Because we do… love you

At this very moment, Nintendo is transforming itself. The Big N has made some great choices recently—most notably, unlocking the doors of gaming geekdom. With Wii and DS, Nintendo is leading the industry into a creative renaissance, while simultaneously broadening its appeal.

Looking at the DS Lite and Wii hardware, it's obvious that Nintendo is moving in a new direction. Physically, these boxes are neither cumbersome (like N64 & DS) nor cutesy (like Game Boy Color & GameCube). These new machines are intentionally unobtrusive and beautiful. They are intended to fit within the style every home. Likewise, the naturalized control schemes of both systems is proving an effective means of luring new gamers. Yes, the new Nintendo is for everyone.

But Nintendo's broader consumer focus poses a serious challenge: can the savvy hardware be extended into a fully-realized, ultra-intuitive experience—one that appeals to this expanded, equally-savvy demographic?

The answer is "eventually". Good design is obvious, but great design is transparent. Drop-dead simplicity must pervade every aspect of the Nintendo-consumer interaction for this transition to be believable.

Nintendo is a masterful game designer, but it has yet to leverage that skill across an entire platform. While the Wii and DS experiences are excellent, they do need some work. This transition will understandably take some time, but we can help.

The following is a collection of issues which are a collective disservice to the new Nintendo brand. Each item is presented as a specific problem which can be approached independently of the rest. In some cases, the issue may not be repairable, but its enumeration may help future projects.

With any luck, someone at Nintendo will read this list. With some acuity, it might just be taken seriously.

We love you, Nintendo, and we're with you all the way.

 

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1.

Component Cables are MIA

While Wii does not support high-definition resolutions, gameplay on an HDTV without component cables is gruesome. Due to poor 480i scaling, it may even look worse than on a standard-definition TV. It's certainly more cost-efficient that component cables aren't bundled with the system, but they should be readily available.

component cables now available in most stores

HILL'S BLARGH! "Composite CABLES - THE wII KILLER" — November 11, 2006

2.

The Blue Light is Underutilized

When Wii is powered on, the disc slot responds with a flicker of blue light. The light also functions as a notification device for unread message—but disappears quickly upon starting the Message Board (while 'on') or starting Wii (while 'off').

This is a convoluted arrangement. Why is the disc slot being used as a notification device? The blue light is one of the system's more distinguishing features, and yet, only rarely seen. This light should operate consistently when the machine is on, and if completely necessary, as a WiiConnect24 notifier.

Target really likes the blue light, too.

3.

Forecast/Internet/News Channels are MIA

Although no one specifically-promised that these three channels would be available at launch, the pre-release marketing materials certainly didn't dissuade the thought. In the future, a little less coyness would be appreciated.

internet channel (full version) will be released march 2007

internet channel (trial version) released december 22, 2006

Forecast Channel Released December 19, 2006

news channel released january 26, 2007

4.

Non-Rechargable Wii Remote

In every way, Wii is turning the industry on its head. Unfortunately, that also means an about-face where no one expected: a return to non-rechargable batteries. As a cost-cutting measure, Nintendo is the only one saving money in this equation.

joystiq.com "Wii annoyance #009" — December 3, 2006

5.

No 'B' Button in the Wii Menu

In some instances (Wii Sports, for example), pressing the 'B' button moves backwards through a menu. Unfortunately, it doesn't serve the same purpose in the Channel and Wii menus. Simply pressing 'B' on the Remote would be a nice alternative to using the on-screen 'Back' button.

6.

Safety Warning Wastes Time

If Wii is intended to be a communications hub for the entire home, then accessing pertinent information should be as quick and as possible. Needing to acknowledge the "Health and Safety" warning every time is not condusive to short, task-oriented sessions.

7.

Unable to Transfer GameCube Saves to SD

With both internal and external (SD) memory, managing game saves is already twice as difficult as necessary. When GameCube memory cards are added to the equation, the problem becomes thrice as confusing.

