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Wii U

Am Wochenende gilt im Real ein Personal Sonderrabatt. Auf Konsolen und Co sind 19%

Ich überlege nun die WiiU zu kaufen. Das Mario Kart Paket kommt dann ca 245 Euro. Meint ihr vor Weihnachten kommen noch bessere Angebote ? Ich würde denke ich auch gleich noch Zubehör und Spiele kaufen. Auf alles sind dann 19% Rabatt.
 
Ha, wie geil ist das denn? :D
Ein Kumpel hat mich grade angeschrieben und mir gesagt, dass es dieses WE auf Konsolen die 19% gibt und mir angeboten, eine PS4 zu besorgen.

Zur Wii U:
Es ist durchaus immer wieder mal richtig gute Schnäppchen, allerdings würde ich damit momentan eher nicht rechnen. Aufgrund der Weihnachtszeit und dem Release von Smash Bros. sollte sich die Wii U auch ohne verkaufsfördernde Maßnahmen recht ordentlich verkaufen. 2-3 Monate nach Weihnachten sieht die Sache schon anders aus...
Ich denke mit 235€ für das Mario Kart Bundle bist du aber schon ziemlich gut bedient, zumal du ja noch bei zusätzlichen Spielen und Zubehör sparst.
 
@MrBurns
Nintendo hat eben noch einige von diesen 8GB Varianten auf Lager. Diese müssen jetzt wirtschaftlich "entsorgt" werden.
Und ein Bundle mit SSB dürfte für einige interessant sein, falls der Preis attraktiv genug ist.

Bin mal gespannt ob dieses Bundle wirklich nur für Spanien gedacht ist. Vielleicht zum Kampfpreis, wegen den dortigen wirtschaftlichen und finanziellen Verhältnissen.
Nicht zu vergessen, in Spanien haben sie aktuell eine Arbeitslosenquote von ca. 26% und die Jugendarbeitslosigkeit beträgt sogar satte 54%! Und das sind nur die offiziellen Zahlen.
 
4gamer hat Iwata interviewt:

http://www.4gamer.net/games/999/G999905/20141226033/

Ist natürlich komplett in Japanisch, wird aber nach und nach übersetzt: http://www.neogaf.com/forum/showthread.php?t=959746

[IMG]

Iwata: Thank you very much for your invitation today. I couldn't refuse when Mr. Kawakami told me wanted me to appear as the 'final boss' in his series.

Kawakami & 4Gamer: Thank you!

4Gamer: It is quite rare for you to have an interview or long-form discussion, though, isn't it, Mr. Iwata? At least, I feel like I haven't seen one recently...

Iwata: Ah, that's probably true. I've always been the one 'asking', so it has been quite a while since I have been 'asked' anything (laughs). Of course, I do a number of short interviews each year, but it has been quite a while since I've done this sort of long form interview.

Kawakami: Is you not doing many interviews a company policy?

Iwata: No, it's usual for the boss to be asked questions. But doing the usual thing is not interesting. I started the 'Iwata Asks' project when I thought, 'It's unusual for the boss to ask questions, so doing it that way might be interesting'. I actually didn't think it would continue for this long though...

4Gamer: The 'Iwata Asks' articles are something that the media could never write, don't you think?

Iwata: Well, there are a lot of interesting stories that happen internally, and I definitely thought you'd never be able to get the developers talking about some of them if you didn't make games yourself.
So, when we started, I had a good time, the readers seemed to enjoy it, and the people I interviewed said it was a very good way to wrap up their projects. Through speaking to developers, you can also create new possibilities, discover hints, and evaluate problems together so for me it's like killing five birds with one stone.

Kawakami: Five birds with one stone (laughs)

Iwata: But of course, doing it for a long time, our customers and even myself grew a little bored with it, so we decided to rest it for a while and it's recharging right now, so to speak.

Kawakami: But I find it really, really interesting and want to read more.

Iwata: We counted up all the interviews just the other day and there were over 200. Even I was surprised.

[IMG]

Iwata: So, I have this strange sense of duty regarding the codifying of the 'Miyamoto Methodology', because I feel like it would be useful to the game industry if you could put it into words. I started up a project similar to 'Iwata Asks' for that purpose. And, of course, wanted to see it put into words so I could understand it too, because back when I was just starting out, I sort of arbitrarily decided that Miyamoto was my rival, though that's embarrassing to admit now.

Kawakami: Your rival? Mr. Miyamoto?

Iwata: Yes. Would you believe that for a long time I'd just decided within myself, completely arbitrarily and not at all reciprocated, that he was my rival and I wanted to do something to just give him hell.

Kawakami: Well fair enough, but in the end did you ever manage to give him hell?

Iwata: Umm, well, maybe a little (wry laugh)

All: (Laughs)

Iwata: Miyamoto is, as you'd expect, an amazing person and without a doubt posseses a methodology that I don't have. And I always felt it was a waste that it wasn't verbalized.

Kawakami: It caused a buzz online, but Mr. Miyamoto's definition of a good idea* is quite remarkable.

