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Wii U Demos Have Restricted Number Of Plays

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Demos on the Wii U eShop will have a restricted number of plays, unlike those found on the Xbox 360 and PlayStation 3. The information was discovered when European users downloaded the demo of FIFA 13 from the Wii U eShop. Users who download FIFA 13 only have ten tries on the demo and then it becomes unplayable. This mimics the Nintendo 3DS eShop where demos have a play limit. Do you think it’s a good idea to enforce a play restriction on a demo?

101 thoughts on “Wii U Demos Have Restricted Number Of Plays”

    1. Kind of bullshit since most demos are 1-2 gbs. You guys are right in saying most people dont play demos more than 10 times so why bother setting a limit. More nintendo b.s.

      p.s. For those of you who have read my older posts. I finally received a new Wii U from nintendo, but they have no answers yet for when they will send me Nintendoland that was trapped in the brick, and they say the ID migration system is “down” So I have yet to do that and re-download NSMBU and Zombiu. They said I should hear from them next week. AC3 is keeping me busy for the time being so hopefully this will be settled soon.

      1. Way to hang in there. It’s a new system, and Nintendo always makes things right, although it sucks you’re being penalized for being an early adopter. (That is, they are still working the kinks put of how to take care of these issues.)

        AC3 is fun! Love playing it on the gamepad at night. :)

          1. Nope, i bought mine at walmart it was the deluxe version and the brick happened post update after i downloaded nsmbu and froze halfway through downloading zombiu. Froze on wiiu load screen after wii u chat. Had to do a hard boot (unplug) and wouldn’t turn back on.

        1. Thanks for reply drybones, not many on this site can defend nintendo while understanding a gamers frustration. They definitely have kinks to work out, so I will try to be patient. As frustrated and disappointed I am with Nintendo over this issue I still get excited to get home and play my new console. Miiverse and AC3 is great, although difficult to get use to playing on the gamepad when I am use to playing AC on the 360. Not a big fan of the super small buttons, so I will be asking for the pro controller for Christmas.

    1. As of this writing Nintendo’s new Wii U console is less than a week old, predictably flying off shelves and into gamer’s eager hands. Along with the console is a slate of over 20 launch titles, both original and ports from other systems, spanning all genres. From surviving the undead infestation of ZombiU, to touring some of Nintendo’s biggest attractions in Nintendo Land, there is a game for everyone in what is arguably the strongest launch lineup Nintendo has had yet.
      The ace up Nintendo’s sleeve this time out is that, for the first time since the Nintendo 64 released 16 years ago, this new console launches alongside a brand new Mario game in New Super Mario Bros. U. While most certainly a Mario title, it should be noted that NSMBU isn’t a wholly original IP, acting instead as an entry into the New Super Mario Bros. series that began on the Nintendo DS in 2006. That first DS title was a breath of fresh air, a love letter to all fans crying foul at Mario’s abandonment of his side scrolling roots. It was a novel idea and an excellent game, but seemed best suited as a one-off, a tip of the hat as Mario went on to travel new frontiers. However as this Wii U entry is the fourth in the series, that “New” at the front of the title is now well past the point of irony. With the Nintendo DS, Wii, and 3DS (whose New Super Mario Bros. 2 was released just three months ago) all getting their due, it’s clear that New Super Mario Bros. has joined the Mario Kart and Super Smash Bros. series in the ranks of the “new console on the block” hazing ritual.

      If Uncle Ben taught us anything, it’s that with great power comes great responsibility, and this holds true for Mario as well. With each core Mario game comes a sense of both excitement and expectation. After all, each past title to launch alongside a new platform has acted to usher in a revolutionary new idea in video games. In 1991 Super Mario World for the SNES evolved the open structure of Super Mario Bros. 3, introducing Yoshi as a playable character and building layer upon layer of secrets for gamers determined enough to look. Then the 1996 release of Super Mario 64 went so far as to reinvent the wheel, paving the way for platforming and exploration in a 3D space. Even today gamers can look back at Mario 64 as a game that, while surely not as easy on the eyes as it once was, still houses some of the most finely crafted 3D worlds ever built. Each core title since then has iterated upon the groundwork laid by that N64 entry. Whether it be adding mechanics and a larger open hub world in Super Mario Sunshine or toying with gravity and perspective in Super Mario Galaxy, Nintendo has produced adventures that prove they’re still masters of the craft. Still, none have quite captured that feeling of innovation last seen in 1996. Which brings us to the recent release of NSMBU, which is by all intents and purposes an excellent example of a side scrolling platformer. Even so, a good portion of Nintendo fans are welcoming this title with less than open arms, deeming it as more of the same, a rehash of old assets and ideas.
      Which begs the question, who is Nintendo trying to please? What do they feel their (and Mario’s) role in gaming is today?

