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Punisher5.0

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Cross post from nintendoage:

 

Originally posted by: meta-mark

Go get your Switch Nintendo Network ID!

https://www.engadget.com/2017/02/...

 

 

I am assuming if we have a preexisting NNID from Wii-U/3DS, we will be able to log in with that???

Boo-yah! To anyone with doubts tha cross buy will not work when migrating to Nintendo Switch from 3DS/Wii-U, you can log into and update your new unified Nintendo account by using your old NNID.

After the account creation is complete, you can click the "account activity" tab, and your entire purchase history on Wii-U and 3DS will be available for you to view.
https://ec.nintendo.com/my/transactions#/transactions

So I see absolutely no reason why cross buy from 3DS or Wii-U will not work. I don't mind paying a nominal fee to "upgrade" a title; I just don't want to be double dipped. ;)

 

Edit: For those users who owned a 3DS prior to the time NNIDs were added to the system, any purchases made before registering a NNID are sadly not available. :sad:

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First confirmation that some Nintendo Switch games will REQUIRE use of external storage: https://techraptor.net/content/nintendo-switch-eshop-software-sizes-revealed-and-dragon-quest-i-ii-already-requires-an-sd-card

 

Presumably, in this particular instance, it's because Dragon Quest I/II take up the current full 32GB game card size limit.

 

In any case, this is not an unexpected development. It again highlights how inadequate including only 32GB of onboard storage really is for a system like this.

Ass-donkeys!!! Dragon Quest will be useless as a used standalone game card after the inevitable server sunset... :_(

 

XB/PS "mandatory install" bull-crap all over again. How many more games require day-1 patches / extra download and will not work without? :mad:

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I don't understand why the NintendoID stuff is being presented as "news." It's not -- this system has been in place for years, and is absolutely required for saving progress on the 3 Nintendo mobile games. I wouldn't jump to any conclusions about cross-licensed games, this also was a feature on WiiU and 3DS but wasn't implemented consistently.

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Ass-donkeys!!! Dragon Quest will be useless as a used standalone game card after the inevitable server sunset... :_(

 

XB/PS "mandatory install" bull-crap all over again. How many more games require day-1 patches / extra download and will not work without? :mad:

 

I'm pretty sure most physical games, regardless of console platform, can be used without patches as long as you play them offline (or, to put it a better way, without any of the expected connected features).

 

I also don't see the issue with Dragon Quest 1/2, other than the fact that they didn't bump up to a higher capacity card (understanding, of course, that Nintendo is not presently making anything bigger available). Presumably like any other modern console game, it will decompress a certain amount of data already on the card to the local storage (or, in this case, the extended storage). I don't see how that would change if any servers go offline.

 

Anyway, let's face it. Modern gaming has necessarily large file sizes for its biggest budget games. That's not going to change, nor should it, in my opinion. We already have modern games ranging in size from 10s of MBs to many GBs, so they should use exactly the amount of space needed not to compromise anything.

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When I posted the need for Nintendo to do more to attract Indies as I felt that this was what was going to push the Switch, at least one person was rather snotty about it and dismissive of the importance of Indie developers. Seems I was right and Nintendo agree.

 

It's been announced that the Switch Devkit is a 'measly' $450. That's cheaper than both 3DS and Wii U devkits by some margin. It's been said that the Wii U kit cost $5000!! Although the article below says it's "rumoured" to be $2500. I finally got my application for a Nintendo developer's account approved after about 3 months of waiting a few weeks back. Let's just say that the kits cost more than I hoped.

 

Obviously it's still more expensive than the Xbox One since retail units can now be turned into dev units for testing, but it's definitely a step in the right direction. I am a little surprised that there's no dev option on the retail unit and, with the dev kit being this price, it's unlikely there ever will be. From what I understand, though, the dev unit will include one or two extras, such as an Ethernet port (that's the news anyway, so I guess the retail version doesn't have it).

 

So yeah. I'm in if the news is correct. :) No idea when the kits will be rolled out, although some 'front line' developers have had kits, followed by iterative upgrades, for a few months now.

 

http://www.digitaltrends.com/gaming/nintendo-switch-dev-kit/

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When I posted the need for Nintendo to do more to attract Indies as I felt that this was what was going to push the Switch, at least one person was rather snotty about it and dismissive of the importance of Indie developers. Seems I was right and Nintendo agree.

