This topic is locked from further discussion.
just like i predicted it is extremely hard to get used to the motion sensing controls. Mostly because you cant tell the what the limits are. For example its hard to judge when youre not tilting it in any direction, or the dead zone. While using the analog sticks you push it till it hits the plastic sides and know youre at the limit. Then you release it and you know youll move staight.
developers need to have an on screen display to show you exatly whats going on with the motion sensing. Am I tilting it to the max? I'm I in the neutral position? that sort of feedback will be extremely helpful in getting used to the control scheme.
Well... Actually it's not a bad motion sensing. Sony's just stupid the way they marketted it. Vibration CAN work with motion sensing for one thing (They had controllers with it back in 1999). I also think that all developers need to do is give the option of using as some people swear by it, or better yet... Learn from Lair and not build a core-game around it.yeah they need to remember to give people the OPTION to use it lol i like it but the next guy may hate it and you dont want to alienat an audience
Using it to peek around corners though still seems pretty sweet.
RoganSarine
if I am not mistaken implementation of a control system is considered gameplay. also why only poloar opposites for your answers? i think we need to wait and see what happenslonghorn7
Noted
[QUOTE="Moti_Biran"][QUOTE="longhorn7"]if I am not mistaken implementation of a control system is considered gameplay. also why only poloar opposites for your answers? i think we need to wait and see what happenslonghorn7
Noted
wasnt trying to be rude or nothing bro ;)It's OK. You where right I should have added a third choice and I did. You are OK bro.
Maybe it'll just take some getting used to for me, or maybe I'll hate it and never want to use it... I think lately it's to do with "time"... for example, on R6V, I can use the snakecam easily as, as a rule, there's no-one shooting me in the head at the time... however, on Warhawk, there seeems to be enough to try to handle without the new Sixaxis controls on top of it ;)
... I get confused easily :p
Personally I love the SIXAXIS for flight games. It's all I use in Warhawk. I tried regular analog sticks a couple of times to see if I could get more kills, but the regular analog controls feel clunky to me now. I just think reviewers aren't used to it yet and would rather continue to see cookie-cutter fluff come along than try anything new and "innovative".
I don't know why nobody else seems to use tilt. It's great if you give yourself a chance to learn it.
Btw your poll options are kind of ridiculous. I voted No, it's the coolest thing ever, but I don't think it's the coolest thing ever, just very cool.
Well... Actually it's not a bad motion sensing. Sony's just stupid the way they marketted it. Vibration CAN work with motion sensing for one thing (They had controllers with it back in 1999). I also think that all developers need to do is give the option of using as some people swear by it, or better yet... Learn from Lair and not build a core-game around it.
Using it to peek around corners though still seems pretty sweet.
RoganSarine
Exactly. I was hoping they would use that in R:FOM. Maybe Killzone uses it.
just like i predicted it is extremely hard to get used to the motion sensing controls. Mostly because you cant tell the what the limits are. For example its hard to judge when youre not tilting it in any direction, or the dead zone. While using the analog sticks you push it till it hits the plastic sides and know youre at the limit. Then you release it and you know youll move staight.
developers need to have an on screen display to show you exatly whats going on with the motion sensing. Am I tilting it to the max? I'm I in the neutral position? that sort of feedback will be extremely helpful in getting used to the control scheme.
neovalkyr
I disagree. I find the Sixaxis really easy to use. I don't feel like I need to over-correct myself or anything. The improvements I've made in controlling my Warhawk over the past few days is phenomenal. I'm not saying I'm good or anything, but I'm a hell of a lot better than I used to be. With time I will only get better.
Really, I just think flying is a lot more fun with the SIXAXIS, I don't care if I could squeeze out a few extra kills by using conventional controls. I love pushing the controller forward to do a high speed vertical drop into an enemy base to kamikaze the **** out of it. Fun.
In light of the bad reviews the motion sensing feature in the Sixaxis controler for the PS3 got in games like Lair and Warhawk, do you think Sony should drop the motion control on the Sixaxis? Do you think that this will encourage developers to focus on game-play and not on the implementation of the technology?Moti_Biran
well alot of sonys games coming out this year, will get hurt in the reviews this year, because of the motion sensing.
games like lair, can't you just turn off the sixaxis?
I'd much rather have functionality than innovation. I think Sony made a big mistake by copying the Wii's motion sensing controls. It just seems so tacked on and I always feel like an idiot shaking around the controller while I'm charging up ninpo in NGS. The playstation should stick to what it's good at, playing amazing games. Gimmicks should be left for Nintendo.
Sorry for the negativity but I just miss rumble
I like the SixAxis. I didn't vote on your poll, however. The available responses are too restrictive. It's certainly not the "coolest thing" but it is also not something that causes developers to be "sidetracked" unnecessarily. .Morfessa
Why take things so literally. if you like it vote no, if you don't vote yes, if you still haven't decided, or don't have a clean cut opinion vote for the third option. This was an exaggeration in order to make things funnier and lighter.
if it comes down to havein motion or rumble i want rumble, if they can do both then fine but they better not force motion controls in anymore games, if a dev wants to waste the money implementin it intoa game as an option then go for it just dont force it as the only option, so in closein it would be better to just get rid of it period anyway-DirtySanchez-
I agree and disagree. I agree Sixaxis should not be forced into games and should be implemented as an option. But if I had to pick one, I'd pick motion controls. I've already had rumble. It's the same blah blah blah. It's nice to see someone pushing the envelope and finding ways to work new and innovative ideas into games. (Admittedly, it'll be rough going at first but if someone does it right, it should provide for some fresh gaming)
The problem with motion sensing is not a problem with the technology. Moving the industry forward to the next level is a good thing. The problem is with developers. Developers think that since its there, they have to use it. Just because the ps3 has sixaxis and you are making a ps3 game, doesn't mean your game has to take advantage of sixaxis. The games where it feels tacked on are because it is. If the developers are sitting around saying 'what can we use sixaxis for?' then it will wind up being something that would probably be better if they had left it with traditional controls. On the other hand if they are sitting around saying from the early concept stages, 'man, this feature would be really cool with motion sensing' then it will probably be great. Things like flight controls are an ideal use. Folklore's controls are great, feel very natural. Games that have you tilting and shaking for no reason though are bad.