Requiring a GameCube memory card tarnishes the illusion of backwards compatibility. And those purchasing their first GameCube title are not likely to know that the card is even required.

Data-management aside, these cards are a detriment to Wii's deft styling.

gonintendo.com "a wii owner's rap sheet" — December 9, 2006

8.

No GameCube Controller Navigation

Although Wii graciously accepts GameCube titles and controllers, the interaction isn't entirely seamless. The GameCube controller can only be used during gameplay, and not inside the Wii menu itself. Depending on the task, the user may be forced to switch input devices multiple times in a single session.

joystiq.com "Wii annoyance #010" — December 3, 2006

9.

Stretched Virtual Console Games

Virtual Console titles played on a widescreen TV will automatically stretch to the 16:9 ratio. Since all of these titles were developed for 4:3 televisions, widescreen play is neither historically accurate nor visually flattering. This can, however, be temporarily fixed in either the Wii Settings or the TV settings.

IGN.com "Wii Thoughts and Suggestions" — December 2, 2006

10.

No Demos for Virtual Console Titles

Even with the selective lineup, the Virtual Console roster is not likely to please everyone. Unfortunately, there's no easy way to verify a title's worth before purchase—especially for those new to gaming.

The beauty of the service is gaining access to titles which are difficult to play in their native form. As a machine for both new and experienced gamers, Virtual Console demos would be an excellent solution.

joystiq.com "Wii Annoyance #011" — December 4, 2006

11.

Leftover Wii Points

Wii Points must be purchased in multiples of 1000, while (NES being the exception) Virtual Console titles are priced in multiples of 200. Unfortunately, this translates to an all-too-frequent imbalance.

Ideally, Wii Points should be purchasable in any amount. At the very least, multiples of 200 would reduce the frequency of mismatches.

joystiq.com "Wii annoyance #006" — november 27, 2006

12.

Not-So-Wireless Classic Controller

The Classic Controller lacks its own wireless functionality and must be attached to the Wii Remote. As cost-effective as this is, the two make an awkward pair. Whatever the best solution might be, this probably isn't it.

joystiq.com "Wii annoyance #005" — november 20, 2006

13.

Pointer Disappearance

As a pointing device, the Wii Remote is mystically accurate. But on smaller televisions, it can be difficult to keep the cursor in view. When the pointer is aimed outside the frame of the television, it disappears—without a hint of its direction. Even if the pointer isn't aimed directly at the screen, it would be helpful to know its proximity.

joystiq.com "Wii annoyance #001" — november 11, 2006

14.

Reversed Navigation in Message Board

Within the Wii menu, icons on the left side of the screen step backward, while icons on the right step forward. Inside the Message Board, however, these functions are reversed. The Wii icon (which exits the Message Board) is on the right side.

15.

Slow Message Board Synchronization

Messages sent from the Message Board are not delivered immediately. More troubling is the length of time required for two friends to become Wii Friends. This process can take hours, even if the Wii Numbers are entered simultaneously.

IGN.com "Wii Thoughts and Suggestions" — December 2, 2006

16.

Message Board Indicates Total, Not Unread

The number adjacent to the envelope icon in the Channels menu indicates the number of messages on the current day's Message Board—not unread messages, as is customary for email applications. What's more, this number flashes for no apparent reason. Without an unread message count, locating new messages can be tedious.

17.

New Message Notification is Unspecific

When the disc light indicates new content, there is no way to discern exactly what it is referring to. Instead, the user must manually locate exactly what has changed. This problem will become increasingly difficult as the number of Channels increases.

18.

Short Message Previews

The length of message previews is not helpful, which only compounds other Message Board quirks. A longer preview would be helpful for discerning whether or not the message has been read previously.

19.

Limited Wii-to-Email Correspondence

Photos cannot be sent to a standard email account through the Message Board. And even though Mii's can be attached to all outgoing messages, only Wii consoles will display them. Inexplicably, Wii makes no indication that these images won't be carried along.