 

It's been announced that the Switch Devkit is a 'measly' $450. That's cheaper than both 3DS and Wii U devkits by some margin. It's been said that the Wii U kit cost $5000!! Although the article below says it's "rumoured" to be $2500. I finally got my application for a Nintendo developer's account approved after about 3 months of waiting a few weeks back. Let's just say that the kits cost more than I hoped.

 

Obviously it's still more expensive than the Xbox One since retail units can now be turned into dev units for testing, but it's definitely a step in the right direction. I am a little surprised that there's no dev option on the retail unit and, with the dev kit being this price, it's unlikely there ever will be. From what I understand, though, the dev unit will include one or two extras, such as an Ethernet port (that's the news anyway, so I guess the retail version doesn't have it).

 

So yeah. I'm in if the news is correct. :) No idea when the kits will be rolled out, although some 'front line' developers have had kits, followed by iterative upgrades, for a few months now.

 

http://www.digitaltrends.com/gaming/nintendo-switch-dev-kit/

I don't think many of us are dismissive of indie developers, just dismissive of the idea that they are going to be the way forward for Nintendo to move units this go round. Let's be honest here in that the cost of a development kit on the most ubiquitous platform in the world (i.e. the PC) is essentially the cost of a low end PC and there is no need for a specialized dev kit at all. I love indie games, but I wouldn't buy a Switch simply to play the same games that are already available on PC, iOS, Android, PS4, Xbox One and many other platforms which appears to be what Nintendo is getting on the Switch so far. I also doubt that most indie developers are going to agree to be exclusive or even lead with the Switch short of Nintendo doing what Microsoft and Sony did for a while in providing free dev kits, support and promo to certain targeted indie developers in exchange for short periods of exclusivity.

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I want physical media for things I will use over and over for years to come - that's mostly music, classic games and a small handful of movies (Lord of the Rings, Star Wars, etc). I don't mind streaming or "digital" for things I will use once and never touch again. I'm not really into modern games, but for most movies - 99% - once I've seen it and had my fun, that's it. I paid for the experience, it was a fun two hours, now on to the next thing. It's rare that I go back and re-watch a movie. I look at modern (in a loose sense) games the same way: disposable entertainment. I don't have any desire to replay games with endings, especially after the 16-bit era.

 

On the other hand, I'm glad I don't need an internet connection to play my Atari or listen to music. I've also gotten back a good chunk of change by selling portions of my video game collection over the years. A lot more than I thought I would get. All that stuff adds up. If I only had "digital" games I'd obviously never recoup anything. I get why people with giant collections wouldn't want to bother, it does take time to deal with.

 

I can sympathize with the space concerns, too, and I've certainly paired down over the years.

 

Totally not a Switch-related post... but I don't have anything to contribute on that front.

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I don't think many of us are dismissive of indie developers, just dismissive of the idea that they are going to be the way forward for Nintendo to move units this go round. Let's be honest here in that the cost of a development kit on the most ubiquitous platform in the world (i.e. the PC) is essentially the cost of a low end PC and there is no need for a specialized dev kit at all. I love indie games, but I wouldn't buy a Switch simply to play the same games that are already available on PC, iOS, Android, PS4, Xbox One and many other platforms which appears to be what Nintendo is getting on the Switch so far. I also doubt that most indie developers are going to agree to be exclusive or even lead with the Switch short of Nintendo doing what Microsoft and Sony did for a while in providing free dev kits, support and promo to certain targeted indie developers in exchange for short periods of exclusivity.

 

Exactly this.

 

Indie games are a relatively easy way to quickly expand a game library, particularly in some of the less mainstream genres, but have minimal impact on system sales. It's precisely because these games are so "easy" to port, and that they're usually strictly digital, that allows them to be on almost every platform. By their nature, most indie games have little to no advertising or mainstream knowledge, so there's little chance of making the average consumer take notice. The average consumer takes notice of titles with already familiar IP, or new titles with big advertising budgets. That's mostly what sells systems.