The other thing that's bad about it is not a problem with the motion sensing either, but rather with reviewers. Seems like some reviewers just don't care to take the time to get used to new things. Yeah, I'm talking about Lair here. It's a new way of playing, just like dual sticks was. The first time I played a shooter using dual sticks to move/look and shoulder buttons to shoot, I was terrible. But eventually, I got used to it, and now I'm not terrible (maybe not good, but not terrible). I would expect a similar learning curve with sixaxis flight controls. Just because you start the game up and aren't immediately a god doesn't mean the controls are bad, or that the tech behind the controls is a stupid gimmick.
If the developers stop making themselves use it, and use sixaxis only when it feels right to use it, and the reviewers stop bashing it because it forces them to evolve as players and learn how to play in a new way, then Sixaxis controls would be great.
In light of the bad reviews the motion sensing feature in the Sixaxis controler for the PS3 got in games like Lair and Warhawk, do you think Sony should drop the motion control on the Sixaxis? Do you think that this will encourage developers to focus on game-play and not on the implementation of the technology?Moti_Biran
:? Well the way I see it, the motion sensing is sort of like a third analog stick in a way ... but wth lets all just use the original PS1 controllers that had no analog sticks whatsoever! :P
The problem with motion sensing is not a problem with the technology. Moving the industry forward to the next level is a good thing. The problem is with developers. Developers think that since its there, they have to use it. Just because the ps3 has sixaxis and you are making a ps3 game, doesn't mean your game has to take advantage of sixaxis. The games where it feels tacked on are because it is. If the developers are sitting around saying 'what can we use sixaxis for?' then it will wind up being something that would probably be better if they had left it with traditional controls. On the other hand if they are sitting around saying from the early concept stages, 'man, this feature would be really cool with motion sensing' then it will probably be great. Things like flight controls are an ideal use. Folklore's controls are great, feel very natural. Games that have you tilting and shaking for no reason though are bad.
The other thing that's bad about it is not a problem with the motion sensing either, but rather with reviewers. Seems like some reviewers just don't care to take the time to get used to new things. Yeah, I'm talking about Lair here. It's a new way of playing, just like dual sticks was. The first time I played a shooter using dual sticks to move/look and shoulder buttons to shoot, I was terrible. But eventually, I got used to it, and now I'm not terrible (maybe not good, but not terrible). I would expect a similar learning curve with sixaxis flight controls. Just because you start the game up and aren't immediately a god doesn't mean the controls are bad, or that the tech behind the controls is a stupid gimmick.
If the developers stop making themselves use it, and use sixaxis only when it feels right to use it, and the reviewers stop bashing it because it forces them to evolve as players and learn how to play in a new way, then Sixaxis controls would be great.
ianuilliam
Man, it's like you got into my head and pulled my toughts out and typed them, exactly what I'm thinking. Are you sure you are not me?
if it comes down to havein motion or rumble i want rumble, if they can do both then fine but they better not force motion controls in anymore games, if a dev wants to waste the money implementin it intoa game as an option then go for it just dont force it as the only option, so in closein it would be better to just get rid of it period anyway-DirtySanchez-
The only reason anyone wants rumble is because we used to have it. Rumble sucks ass. It vibrates your controller just enough to ruin it, eventually it will rattle, and the only people who notice it are casuals anyway. "Oooh it rumbled when I hit a wall in my Enzo!" I seriously don't see how anyone can care about rumble. Such a gimmick.
[QUOTE="ianuilliam"]The problem with motion sensing is not a problem with the technology. Moving the industry forward to the next level is a good thing. The problem is with developers. Developers think that since its there, they have to use it. Just because the ps3 has sixaxis and you are making a ps3 game, doesn't mean your game has to take advantage of sixaxis. The games where it feels tacked on are because it is. If the developers are sitting around saying 'what can we use sixaxis for?' then it will wind up being something that would probably be better if they had left it with traditional controls. On the other hand if they are sitting around saying from the early concept stages, 'man, this feature would be really cool with motion sensing' then it will probably be great. Things like flight controls are an ideal use. Folklore's controls are great, feel very natural. Games that have you tilting and shaking for no reason though are bad.
The other thing that's bad about it is not a problem with the motion sensing either, but rather with reviewers. Seems like some reviewers just don't care to take the time to get used to new things. Yeah, I'm talking about Lair here. It's a new way of playing, just like dual sticks was. The first time I played a shooter using dual sticks to move/look and shoulder buttons to shoot, I was terrible. But eventually, I got used to it, and now I'm not terrible (maybe not good, but not terrible). I would expect a similar learning curve with sixaxis flight controls. Just because you start the game up and aren't immediately a god doesn't mean the controls are bad, or that the tech behind the controls is a stupid gimmick.
If the developers stop making themselves use it, and use sixaxis only when it feels right to use it, and the reviewers stop bashing it because it forces them to evolve as players and learn how to play in a new way, then Sixaxis controls would be great.
Moti_Biran
Man, it's like you got into my head and pulled my toughts out and typed them, exactly what I'm thinking. Are you sure you are not me?
No, Luke, I am... your father. Muwahaha!
Please Log In to post.
Log in to comment