      There’s a philosophy thrown around in gaming that someone’s first Mario Kart is inevitably their favorite. Talk to a gamer in their 30’s and there is a good chance they will defend the original Super Nintendo release to the death. But give that same game to a twelve year old and they’ll shout sacrilege for trying to pawn off something with graphics worse than their iPod Touch. The sense of magic and fun that comes to a child in their early gaming career, when they finish that first race as their favorite character from the Mushroom Kingdom, is an impossible feeling to recapture. More than that though, it’s an incredibly important feeling to have. As does every experience a child has, it sticks with them, and helps shape who they are and who they become. Nintendo is a company that embraced this idea from the beginning, always putting fun first, acting as an usher for kids and adults into video games. When I look at Mario Kart Wii right now I see a game that, while by all means competent and well-crafted, features characters, powers, and stages that seem recycled a few times over. There is enjoyment to be had for sure, the same enjoyment that comes from playing any well-crafted game, but that initial sense of wonder is nowhere to be had. However, I have a young nephew whose first real console was the Nintendo Wii, and it’s no stretch to say that he holds Mario Kart Wii to the exact same regard as I held the original. So maybe Mario Kart Wii isn’t meant for me in the first place.
      The videogames industry is unique in that despite how large and ubiquitous it is, it’s still relatively young. It’s entirely fair to assume that many of today’s top game journalists and critics were opening a Nintendo Entertainment System for Christmas way back in 1985. With that comes both the experience and knowledge of seeing an industry grow from infancy, but also perhaps an inherent jadedness that comes with growing expectations. For a thirty-something to play New Super Mario Bros. U and scoff at the sight of yet another ice world or desert world is entirely understandable, but maybe also missing the point. There seems to be a belief from older fans that Nintendo’s games should evolve and mature with their audience, a belief that doesn’t apply to every medium. Of course evolution is present in the added mechanics and challenge of hidden collectibles, but by and large Nintendo games play the same as they have for some time now. An argument can be made that this is, to a degree, on purpose. Nintendo has the same effect for kids in the interactive sense that Disney has for film, or Dr. Seuss has for books. It’s comforting in a way to know that the same way my nephew can read “Oh, The Places You’ll Go!” and learn the same lessons I did, they can also play their first ice world or desert world and experience that same magic.

      Is that to say older gamers are wrong for wanting more out of Mario? Not at all. Nintendo was once the standard bearer for innovation in gaming. If they didn’t create 3D platforming, they at least near perfected it. Evolution and core principles are two concepts that are incredibly hard to balance, and Nintendo has a way to go before it gets there again. On the same note though, something can be said for keeping one’s perspective and trying to understand why New Super Mario Bros. U exists, why it’s still vital, and why it might be the perfect way for the Big N to launch a platform. All around the world are ten year-olds about to receive a Wii U for Christmas, because parents count on Nintendo the way they count on Disney, and this Mario will be their first. And damn it, they deserve their ice world.
      – Jamie Chapman

  1. Demo’s have been doing that for a while. Seriously though, unless you’re playing a multiplayer beta, why would play a demo more than once, or a couple of times if you have family who might want to play it

      1. I completely dissagree.

        Personaly i dont, but i recently got the Monkey Ball demo for my niece on my Vita, and the Sonic and Mario, and epic Mickey demo on my 3DS. She was seriously into Sonic and Mario but that limit made her stop playing the 3DS completely.

        I asked her what she wanted for her bday, a 3DS or Vita and she chose a Vita. So that’s what she’s getting now. I might be in the Minority here, but its the little things that matter.

        Plus, its more work to put a limit on the demos, than to leave it the way it is.

        1. “Plus, its more work to put a limit on the demos, than to leave it the way it is.”

          well .. no not really.. it’s a simple counter.. with experience you can implement something like that in less than a minute.. it absolutely pales in comparison to the scope of work needed for creating a demo in the first place

          could be that in a few cases it makes nintendo lose a customer.. but in other cases it might gain them some .. would your niece ever have bought the games on 3DS if you’d bought her one? because it doesn’t seem like it if she wanted a vita instead in spite of enjoying the demos on the 3DS as much as you said
          could be that there’s a handful of people out there who are content with only ever playing the demo of a game.. i wouldn’t know, i can’t say i’m familiar with any

          1. It could be a minute of work, but its a minute none the less, Therefore its more work to put that counter in it. I never said a demos took a lot less, i was strictly talking about the limitation feature it had.

            Would she buy the games? Of course not, BUT i am, I’m getting her a system so she can plays games, and if she wants a games ill get it for her. See your trying to twist this out of proportion, my issue is that nintendo is putting a limit to the demos, which I sure as hell don’t see how it would affects them negatively if they didn’t.

