Here's an idea how to use SIXAXIS.

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TriangleHard

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#1 TriangleHard
Member since 2005 • 9097 Posts

I think motion control in SIXAXIS can be used well if developers stops trying to put it as part of main gameplay, or just force it in there to have an use.

Why not create some unique situation where it will feel like only motion sensor can really make that experience work?

For example, a game like MGS4 perhaps has cut scene that has situation where your ally is taken as hostage, and enemy soilder is telling you to put down the gun.

And how you control that scene is by putting down your sixaxis controller flat on table you will put down the gun in the game. And from there on just create tension of the scene and make player just study enemy soilder to see if you get the chance to pick up the gun again. And when enemy soilder looks away, pick up the controller to pick up your gun. However when you are picking up the controller, the SIXAXIS reads that as well, so the soilder notices it too so you have to pull the trigger fast.

That kind of unique situation would make such scene so much more intense and players can really feel like they are part of the scene. Instead of making motion sensor to control direction of characters, etc that just isn't working.

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acidBURN1942

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#2 acidBURN1942
Member since 2002 • 4816 Posts
I like it.
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Symphonycometh

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#3 Symphonycometh
Member since 2006 • 9592 Posts

I think motion control in SIXAXIS can be used well if developers stops trying to put it as part of main gameplay, or just force it in there to have an use.

Why not create some unique situation where it will feel like only motion sensor can really make that experience work?

For example, a game like MGS4 perhaps has cut scene that has situation where your ally is taken as hostage, and enemy soilder is telling you to put down the gun.

And how you control that scene is by putting down your sixaxis controller flat on table you will put down the gun in the game. And from there on just create tension of the scene and make player just study enemy soilder to see if you get the chance to pick up the gun again. And when enemy soilder looks away, pick up the controller to pick up your gun. However when you are picking up the controller, the SIXAXIS reads that as well, so the soilder notices it too so you have to pull the trigger fast.

That kind of unique situation would make such scene so much more intense and players can really feel like they are part of the scene. Instead of making motion sensor to control direction of characters, etc that just isn't working.

TriangleHard

You know what?

You are a FLIPPIN genious. IMO.

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AnFangs_Endes

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#4 AnFangs_Endes
Member since 2007 • 3785 Posts
That idea ... I like it :D
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Robotron92

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#5 Robotron92
Member since 2007 • 520 Posts
i agree, just like in resistance like when your on fire you shake the controller, i love how the sixaxis comes into play, little extras like that and like what you said make games not really need the sixaxis but more along the lines of really helping the gameplay
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TriangleHard

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#6 TriangleHard
Member since 2005 • 9097 Posts
I just think SIXAXIS can replace that annoying God of War Simon says button matching sequence with ideas like this.
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#7 dewmandew7
Member since 2005 • 4152 Posts

Insomniac is trying some things with it in Ratchet and Clank Future: Tools of Destruction.

For example, when you sky dive, you tilt the controller left to right to avoid obstacles. When you shoot the tornado gun, you tilt the controller to move the tornado, which frees up your analog sticks so you can continue to aviod attacks directed your way.

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Symphonycometh

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#8 Symphonycometh
Member since 2006 • 9592 Posts

I just think SIXAXIS can replace that annoying God of War Simon says button matching sequence with ideas like this. TriangleHard

I actually would prefer if we could rather master those "Hero sequences" rather than have some buttons tell us to.

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acidBURN1942

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#9 acidBURN1942
Member since 2002 • 4816 Posts

[QUOTE="TriangleHard"]I just think SIXAXIS can replace that annoying God of War Simon says button matching sequence with ideas like this. Symphonycometh

I actually would prefer if we could rather master those "Hero sequences" rather than have some buttons tell us to.

I agree. Context sensitive is just a cheap way out of devloping a true gameplay formula.
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Symphonycometh

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#10 Symphonycometh
Member since 2006 • 9592 Posts
[QUOTE="Symphonycometh"]

[QUOTE="TriangleHard"]I just think SIXAXIS can replace that annoying God of War Simon says button matching sequence with ideas like this. acidBURN1942

I actually would prefer if we could rather master those "Hero sequences" rather than have some buttons tell us to.

I agree. Context sensitive is just a cheap way out of devloping a true gameplay formula.

Trust me. Let me take full control of a game, and Gamespot would rate me a 5.0 because the controls didn't give you a

"Feed me the controls" sequence nor would they like the fact I would try to put you in the game as best as I could.

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TriangleHard

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#11 TriangleHard
Member since 2005 • 9097 Posts

Hero sequence is not a great thing, but I don't think it is entirely bad thing.

I just hope developers mix it up a little. Always seeing face buttons and D-pad on the screen isn't fun.

Also I want SIXAXIS to be in use where it feels like it was needed, not just tacked on.