*"A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once."

Iwata: Yes, that one's great. I thought 'Yes, that's a great quote! It'll be popular with people', so I went and spread it around as much as I could and it's become quite well known (laughs).

Kawakami: Yes, it has. It's like, to put it another way, realizing that killing two birds with one stone was about ideas too! (laughs)

Iwata: Yes. It's the perspective that solving multiple problems with one solution is what an idea is.

Kawakami: But when people say 'I got it!' or 'That's it!', it's usually like that. So, I think from a cognitive point of view, it's the correct definition.

Iwata: It's probably the same as the 'A-ha!' moment that they talk about in neuroscience. Things that, at first glance, didn't appear connected actually are and you can say 'if I just do this to this thing and that thing, I can solve all these problems in one go and everything will work beautifully.' That's the 'I got it!' moment.

Kawakami: Yes.

Iwata: Miyamoto also says that when a problem just can't be solved no matter what, someone is lying.

4Gamer: Lying?

Iwata: Yes. He doesn't mean lying in a bad way, but that the person's thought-process is mistaken, or they're looking at the problem the wrong way.
Miyamoto is like, how do I put this, he's a genius at creating perception changes. Explaining the value of changing one's perception in an easily understood manner makes people happy, so it's a very interesting skill (laughs).

[IMG]

Iwata: In my years as a student in high school and college, I would make games on a Hewlett-Packard HP-67 calculator.

*Programmable pocket calculator sold in 1976. Programs were stored on a magnetic card.

Mr. Kawakami: What sort of CPU was in that?

Iwata: That information was never published, so I can't say for sure what CPU was in there. It was very crude and primitive, not really made for computers (?). However, thanks to the ease with which it could handle Indirect Addressing and Data Entry Flagging, I was able to make games in the middle of class and show it to my friend who sat next to me.

Mr. Kawakami: You're truly a natural programmer!

Iwata: The manual wasn't very easy to understand, it read as though it had been directly (roughly) translated from English. But in those days (some stuff I can't understand) Back then, I considered myself the 'number one master' of calculators in Japan! (Laughs)

Everybody: (Laughs)

Iwata: Back then, I made a Star-Trek themed game by myself. I managed to get over the calculator's restriction of only allowing 224 steps per program by using 6 different magnetic cards. It was a masterpiece of calculator programming! The people at Hewlett Packard's Japanese Agency were really surprised. It was a ton of data to send. By that point, I was no longer worried about the HP-67's documentation.

Iwata: So [modern games] are backed by this huge amount of effort and technology, but it feels like very few people remember them [story moments] or players skip over things within the game.

Kawakami: It certainly feels like there's too many cut-scenes these days.

Iwata: Of course, you can use them effectively; I'm not trying to dismiss them completely, but I can't help but wonder what could have been instead done with the energy [time, money, resources] that went into them. Miyamoto has never used many cut-scenes, in his games, but recently I think he has begun to think the same way, too.

Iwata: The internet makes a variety of things transparent and allows information to be shared quickly. Therefore, in a way, you can no longer hand-wave stuff as you once could, but on the other hand it's created a platform for a variety of interesting things.
I don't think it's more difficult now [to do business] with the internet around. In fact, for certain genres and demographics, the internet is better at spreading information for us than, say, TV is.
For example, we posted a Tweet [on the NCL account] saying that we were remaking The Legend of Zelda: Majora's Mask and we had over 16,000 retweets within one day. Looking at those numbers, it's hard to feel that the market is becoming more segmented.

[...]

Iwata: Indeed, we see the trend of, as the middle of the market disappears, the big hits only become bigger. For example, there's been four 2 million sellers released on the 3DS [in Japan] in the last five months.
We checked and that's never happened before in the Japanese game market. So, in the middle of people saying 'packaged software doesn't sell anymore' and 'dedicated game consoles are dead', we have this happening.

Kawakami: Just this year, we had Frozen released in Japan and be a huge hit. People are saying no one goes to movie theaters any more and then we have one of the highest grossing movies ever recorded in Japan.

Iwata: It's segmentation and over-concentration. This bipolarity is just a feature of the market in recent years.
The mega hits get bigger, so to speak.
 
Gibt es eigentlich Informationen über ein Pokemon Remake der ersten Generation (Rot, Blau und Gelb) für den 3DS?
 
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4gamer hat Iwata interviewt:

http://www.4gamer.net/games/999/G999905/20141226033/

Ist natürlich komplett in Japanisch, wird aber nach und nach übersetzt: http://www.neogaf.com/forum/showthread.php?t=959746
Neuer Abschnitt:

Kawakami: Alright, changing topics now, Mr. Iwata - you were originally a 'Super Programmer', weren't you?

Iwata: Umm. Well, actually...I don't feel like I can say that, I've never said that actually. I don't think I was really 'super' by today's standards(laughs).

Kawakami: Well, there was definitely a period when other people thought that about you, though, right? When you were at HAL Labs, for example.

