[quote="Kinitari"]I think he was emphasizing the fact that a lot of people when they see a game that looks really good, they will automatically assume that it is all flash and no substance - while I am not sure the amount of people who do this, or if any actually exist - it is my assumption that is what he meant.mjarantilla
I don't think that the sort of presumption he describes is commonplace. I mean, I certainly get excited over shiny new screens, but even moreso over gameplay videos.
Regardless of whether or not some games play better on the Wii... to be honest, the actual motion sensing IN the Wii feels pretty low quality. It is too hard to do anything too precise with the controls and that in turn restricts the Wii a lot more than a lot of people think.Kinitari
In what games? Famitsu specifically mentions that the controls in RE4 are precise and responsive, and IGN describes Metroid Prime 3's controls as being nearly spot-on perfect, comparing favorably with the speed and responsiveness of keyboard/mouse. I think that faults of this nature are simply a matter of poor calibration on the part of the developers. In other words, the same reason why those same critics will complain about "loose" or "jittery" controls on standard games. The Wiimote only provides the raw data. The actual processing of that data depends on the developers, and if they screw up, then the Wiimote appears to be imprecise or sluggish. I have used this example quite a few times in the last few days - but check out the Force Unleashed if you haven't already - they are sporting a lot of very advanced physics (metal bending percisely and behaving how metal does, Wood splintering and breaking - but every time it does it is unique) and AI (stormtroopers struggling to prevent the force from pushing/pulling them and/or gathering their wits and fighting back even when being held back by the force AND supporting allies). There is even MORE than can probably done in the future with physics and AI... and to be completely frank it sounds more like you don't WANT there to be more, as if bottlenecking the potential justifies the Wii's current hardware more.Kinitari
Here's the rub: Tell me precisely how those will enhance gameplay. Does it really make a difference, gameplay-wise, if a bridge breaks a halfway along its length instead of a third of the way along its length? Does it really matter if a wood plank splinters differently a thousand different ways (dynamic physics) or a dozen different ways (pre-scripted physics)? Will you even be able to tell the difference when you're fully immersed?
BTW, the AI thing in the Force Unleashed video has yet to be demonstrated in prolonged gameplay. Certainly they demonstrate some situational awareness, but again, that is not that advanced, and neither is it particularly hardware-intensive. You're talking about the demo where they throw Stormtroopers at a beam and they try to hang on, right? That's not too different from when you accidentally walk Link or Wander off a ledge and he automatically grabs the edge to keep from falling. Or is there another Force Unleashed demo I haven't seen yet?
And it's still entirely reactionary. When games start to implement multistep intelligence, i.e. anticipation and planning, that's when I think AI will drastically change gameplay. It'll be as big of a change to AI as the change from 2D to 3D was for graphics. But I don't think that will be achieved within this generation, and right now, the incremental changes to AI and physics can be compared to the difference in visual quality between the 2D graphics of the SNES and Genesis.
as if bottlenecking the potential justifies the Wii's current hardware more.Kinitari
The hardware is not the bottleneck yet; the software technology is. The AI in current generation PC games don't even come close to maxing out the power of even five year old Pentium CPUs. Well, they do in some cases, but mostly because of sheer data volume rather than complexity. Like in mass RTS games like C&C Generals with seven computer AI opponents, my PC chugs because it has to control a thousand independent units at once, but the AI is no more complex than it is against one opponent.
Erm, forgive my impatience, but I am not the type to break down your response into sections and reply to each part seperately... hopefully you'll understand what each of my points is in reference to ^^.
While I am not too sure if that sort of presumption exists either, I myself sometimes worry when I see a large emphasis (on the developer or publishers part) on a games graphical prowess, almost as though they are trying to stem the flow of attention away from gameplay. So I can imagine some of the more jaded gamers immediately assuming lots of graphical huzzah = weak gameplay.
In regards to Wii motion controls, I was actually speaking from personal experience... with Wii sports for example, the lack of stability in the golf section for example is borderline frustrating. And in other games, like Wario Ware, sometimes in the 5 seconds or so that I have, my Wii mote is not precise enough to really do what I want it to do. And I hear that in Red Steel the controls are ridiculously annoying. But I guess it is a software issue if RE4 is smooth - hopefully that pans out well.
It is not so much that the wood -looks- like what real wood looks like, it's more like the wood -behaves- like what real wood behaves like. For example, having to use the appropriate object to break through a wall because of the properties of you - the wall - and the object. While I am sure this -could- be scripted, it lacks the dynamic feel of something that is even beyond the developers hands - what if you were just given a 'sandbox' level, where using your own wit and knowledge of physics, would have to get through it? I am thinking kind of little big planet meets big time physics. Oh random idea popped into my head - lets say you need to go up 1 level, but the stair case is flooded with enemies, what if you could knock a whole into the ceiling and create a sort of ramp out of the debris? While I admit I am no developer and because of that my creativity is weak in comparasion, leaving it up to a big name to figure out the possible outcomes of utilizing this technology, I genuinely feel a lot of great things can come from it.
Using your AI example - what level of dynamic detail would it deliver if (while fighting a large group of people) they all had their own seperate personalities, maybe randomly assigned to them at the beginning of a level? Some of them maybe prefering a melee method of combat, some ranged. Some more cowardly and some extremely reckless. Would it not provide a unique experience every time? Combine this with a world that could behave uniquely because of your actions, I feel that it would give each game a huge amount of replayability and a nice breath of fresh air.
Call me a dreamer, but it's ideas like that, that make me hopeful for the future of gaming.
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