IGN.com "Wii Thoughts and Suggestions" — December 2, 2006

20.

 

No 'B' Backspace in Message Board

Using the on-screen keyboard is easy enough, but mistaken keystrokes are frequent. When composing messages in the Message Board, the user must select the on-screen 'backspace' key to correct a mistake. Simply pressing 'B' on the Remote would be a nice alternative to aiming the pointer—and a suitable complement to D-pad cursor movement.

21.

Multiple Entries for a Single Contact

It's likely that a user's address book will contain multiple entries for the same contact (Wii Number, email address, cell phone, etc.). Because contact names are limited to 10 characters, distinguishing these separate-but-equal entries can be difficult.

gonintendo.com "a wii owner's rap sheet" — December 9, 2006

22.

Unable to Sort Address Book

If Nintendo's intention is to build a worldwide community of Wii Friends, the Address Book is going to be an essential tool. First and foremost, it should allow contacts to be searched or organized in some form. As it stands, contacts are stored in the order of initial entry, relegating the newest friends to the bottom of the list.

gonintendo.com "a wii owner's rap sheet" — December 9, 2006

23.

Limited Channel Organization

While this isn't an issue for most users at first, it will be eventually. The main menu will hold a total of 48 active Channels. With each Virtual Console title occupying an additional slot, these will fill up fast. Currently, overflow Channels can be stored on the SD card, but some form Channel organization (folders, categories, etc.) would be helpful.

IGN.com "Wii Thoughts and Suggestions" — December 2, 2006

24.

Channels Not Playable from SD Card

Channels stored on an SD card cannot be played until moved into the main menu. This is not a terribly complicated procedure, but with limited space in the main Channels menu, it can be repetitive.

IGN.com "Wii Thoughts and Suggestions" — December 2, 2006

25.

Channels Tied to Console (Not Account)

Even though all Channels can be stored on a SD card, they are only playable on the console of origin. Unfortunately, this translates to Virtual Console titles which can not be taken to a friend's machine.

IGN.com "Wii Thoughts and Suggestions" — December 2, 2006

26.

No Buddy System

As it stands, the Wii's online functionality is limited. Most noticeable, there's no way to know when a friend is playing. Granted, this feature won't be of much use until online multiplayer arrives, but it would certainly add to the feeling of community.

IGN.com "Wii Thoughts and Suggestions" — December 2, 2006

27.

Mii Channel Missing Some Options

The Mii Channel is perfect idea, but there are a few quirks: no ears; limited facial hair options (mustaches, beards, and sideburns); the inability to select multiple facial layers at one time (stubble, age lines, rosy cheeks, etc.), to name a few. In general, any Mii Channel enhancement would be icing on the cake.

joystiq.com "Wii annoyance #008" — november 29, 2006

IGN.com "Wii Thoughts and Suggestions" — December 2, 2006

 

 

 

1.

The Friend Code System

The friend code system on the DS is tedious. Each new game begets a new code and a new round of code-gathering from your friends. The theory behind the system is admirable, but the Wii's single-code process is much-preferred.

2.

DS & Wii Branding Discrepancies

They share a D-pad, a white glossy finish, some eventual connectivity, and the ultimate goal of peace through gaming. Why not highlight this cohesiveness with familial names? If it could happen all over again, Wii should be named with a two-letter acronym, or the DS should have been called a Yaa. OK, that's a stretch, but the point remains.

In the end, the two brands share very little. The wireless network for the DS is called "Nintendo Wi-Fi Connection", while the Wii network is called "WiiConnect24". The system identification number on the DS is called a "Friend Codes", but a "Wii Number" on the Wii.

3.

Mario vs. Donkey Kong 2 Level-Trading

Mario vs. Donkey Kong 2 allows users to create custom levels and trade them with friends, but only Friend-Code-friends. The ability to download the best user-created levels from anyone, friendly or not, would have extended the life of this game immeasurably.