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LoG-Sacrament

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#12 LoG-Sacrament
Member since 2006 • 20397 Posts
what would stop you from putting the sixaxis on your lap with your hands still on it?
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TriangleHard

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#13 TriangleHard
Member since 2005 • 9097 Posts

what would stop you from putting the sixaxis on your lap with your hands still on it?LoG-Sacrament

does that really matter?

It would still create same tension.

Many people used scratch the button, double finger, rulers, etc when they used to play old school olympic games, but that still didn't relieve players from that tension of button mashing.

putting it on your lap would make it even more tense because you would have to restrict your movement or SIXAXIS would read the movement. The goal is still accomplished.

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LoG-Sacrament

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#14 LoG-Sacrament
Member since 2006 • 20397 Posts

[QUOTE="LoG-Sacrament"]what would stop you from putting the sixaxis on your lap with your hands still on it?TriangleHard

does that really matter?

It would still create same tension.

Many people used scratch the button, double finger, rulers, etc when they used to play old school olympic games, but that still didn't relieve players from that tension of button mashing.

putting it on your lap would make it even more tense because you would have to restrict your movement or SIXAXIS would read the movement. The goal is still accomplished.

well i dont know about you, but my leg isnt heaving up and down when i sit.

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bezaire2005

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#15 bezaire2005
Member since 2005 • 3635 Posts
Personally I'd rather just keep the controller in my hands...but maybe that's just me.
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#16 rogerjak
Member since 2004 • 14950 Posts
I....love it!
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#17 Warhearted
Member since 2005 • 236 Posts
I like that idea. I wish people used sixaxis more in games, motion sensing can be far more immersive than rumble. I love it when it's a main part of the game, I just wish it was more responsive in large scale use, so as to avoid the Lair issue. But subtle uses and specific segments where it is used extensively would be great.
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#18 -DirtySanchez-
Member since 2003 • 32760 Posts
heres the best idea for usein sixaxis, dont
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#19 Thomas-Crown
Member since 2006 • 30371 Posts

I think motion control in SIXAXIS can be used well if developers stops trying to put it as part of main gameplay, or just force it in there to have an use.

Why not create some unique situation where it will feel like only motion sensor can really make that experience work?

For example, a game like MGS4 perhaps has cut scene that has situation where your ally is taken as hostage, and enemy soilder is telling you to put down the gun.

And how you control that scene is by putting down your sixaxis controller flat on table you will put down the gun in the game. And from there on just create tension of the scene and make player just study enemy soilder to see if you get the chance to pick up the gun again. And when enemy soilder looks away, pick up the controller to pick up your gun. However when you are picking up the controller, the SIXAXIS reads that as well, so the soilder notices it too so you have to pull the trigger fast.

That kind of unique situation would make such scene so much more intense and players can really feel like they are part of the scene. Instead of making motion sensor to control direction of characters, etc that just isn't working.

TriangleHard

That's a cool idea. I think you should e-mail konima or Kojima. :P

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#20 Thomas-Crown
Member since 2006 • 30371 Posts

heres the best idea for usein sixaxis, dont-DirtySanchez-

That's harsh. Sixaxis motion sensing capability is great addition to game-play. The developer just need to implement it better.

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#21 -DirtySanchez-
Member since 2003 • 32760 Posts

[QUOTE="-DirtySanchez-"]heres the best idea for usein sixaxis, dontThomas-Crown

That's harsh. Sixaxis motion sensing capability is great addition to game-play. The developer just need to implement it better.

it hasnt been used right so no its not a great addition to gameplay, its a novelty and a poor one at that, the sooner they realize it the better, and hopefully the dont ever try to push it as the only option of movin again *cough* lair
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#22 haseeb_1989
Member since 2005 • 1322 Posts
I also have an amazing idea a fps that is sixaxis only. Move it up to shoot and to jump, down to duck, foward to move foward and etc. Also move the controller foward really really fast to run. Being scarcastic incase you guys havent noticed yet.
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#23 Robinho1873
Member since 2007 • 1066 Posts

I also have an amazing idea a fps that is sixaxis only. Move it up to shoot and to jump, down to duck, foward to move foward and etc. Also move the controller foward really really fast to run. Being scarcastic incase you guys havent noticed yet.haseeb_1989

Thank god...half the way through reading your post i was like....flame......must not flame.......lol

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#24 The_Tombo
Member since 2005 • 3537 Posts
that would be awesome!
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#25 knicknut17
Member since 2003 • 1987 Posts

Here's a simple use for the SIXAXIS that I think would make a whole lot of sense.

For example: Resident Evil 5.

You have a knife equipped to your left holster, a pistol to your right holster, and a rifle strapped to your back. Tilt the controller to each corresponding direction to swap weapons. Flick the controller back to reload and flick it forward to do a melee attack.

So simple, yet so effective...