Iwata: I guess there was. There was definitely a period of time after I began working at HAL when I sort of fancied myself to be the most proficient software engineer in the video games industry. Because I believed things like that I could write better NES code than even Nintendo's (EAD) engineers or that I could write the fastest, most compact code.

Kawakami: But once you move from a engineering position to one of management or administration, you're no longer writing code yourself, are you?

Iwata: That's right.

Kawakami: So, wouldn't that make you long for it? Like, would you be wondering "should I be a manager or should I keep writing code"? Did you have that sort of internal struggle, Mr. Iwata?

Iwata: Hmm. Actually, in my case, I kept on writing code. Until I was 40.

4Gamer: Wait, really?

Iwata: Yes. Of course, I couldn't write code during the week days, but, well, my nights were my own, as they say. Or, I'd take work home on my days off and write code there. If I made anything cool, I'd bring it in to work on Monday to show it to everyone and they'd all be glad to look at it and that was fun for me.

Kawakami: Wow!

Iwata: Of course, the company wouldn't run if I didn't do my managerial tasks during the day, so I did them. But I didn't quit writing code.

Kawakami: Ah, so, what was you're last job as an engineer, then?

Iwata: Aaah, I wonder if it's alright to admit this? Well, I guess the proverbial statute of limitations is up, so I'll tell you, but my actual last work on programming happened when I was working as the General Manager of Corporate Planning at Nintendo. Something happened and the Gamecube version of Super Smash Brothers didn't look like it was going to make its release date so I sort of did a code review for it (Wry Laugh).

All: (Laugh Loudly)

Kawakami: No matter how you look at it, that's not the job of the General Manager of Corporate Planning, is it? (Laughs)

Iwata: Yes, it isn't really, is it (wry laugh). At the time, I went to HAL Labs in Yamanashi and was the acting head of debugging. So, I did the code review, fixed some bugs, read the code and fixed more bugs, read the long bug report from Nintendo, figured out where the problem was and got people to fix those...all in all I spent about three weeks like that. And, because of that, the game made it out on time.

Kawakami: So you even did the debugging yourself!

Iwata: And that was the last time that I worked as an engineer 'in the field'. I was right there, sitting by programmers, in the trenches, reading code together, finding the bugs, and fixing them together.

Kawakami: That is such an interesting story. But with that being the last time you worked as an engineer, does it mean that there's a knowledge gap between you and people who are currently working as ones?

Iwata: Yes, stepping back from something means that a knowledge gap is inevitable. Even if I understand the principles, I just can't take the time to fully update my skills. So, with time, I've found myself having to ask what certain things are.
So, even though I'm looking over the system development departments, I find myself having to ask them to explain certain things to me. Through that I'm sort of struggling through trying to not let my judgements standards waste away.

Kawakami: So that's an on-going thing, then?

Iwata: Yes, of course. How do I put this? I, personally, don't want to lose my position as the 'CEO of a listed company in Japan with the most knowledge of programming'.

All: (Laugh loudly)

[edit] Übrigens: Falls noch nicht geschehen empfehle ich jedem Iwatas Rede an der GDC 2005:

https://www.youtube.com/playlist?list=PL38B2AD26CFE4C796
 
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Ich hab vorgestern mal wieder geschaut. Für Core Gamer ist echt nicht viel über :(. Mario Kart vielleicht noch. Ein modernes Metroid oder so, Fehlanzeige.

Soll kein Bashing sein, wollte nur echt mal wieder eine kaufen.
 
Gerade für Core Gamer imo eine tolle Plattform - wo hast du den sonst noch das "ursprüngliche" Vidoespielfeeling? Du kannst afaik halt nichts mit den Nintendo Franchises anfangen, ist natürlich bissi Pech :D
 
Naja was heißt anfangen. Habe ja Gameboy, NES und SNES gesuchtet und vor allem N64.

Beim letzterem aber vor allem die Rare-Spiele. Ich denke das fasst mein Problem gut zusammen.

Ursprüngliches Feeling ist ja bei jedem anders ;). Es liegt in der tat an der franchise behalten welche Cover ich mir anschaue, es sind halt immer pummelige Kemptner und Pilze drauf.
 
Und nein, ich meine nicht COD. Es liegt vielleicht daran, dass früher die Wahrnehmung anders war: Konami, Rare und Co. gehörten eben auch dazu und damit die Franchisen.

Es fehlen einfach Alternativen, meinetwegen auch welche, die sich ein wenig an ältere Spieler richten.

Wie gesagt: z.B. Ein Metroid. Oder ein Zelda-Spiel mit einem älteren Link und anderer Grafik, oder warum nicht ein eigener Shooter ... usw.

Aber auf der U kommen ja echt nur noch Nintendo-Spiele. Ausser Bayonetta und den Launch-Kram, den ich schon hatte.
 
Jetzt mal noch was anderes :D

Es gibt nur 8GB und 32 GB, gell... den Rest muss ich über externe HDDs machen. Und warum (WTF) gibt es kein weisses Mario Kart 8 Bundle :(
 
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