Alternate way to control shooter on the Wii?

This topic is locked from further discussion.

Avatar image for goblaa
goblaa

19304

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#1 goblaa
Member since 2006 • 19304 Posts

This seems to come up a lot. Many of us, including myself, greatly prefer using a wiimote for shooters over the slow and sluggish dual analog set up. But not everyone likes the wiimote set-up for FPSs. The idea of moving your gun to the edges of the screen to turn is awkward for a lot of people.

Red Steel laid the framework and EVERY wii shooter since then has only copied it. Why have developers not tried new things? Allow for different options so players can play with something they may feel more comfortable with.

I made a vid showing an idea I had for a different way to control a shooter. Example of a different way to control a Wii FPS.

The idea is to more closely mimic a mouse with the wiimote. With a mouse, you turn and aim by moving the mouse. If you run out of mouse pad, you just pick up the mouse and reset. With this idea, players are free to move the wiimote's pointer anywhere on the screen. The edges of the screen do not cause you to turn, there is no dead zone or boaunding box. Instead, holding the A button down and moving the pointer turns you character. Any amount of pointer movement turns the character. If you move the pointer to the edge of the screen, you simply stop turning. If you run out of screen but need to turn more, simply let go of the A button and reset.

It's kinda hard to describe, so that's why I made the vid.

Avatar image for Raiko101
Raiko101

3339

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#2 Raiko101
Member since 2005 • 3339 Posts

It's an interesting concept, but it only makes things more complex. I wouldn't go as far as to say it was actually complex, that would be silly, but its a control method that uses a button more than it has to. With a Wii remote too, you really need every button you have for FPS games, as there are many different and important actions. The movement would feel a lot more like the dual analog set up to, as turning would become less fluid.

It's actually a very similar method to lock-on, which I feel would better help gamers adapt to Wii remote-based FPS controls. That way the screen can lock on to and follow an opponent, but the player would still have to aim the crosshair over the opponent themselves.

Avatar image for unrealtron
unrealtron

3148

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#3 unrealtron
Member since 2010 • 3148 Posts

I like it the original way

Avatar image for psychobrew
psychobrew

8888

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#4 psychobrew
Member since 2008 • 8888 Posts
I would hate dragging the cursor across the screen like that to shoot. You'd have to reset all the time too, and regaining your aim after turning would take a extra time and you couldn't shoot and turn at the same time.. In COD games, you can push a button to lock the camera.
Avatar image for goblaa
goblaa

19304

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#5 goblaa
Member since 2006 • 19304 Posts

I would hate dragging the cursor across the screen like that to shoot. You'd have to reset all the time too, and regaining your aim after turning would take a extra time and you couldn't shoot and turn at the same time.. In COD games, you can push a button to lock the camera. psychobrew

I think you misunderstood. You could still shoot and turn. You always shoot strait like in every Pc, PS3, and 360, and DS shooter. Your not shooting where you're pointing.You're using the pointer as a virtual m0use/stylus.

The time needed to move the pointer back to turn further is no different than resetting a mouse or stylus. Hell, in MPH one swipe of the touch screen turns samus over 180 degrees...and that's on a tiny touch screen.

Avatar image for osan0
osan0

18268

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#6 osan0
Member since 2004 • 18268 Posts
thats a pretty good idea TC. you still lose one button which could lead to problems...but i could see it working quite well. there would be a learning curve mind as people would need to stop thinking of the wiimote as the gun and think of it more as a mouse....but it could be an improvement indeed after learning. just let the player set the sensativity of both modes seperately.
Avatar image for BrunoBRS
BrunoBRS

74156

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#7 BrunoBRS
Member since 2005 • 74156 Posts
didn't you make a thread like that in the past? personally, i feel like the press of an extra button just to turn is a really bad idea and makes things more complicated.
Avatar image for KBFloYd
KBFloYd

22714

Forum Posts

0

Wiki Points

0

Followers

Reviews: 10

User Lists: 0

#8 KBFloYd
Member since 2009 • 22714 Posts

now i get it... i didnt back when you first posted..

umm..somehow i feel this is forpeople that have hands that shake alot..

if you want to aim more steady get the zapper.

Avatar image for goblaa
goblaa

19304

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#9 goblaa
Member since 2006 • 19304 Posts

now i get it... i didnt back when you first posted..

umm..somehow i feel this is forpeople that have hands that shake alot..

if you want to aim more steady get the zapper.

KBFloYd

Uhg, I hate the zapper.