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#26 smeags11
Member since 2006 • 4045 Posts
thats an intentse idea dude good work
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#27 paul52181
Member since 2004 • 1051 Posts
I think you're onto something there. It's a cool idea for sure. And it's not like you necessarily have to put it on the ground. The sixaxis just needs to know that its low to the ground. It's too bad the sixaxis doesn't have any type of touch sensors, otherwise this could probably work.
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killroycantkill

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#28 killroycantkill
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THIS MAN IS A GENIOUS!!! Three Huzzas for the genius.
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supermargie

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#29 supermargie
Member since 2006 • 255 Posts

i feel like even mikey would like that idea.

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#30 DragonTamer80
Member since 2005 • 1912 Posts
You what else would be fun if you hold your sixaxis side ways like a gun and when you move it sideways left or right your gun would move that way also, it might have to have different buttons to shoot and stuff.
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TriangleHard

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#31 TriangleHard
Member since 2005 • 9097 Posts

these kind of ideas are easy to come up with.

another example would be quick draw in wild wild west themed games. have cut scene where two characters are facing back to back, take their steps, and when they reach their 10th step, twist SIXAXIS to turn around and pull SIXAXIS up to draw the gun and pull the trigger (just have trigger R2 which already feels like trigger).

Or another example would be have two characters fight with sword, both gets knocked down with a sword falling in between them. Twist SIXAXIS fast as you can to crawl to the sword and pull SIXAXIS up to pick up the sword before your enemy.

These kind of scenes can't capture that moments well with buttons and much better with SIXAXIS because you are going through the motion similar to the characters that can really make players feel like they are part of the game. It shouldn't be difficult to implement either. I really hope developers starts thinking better use of SIXAXIS in more controlled situation where perfect accuracy isn't needed, but general motion is good enough and gets players really involved because the motion you go through is similar to motions charcters goes through.

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#32 rocket9434
Member since 2006 • 2665 Posts
That is a wicked good idea. I really like it.
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#33 Chaos_Bladez
Member since 2007 • 5801 Posts

I think motion control in SIXAXIS can be used well if developers stops trying to put it as part of main gameplay, or just force it in there to have an use.

Why not create some unique situation where it will feel like only motion sensor can really make that experience work?

For example, a game like MGS4 perhaps has cut scene that has situation where your ally is taken as hostage, and enemy soilder is telling you to put down the gun.

And how you control that scene is by putting down your sixaxis controller flat on table you will put down the gun in the game. And from there on just create tension of the scene and make player just study enemy soilder to see if you get the chance to pick up the gun again. And when enemy soilder looks away, pick up the controller to pick up your gun. However when you are picking up the controller, the SIXAXIS reads that as well, so the soilder notices it too so you have to pull the trigger fast.

That kind of unique situation would make such scene so much more intense and players can really feel like they are part of the scene. Instead of making motion sensor to control direction of characters, etc that just isn't working.

TriangleHard
Seriously, that's a great idea. I wish developers would do more stuff like that.
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#34 Blommen
Member since 2003 • 1337 Posts

That sounds sweet!!! Contact Kojima right now:)!!

The only games where the motion controls felt natural, IMO, were fl0w, Folklore(demo) and RFoM(the shaking thing).

I'm buying HS and Lair this week so hopefully I'm going to be surprised;)

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#35 Robinho1873
Member since 2007 • 1066 Posts

That sounds sweet!!! Contact Kojima right now:)!!

The only games where the motion controls felt natural, IMO, were fl0w, Folklore(demo) and RFoM(the shaking thing).

I'm buying HS and Lair this week so hopefully I'm going to be surprised;)

Blommen

Uh oh..........

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#36 Ocram_Zepol
Member since 2006 • 1199 Posts
Dude you should totally work for sony. You'd make us all happy.
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Symphonycometh

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#37 Symphonycometh
Member since 2006 • 9592 Posts

these kind of ideas are easy to come up with.

another example would be quick draw in wild wild west themed games. have cut scene where two characters are facing back to back, take their steps, and when they reach their 10th step, twist SIXAXIS to turn around and pull SIXAXIS up to draw the gun and pull the trigger (just have trigger R2 which already feels like trigger).

Or another example would be have two characters fight with sword, both gets knocked down with a sword falling in between them. Twist SIXAXIS fast as you can to crawl to the sword and pull SIXAXIS up to pick up the sword before your enemy.

These kind of scenes can't capture that moments well with buttons and much better with SIXAXIS because you are going through the motion similar to the characters that can really make players feel like they are part of the game. It shouldn't be difficult to implement either. I really hope developers starts thinking better use of SIXAXIS in more controlled situation where perfect accuracy isn't needed, but general motion is good enough and gets players really involved because the motion you go through is similar to motions charcters goes through.

TriangleHard

WHY ARN'T YOU UP THERE with Sony? No one would mind if you replaced....EA?

:P

I bet you'd be sick with SSX 4.