared to be three-two male, one female) set up the console, as well as some 3DS systems with previously released games.

Since I was only able to play one game (Super Mario 3D World), most of my comments will be based on observing other players. To give some context, here is a list of how many sessions (counting my own) were run for each game while I was present:

Super Mario 3D World: 3
Zelda Wind Waker HD: 6
Mario Kart 8: 9
Donkey Kong Country: Tropical Freeze: 2















It should be noted that the number of players also varies by demo. 3D World used four players, Mario Kart and Donkey Kong each used two, and Zelda only used one. Adjusting for that:














Zelda Wind Waker HD

Author’s note-I did not play the original game on GameCube, so my familiarity with that version is quite limited.

There were two options for demos of this game. Players could choose to either play a tutorial from early in the game, or fight the boss battle against Helmaroc King. The tutorial shows off excellent lighting effects, with sunlight coming in through windows and a wonderful haze effect over the ocean. The boss fight showed off the ability to have a large number of feathers on screen simultaneously, much like in the original. In both demos, controls appeared to be easily understood by the players.

Mario Kart 8

This demo consisted of the first two tracks from a GP race. Players were allowed to select from twelve available characters (notable returning characters include Waluigi and Toadette), and each race contained twelve participants and two laps. As shown in the trailer, players could race on the walls or upside down, depending on the layout of the track. Lighting and coloring were both very good (the exhaust from a boost was particularly well done). Most of the standard power-ups were present, but I did not see lightning or the blue shell, though those may still be in the final game. One notable change is that when a player fell off the course, they were placed back on without a fade to black (similar to the original SNES game).

Super Mario 3D World

For this game, participants were allowed to sample two levels from a selection of five. The first level I played featured a number of rotating cylinders, as well as the Cat Mario power-up, which I found intuitive to use. Unlike in the New Super Mario Bros games, where the power-ups pop out all at once, in this game each hit on the block generates a power-up. Additional power-ups can be stored reserve that players can access by pressing a button on the controller.

The second level I played used the clear pipe mechanic where players can guide their character . At one point we entered a "Coin Heaven" area in which I encountered a potted sleeping Piranha Plant. I picked it up (somewhat unintentionally), and as I carried it along it ate additional plants and eventually a green star (similar to the Star Coins in other Mario games) at the end of the area.

Other notes:

-Starmen are now "infectious", in that if an invincible player touches another player, that player will also become invincible.
-One of the isometric bonus areas had a baseball that could be picked up and thrown.

Donkey Kong Country: Tropical Freeze

This demo was played using the Wii Remote and Nunchuk. There were four levels to choose from (both sessions I observed played the same level). As shown in the trailer, players are required at times to pull objects out of the ground (the players I observed seemed to be unaware of this mechanic). In the case of the level I saw, it was used to manipulate the field so that some platforms would come down. The level also featured a water segment and a portion traveling through trees via a series of barrels. At the end of the level, there was a barrel that cycled between various items. When it was hit, the level was completed and the player received the bonus shown.

Other notes on the event:

-The staff was well-trained and very knowledgeable (the female seemed to have actually met Reggie from NOA).
-Following the demo, players were allowed to pick either a foam Luigi hat or a Luigi coin as a gift.
-All four games looked considerably better than their video versions on the eShop (probably a result of the constraints put on internet video-it's also likely the TV at the store is better than the one I have at home).