 

As for the dev kit thing, it makes perfect sense to make the barrier to entry as low as possible. As was already stated by others, said barrier is pretty darn low on almost every platform anyway, and most platforms can leverage the same programming engines, middleware, and related. Fortunately for would-be fans of the Switch, it's no different, so should at least have a healthy indie scene to help bridge the gaps between major first party releases (and hopefully, consistent and substantive third party releases, although that still remains to be seen, obviously).

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I've never purchased a console because of an indie title. But I am glad that indie titles are usually cross platform and I find them to be really great from time to time. Castle crashers has been one of the games me and my kids play a lot on Xbox 360. I'm sure the Switch being probably Android based will be an indie heaven. I saw an article about capcom saying it took them a month to adjust to developing for the Switch, so I'm sure it should take indie developers 2-3 days at most.

Edited by adamchevy
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The usual one step forward for Nintendo and two steps back: Switch game downloads can’t be shared across multiple systems

 

Portable logins (which they've finally allowed) should equal portable games, just like on the competition (PC, Xbox One, PS4, mobile, etc.). Why make it harder for me to own multiple Switches?

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Why make it harder for me to own multiple Switches?

You know the answer is "so Nintendo can sell multiple copies of their $40 games."

 

They did the same thing with in-app-purchases for Mario Run on mobile -- the download is free, but the unlock is only good for the logged-in user that bought the upgrade, not the accounts inside of a Family Sharing account.

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I don't know about that, the 720P screen is probably about $3.00 and RAM as well as flash memory is dirt cheap. Yet it costs $300.

 

I got a XB1-S 2TB + 4 games for $300, brand new (bonus, it plays 4K Blu Ray's). It isn't about size of the board etc., either. All iPhone models of one generation are the same size, from 16GB to 128GB, for instance.

 

Even cheaper. :ponder:

 

http://www.ebay.com/itm/292035113443?rmvSB=true

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The usual one step forward for Nintendo and two steps back: Switch game downloads can’t be shared across multiple systems

 

Portable logins (which they've finally allowed) should equal portable games, just like on the competition (PC, Xbox One, PS4, mobile, etc.). Why make it harder for me to own multiple Switches?

 

So what they have is only marginally better than the old way. Your life is easier if your Switch goes up in flames, but if you have your own Switch and the kids have a second (a common situation), then you can only have what you bought on your own console.

 

Is it really that hard to have it only playable when you login onto the second system. Heck... you can share your steam library with a family member, no?

 

What is Nintendo really worried about here by having this back assword way of doing things?

 

phhht I say. I toot in their general direction....

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So what they have is only marginally better than the old way. Your life is easier if your Switch goes up in flames, but if you have your own Switch and the kids have a second (a common situation), then you can only have what you bought on your own console.

 

Is it really that hard to have it only playable when you login onto the second system. Heck... you can share your steam library with a family member, no?

 

What is Nintendo really worried about here by having this back assword way of doing things?

 

phhht I say. I toot in their general direction....

What they have to offer is really Breath of the Wild on a mobile platform. And for me that was enough. Of course I don't own a Wii U. I hope shovel knight and the upcoming Mario and Xenoblade 2 are enough to make the platform valuable to me. I'm sure their will be other games, but for me Zelda is my primary reason.

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What precisely is a dev kit? A machine for writing and testing? If I put python on my PC does that make it a dev kit? Thanks, not too technically inclined here.

 

Yes it would. It's simply a set of tools for writing and testing games or other software. It can be as simple as VisualBasic or other language.

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Yes it would. It's simply a set of tools for writing and testing games or other software. It can be as simple as VisualBasic or other language.

 

What you describe is called SDK (Software Development Kit), most of the time when people reference devkit, they are talking about special versions of the hardware. That hardware is produced before the retail units.

 

Here is a PS4 (ORBIS) devkit...

 

ps4-devkit-controller.jpg

 

PS4 Pro (NEO) devkit...

 

8GZ1saa.png

 

Nintendo Switch devkit...

 

img_1029.jpg

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What precisely is a dev kit? A machine for writing and testing? If I put python on my PC does that make it a dev kit? Thanks, not too technically inclined here.

 

Traditionally, consoles have been quite expensive things to develop for since they've generally needed specialist hardware only available from the console manufacturers for testing and debugging. They're not cheap. I remember the SNES dev kits years ago going for more than $10,000 a piece.