            They could easily just not add that feature. How is it going to help nintendo gain more users though? I can’t see anyone saying “I was on the fence about getting a 3DS but when I heard about the 30 play limits on the demos It hook me right away”

          2. Ps: the reason she chose the vita is because of the Monkey ball demo, and yes she still plays it. (No limited plays, and I still say its the little things that matter)

              1. Exactly, Why would you keep playing the same 3 levels the demo may come with when you can buy the game, get a way better experience and support the people who make the games? The developers need money too!

                1. Because I didn’t want to get her something she wouldn’t use, and that is the reason why she’s getting the system and full game… any more questions?

                  1. so if she hugely enjoyed the demo why would she not be using the full game? sorry but that’s a very confusing argument

                    1. Because she enjoyed monkey ball more… and like I said, if the limit on the demo wasn’t there she probably would’ve played it a lot more than Monkey ball. Plus why would I buy both of those full games if I myself don’t like them, My niece is trying out the demos to ultimately chose what she wanted.

          3. I don’t think a counter in a huge enterprise codebase takes less than a minute. Try to figure out where to save it to. Online? Offline? Kind of Database? Lots of variables here. Also if it’s actually a classic database that’s at work here, you’d have to add the counter to the schema.

    1. I’ve actually seen numerous Miiverse posts saying “It’s refreshing not to have acheivements” and I personally agree. Sometimes they ruin the feel of the game, too. A lot of acheivements are given out for nothing and have goofy names. The Silent Hill HD collection is a grand example of terrible timing and naming for the acheivements.

      I’d rather have in-game acheivements than having them on my profile because they honestly don’t mean anything to anyone but yourself in most cases. More acheivements doesn’t mean better gamer. So, why waste the space on the console/online servers?

      1. I think you at least should have the option. They should just put them in with an option to turn them off for people who don’t like it. For some games it really gives a lot of replay value or challenges you to play in a way you wouldn’t do normally (like the hardest lvl).

        1. People should want to play the game because the game is good, not because of having to go through the chore of having to make a number say 100% I would agree that it should be an option, but it would waste development time from things like bug fixes and adding in skins etc.

          1. Thats the thing, you arent force to 100%, and youre gonna have fun regardless. Its good to have the option because its not taking anything away from the game, thats why the trophies are so stupid, cause theyre implemented after the game is made and not the other way around.

            1. Achievements/Trophies arent even fun. It’s like grinding, except you dont get anything.
              The only time ive actually enjoyed getting achievements was in Deus Ex 3 and Dishonored, but thats because the game was fun, the acheivements basically just told me the different ways i could play, which i could easily work out on my own.

              1. My point exact, they are useless, but people love them, hell that’s the Reason why RoosterTeeths Achievement Hunter Show is So Popular. So why not give the ‘option’? It wont change the game for those that don’t care, but it’ll sure add replay value to the whores out there.

    2. right after DLCs that are removed from the finished game and then later sold for $$$ and obnoxious DRM methods achievements have got to be the most cancerous development in game history that i know of
      i’m glad the wii-u doesn’t have to suffer from such a completely useless and annoying feature and i hope it never will
      not everything that’s new is good and achievements certainly never were

        1. I bought it and wished I hadn’t. It’s far too short and not much new in it. It feels like a half hearted effort which should have been included with the console and not a $60 stand alone game. I am a Nintendo and Mario fan, but this is the first time I felt the game was made solely to make cash and I have played almost all of them, starting with the original.

  2. people like me play the demos a few times just to try the game, so it does not bother me alot. there is little content and few reasons to play a demo many times.

  3. So I am curious to know, is there a demo for the US eshop as well, do you guys know when there might be one coming ?

  4. I love the 3DS demos. Even games I have gone on to buy, I only played the demo a couple times to see if I liked it. I would not want to play the small section of the game more than a couple times. The demos have kept me from wasting money on a game I would have hated.

    I also agree with an earlier comment that I would not be interested in the soccer demo to begin with.

  5. I ran into this with my 3DS. I don’t really mind the “X number of plays” demos, but I definitely like the old way better. I get that they want people to buy the whole game, but if someone is going to buy it, they aren’t going to just play the demo to save money. If someone doesn’t intend to buy it, they will play the demo exponentially; but even that gets old, so they will probably end up buying the game anyway. If they like it enough to play the demo 100 times, they will see the price justification in buying it. I think they are shooting themselves in the foot, if this trend continues, though, because it gives the appearance of restricting gamers, and that’s never a good thing to cheese off your customer base.

    1. a demo already has “restricting gamers” printed all over it regardless of whether the number of plays is limited or not

  6. i don’t need a wiiU demo to tell me if i will like the game or not. i’ll just watch demos on youtube app or ask the miiverse – a demo is not enough to convince me to spend $60+ for a game. but for 3DS they have been great for trying out. still on the fence about Sticker Star! where’s my demo??

