With the Noclip Archive's 1080p upload of Nintendo's E3 2010 press conference yesterday, I went back into the barely-documented 3DS tech demo rabbit hole for a little bit!
Most people know of the "main" 3DS tech demo from E3 2010, which showed multiple 3D dioramas of Nintendo characters that would later be repurposed for the Puzzle Swap pieces in StreetPass Mii Plaza. But there are a couple more tech demos shown by Nintendo on the show floor that have barely or never seen the light of day since, mostly because Nintendo seemed to not like people pointing too many cameras at the 3DS screens!
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The following appears to be the only currently known footage of the "3D Hopper" tech demo, documented by Destructoid! It is part of the trio of 3D demos alongside 3D Paddleball and 3D Challenge, previously reported to be shown to the press behind closed-doors, but this video appears to have been taken directly on the show floor. The original YouTube upload of this footage seems to have gone private, this has been saved from a video tweet I made in 2020.
You can find some articles from news outlets that have talked about this demo, including IGN and Engadget:
While there hasn't been any found footage of 3D Paddleball that I know of, the last of the "3D" trio, 3D Challenge, has been preserved back in 2020! I teamed up with preservation group Forest of Illusion to document the demo in coordination with its release:
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Many games that would end up being first-party and third-party 3DS titles were demoed at the show floor in the form of interactive demos or videos, such as the Metal Gear Solid 3 port, Kid Icarus Uprising, Ocarina of Time 3D, and perhaps the most well-known of which, the original version of Paper Mario: Sticker Star.
What would eventually become games included with the 3DS, AR Games and Face Raiders were also shown in the form of tech demos, as well as a demo showing classic NES and SNES games in 3D that would eventually become the basis for the underutilized 3D Classics line. The following appears to be the only known footage of the demo from Nintendo World Report:
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I continue to find info (and in some cases the lack thereof) about the 3DS' presence in E3 2010 fascinating, so hopefully more people end up interested in digging up more info or footage from the event!
What goes into the vertical slice of an MMORPG? I feel that it would be hard to prototype when a lot of the game's premise relies on quest progression, player-to-player interactivity, etc. It seems like something that cannot be communicated effectively until much later in development.
It's good to remember what a vertical slice is - it's a functioning version of all of the systems we plan on having in the game working together so that it is representative of the final game experience. MMORPGs tend to come with a lot of expected table stakes features, which means our vertical slice needs to have those features. For a MMORPG, that generally entails:
At least two distinct players on separate accounts able to log in and play in the same game world
A persistent game world - all players are able to log out and the same game state persists between logins
Functioning gameplay systems - skills, targeting, combat, leveling, crafting, etc.
MOBs that exist within the world independent of players
At least one quest that the players are able to accept, progress, complete, and obtain rewards
A functioning leveling system that allows players to level up and obtain rewards
Functional UI - combat, looting, character inventory, NPC interaction (e.g. quests, cinematic), chat, grouping with other players, etc.
A functioning chat system - player A can type a message and player B can read it in real time
A functioning item storage system (e.g. bank)
A functioning asynchronous mail system - player A can send a mail to player B who can receive it when they next log in.
A functioning player-to-player commerce system (auction house)
Functioning player-to-player direct trading
A functioning gear system
For a vertical slice to be a vertical slice, we don't need all of the different classes or races or gear or systems, but we need at least one of everything working together so that the play experience of the vertical slice is representative of the finished game play experience. Core functionality all has to be there. It can be a little unstable and it can be cobbled together, but everything should be there and it needs to feel like the intended final experience. The purpose of the vertical slice is to persuade the executives that the rest of the game is worth making.
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so it turns out that not only is it impossible to redownload the Epic Citadel tech demo, and the android version hasn't been properly archived anywhere (i have just rectified this), but this FREE demo released FOR FREE on google play has literal DRM:
so out of some misplaced form of spite, i dug up the source for the demo from the last version of the Unreal Development Kit and made a barebones port for PC.
Did you know this ordinary yellow rubber duck has deep roots within PlayStation's history? From it's iconic tech demos to a game on the PS3, this rubber duck has had many appearances through the years.
(Wondering if your favourite game has a fishing minigame? Have questions on what counts as a fishing minigame? Feel free to send an ask in! Not only does sending in an ask allow your most pressing fishing minigame questions to be answered, but it also helps support this blog!)
Today at #GDC2024: mind blowing tech demo for Marvel’s 1943 using Unreal Engine 5.4. The cinematic quality is stunning. Hot damn I love this show! #Marvel #RiseOfHydra #UnrealEngine #GDC #TechDemo #CaptainAmerica
For promotional videos like the 10-minute gameplay video of Tears of the Kingdom, how much of that is always constant in that specific build of the game? The video is prerecorded, but I still feel like there would be a lot of staged things to show off what they want to, while reducing the risk of any pitfalls.
We stage things like this all the time, both for public-facing gameplay videos and for internal demo videos. This is because the purpose is to showcase the gameplay systems in a timely fashion. We usually don't have a lot of time with our audiences. No one wants to sit and wait for minutes while the next demo is carefully set up. It's even worse if it's a live demo and the setup breaks or something unforeseen happens and you have to reset everything to load up the demo scenario again.
For video presentations especially, it is normal for us to record several takes of the same demo scenario and then choose the best of the recordings to edit together for the final presentation. It makes sense for us to reduce the setup time it takes to prepare the scenario for the recording. It isn't abnormal for us to create entire test maps just to prove out different gameplay items. Moving around a few things for the sake of a major presentation is normal. You should see the kind of stuff we had to cobble together for E3 demos back in the day. The stuff we'd have to do often ranged from "minimal fixing up of existing feature" to "smoke and mirrors whole features for this demo".
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