 

I took a look at my Nintendo account last night trying to figure out what was actually needed for 2DS/3DS. Unfortunately Nintendo doesn't make it easy to figure out exactly what you need as they don't seem to just sell you a bundle with all the necessary hardware. But from what I can make out you need a special box from Nintendo that acts as a debugger/data transfer tool, along with a special DS to test and debug 2DS/3DS games.

 

The development itself can be done on a PC running the Unity 3D game engine. This is great since it means that you could develop an entire game in Unity, test it on whatever platform you have to hand, then when you're ready or have even released it on another platform, buy the DS devkit and port it to the DS with little effort. The same is likely with the Switch as Unity will/does support Switch.

 

Microsoft provide Xbox One devkits to selected developers free-of-charge, I think, through their ID@Xbox programme. However, retail Xboxes can now be put into "Developer Mode". I'm not sure if they've completed development of this mode but when they enabled it last summer, there were restrictions on the resources available to retail machines that were being used as development systems. With an Xbox One, all you have to do it connect it to your development PC in some way, either through the Ethernet port or through your router.

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So what they have is only marginally better than the old way. Your life is easier if your Switch goes up in flames, but if you have your own Switch and the kids have a second (a common situation), then you can only have what you bought on your own console.

 

Is it really that hard to have it only playable when you login onto the second system. Heck... you can share your steam library with a family member, no?

 

What is Nintendo really worried about here by having this back assword way of doing things?

 

phhht I say. I toot in their general direction....

 

It's money. We ended up with four copies of Nintendogs!

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Microsoft provide Xbox One devkits to selected developers free-of-charge, I think, through their ID@Xbox programme. However, retail Xboxes can now be put into "Developer Mode". I'm not sure if they've completed development of this mode but when they enabled it last summer, there were restrictions on the resources available to retail machines that were being used as development systems. With an Xbox One, all you have to do it connect it to your development PC in some way, either through the Ethernet port or through your router.

 

The difference between a XB1 devkit and a retail unit with devmode turned on, is mainly memory size. Devkits generally have up to twice the memory as the retail units, because certain configurations of the build process, tend to be huge in size. If you want to have any meaningful debugging, you need to compile a DEBUG configuration and all the extra memory used for just the executable is needed.

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The usual one step forward for Nintendo and two steps back: Switch game downloads cant be shared across multiple systems

 

Portable logins (which they've finally allowed) should equal portable games, just like on the competition (PC, Xbox One, PS4, mobile, etc.). Why make it harder for me to own multiple Switches?

That's fucking bogus and potentially a system killer. Do they know what decade they're in?

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I don't care too much about this. Heck, I don't think the PS4 and XB1 are much better (I think you can play logged into any device which certainly is superior, but offline or alternate account access to your DLC can only happen on your primary system). But I do care about the potential consequences that this has when migrating content over to a new Nintendo Switch.

 

What happens for instance if the older Switch is dead, the WiFi module is shot, or the system was just plain lost? I won't be using this as a portable since I never use any handheld system as a portable (I buy them to play great handheld exclusives, not for any sort of mobility), but some will. And when people take even expensive electronics with them on the go, it's inevitable that it's going to get lost here and there for a few folks.

 

If the system needs to be available and at least somewhat functional to initiate a content license transfer, then the advantages of an account based DRM solution just partially flew out the window since you'll still be stuck going through Nintendo's service system just like in the past, except in instances where you're upgrading from a functional system to a replacement, such as to a 'Nintendo Switch Lite' or whatever they'll release in a couple of years to get people to upgrade to.

 

I hope they at least make it where you can remotely deactivate a system. If it's dead, it's dead and you're fine. But if it's functional and someone is trying to get away with it, your licenses are deactivated on the old system whenever it reconnects eventually to Nintendo's server.

 

Then they largely protect whatever they think they're protecting, but our ability to migrate our content to new hardware isn't hindered by unfortunate circumstances like out of warranty hardware failures.

Edited by Atariboy
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Heck, I don't think the PS4 and XB1 are much better (I think you can play logged into any device which certainly is superior, but offline or alternate account access to your DLC can only happen on your primary system).

 

Which it says right in the article, I just noticed...

 

lol

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