  7. It’s simple, they want people to buy the game. People will desire the real game if they play a demo a little and have fun. If they wish to continue having fun and can’t play anymore (because of the 10 plays), they will only have one choice to continue to have the same fun : buy the real thing. It’s all about marketing alright. And it’s still a great thing to put demos, just to give the feeling of how the game plays, it’s not every game that makes one, you should be grateful to even have one.

      1. you’re forgetting the fact that it’s a demo anyway… they are usually so limited that it’s impossible to have any long term fun with them
        frankly i think the limitations are quite pointless, because no one will bother with a demo that long anyway

  8. I have no problem with it. With the demos on the 3DS I never even made it close the the limit. I still have a good 20-25 plays on some of the demos. Who really plays a demo that many times?

  9. Who plays a demo more than 2 or three times? Maybe 10 times? If you load a demo to play that much, why not buy the full game? I don’t see why limiting the number of plays is bothersome…

    1. you make a good point,
      I have serious NEVER played a demo more than 2, maybe 3 times.
      I’ll download it, check it out, decide if I like it then buy the game. If you love a demo that much to reply it 10, 20 or 30 times ,get the full game, it lasts longer, it’s a complete game, and then play it over again once you finish it.
      I could be wrong, if some sort of demo-nut can come on here and tell me what I’m missing out on (besides financial situations of not being able to afford the game straight away and a demo is the only way you can temporarily enjoy it in the meantime, or a little kid waiting for their birthday/xmas to roll by so they can get their next game.)
      Not saying that Xbox got it wrong or Nintendo got it right or anything, just saying, it’s probably a more handy way to encourage sales. If you like a demo seriously, that much…chances are if the demo expired and you really want to play it, you will end up buying it, more profit for them.

  10. Honestly, I’m fine with restrictions on the demos. I know I can usually figure out if I want to buy the game or not within the first 5 minutes of game play. Because you know, that’s what demos are for: to test a game you’re on the fence about or for poos and giggles.

  11. You guys DO realize that Nintendo doesn’t set the limit for demos, right? Just like on the 3ds, expect this to vary. The demo for Theatrythm had infinite replays. The demo for spider-man only had ten. Nintendo doesn’t just toss out these numbers willy nilly. This is obviously something that doesn’t get decided by them.

  12. Demos aren’t meant for endless play. They are meant as a try before you buy. In that ten plays you decide weather or not its worth to buy the whole game. If you didn’t like playing it you are not out any money. If you liked the game and want to play it more, you know you won’t be wasting your money when you buy it.

  13. I don’t see the point, but I don’t really care. I’m not going to be playing a dinky demo more than 1 or 2 times anyway.

  14. For the consumer it is a bad thing, for the industry a good one. So I am for it but against it at the same time but overall I like it.

  15. yah it would be better if they kept the full game open to you for a few days, so you can get a real feel – some of these demos are super short and not convincing enough to keep playing.

  16. Most games on ps3 have it set up like you can play the full MP of the game, but you are level capped.

    So many level 8 demo noobs in mag XD

  17. How many times do you have to play it in order for you to decide whether you want to buy the full game or not? 10 is a good number.

  18. Well when you think about it. If you get a demo and you loved the demo, you’ll get the game; if you didn’t, you wouldn’t bother with the game or the demo version. While I think it should’ve been up to 20 times at the most, that’s still a fair number. Besides, this isn’t even an issue since all you have to do is a certain action and you can play the demo all over again i believe.

  19. Hey, I know it’s a pain in the ass, but I think if you delete the demo on the 3DS and redownload it, the counter starts over.

    Can one of you folks in the UK test this on the WiiU?

  20. Glad that Europeans have a demo. We Americans still have none. Love my Wii U, but I think the demo limit is dumb. Even though I may not play it more than 10 times, it just seems unnecessary. Things like this doesn’t help convince core players that they are serious (Nintendo), when their competitors aren’t doing things like this.

  21. Nintendo needs to stop messing up with this kinda stuff. It’s not like we’re being given the entire game to try, if people like a game enough they’ll buy it. I don’t see the need for a restriction. I usually only try a demo two or three times, but the fact I can’t KEEP retrying it is complete crap.

  22. I don’t think it’s good to add a restricted number of plays on a demo that isn’t the final.. I mean it’s not the final… And as for the “But people will just keep playing this and not buy the game” thing, that doesn’t much make sense, it’s like saying it’s bad to just not buy the game and not play the demo. But if that happens, they just have the demo that is limited, so one day if they want the final, they can just buy it.. Even if not, they only have a limited copy..

    But yeah, I don’t much play demos a lot (Depends) but I still think it’s kind of a silly move though.

  23. Pingback: Wii U | Los demos tienen restricción de uso | Play Reactor

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