[QUOTE="Dire_Weasel"]
So, if you've ever used any sort of "VR" rig, you'll notice that there's a big inherent problem with the interface: there is no physical feedback.
For example: in that sword fight with Darth Vader, you'd take a swing, and even though it looked like DV blocked you, your arms would follow right through. At that point you've got a contradiction between what you see on the screen and what you're acting out in the living room.
This sounds like a minor flaw, but it's not, really. The only scenarios that you can represent with something like the Wii, the Move, or Kinect are ones in which your movement wouldn't be impeded by what's happening on the screen. With Kinect it's particulariy problematic because you can't even add a bit of haptic feedback to the controller as you "hit" the virtual object; the user isn't holding a controller.
QuistisTrepe_
The Star Wars part wasn't a competent presentation to begin with. I wouldn't judge the finished product off of that which will be several months from now. The Stormtroopers were lining up and waiting to get killed and vehicles were exploding for no reason.:lol:
I was just kind of using it as an example, but I think it's fair. The first thing people tend to think of when they see the move controller is "lightsabre".
Games where the motion of your virtual limbs are interrupted by onscreen objects just won't work with the current implementation, and it's being strongly implied by certain marketing videos from Microsoft and Sony that it will. Many of them involve wielding swords or your fists.
Log in to comment