[QUOTE="Thompsonwhore"]Not to push for too much, but, I meant specifically, what benefits are there?
It's easy enough to say it can benefit all the genres in some way, but can you think of an action that would either be impossible or difficult to execute by a controller that motion sensing could do?mjarantilla
Well, developers are making a big deal out of dynamic environmental interaction. Right now, most of that dynamic interaction is automated, like in Assassin's Creed which calculates precisely what sword strokes to make, precisely how to jump, how to land, etc.
Motion sensing, combined with a powerful enough CPU, would enable actual dynamic interaction, and would take those calculations out of the computer's hands and put it into yours, with only minor "pilot assist" to compensate for the fact that none of us are expert traceurs or master swordsmen. Well, motion controlled parkour probably isn't possible, but CPU-assisted dynamic swordfighting is definitely up and coming. It's not pure 1:1 because there's still some computer assistance, but by and large it would be dynamic.
Another example, in Crysis, with super-strength you could grab someone by the throat. With a proper motion sensor, this would be done by physically reaching out and grabbing someone by the throat, then using your own gestures to determine what to do. On a regular controller, these actions would be mapped to buttons (e.g. A to choke, B to throw forward, X to let go, etc.), but buttons are digital and limited in number. Gestures are potentially infinite. Instead of just being able to choke a guy, for example, you could break his neck by quickly twisting your hand. Or, with pressure-sensitive buttons, you can slowly squeeze his neck to make him talk instead. And instead of just being able to throw him forward, you could throw him in any direction by making the gesture and letting go of the buttons.
Another example would be magic-casting in RPGs and fantasy games. Think of "LostWinds," but instead of just manipulating wind currents on a 2D plane, expand it to any kind of fluidic manipulation within a 3D space.
Basically, just think of the freehand controller representing your hand, and the buttons representing your fingers instead of specific actions. With such a configuration, anything your hand could do in the real world, it would also be able to do in the virtual world. Instead of pre-determined action scripts mated to button presses, the small-scale interactions between your virtual hand and the virtual objects would determine what would happen in-game. It's the most direct and dynamic form of interaction there is.
However, both physics and haptics would have to become more advanced to accomplish this, and programmers would have a harder time because interaction would have to be dynamic, which is why it won't happen for another generation or so, but it's definitely the future.
To summarize, what I took from your paragraph is that motion controls present the ability to have a near infinite number of actions whereas buttons are of limited number and therefore limited to the amount of actions they can execute. Although with pressure sensitivity and button combination, games today really aren't hampered by the amount of buttons we have available to us.
Aside from the fact that it would make a more engrossing experience to have your gestures transfer over to the screen, that is the only point I'd say shows a distinct advantage over the controller.
However I think that if all you're doing is substituting buttons for gestures, you're really not improving the way we play games. Sure, at first it seems to be a great advancement, but the feeling wears off and you realize that you don't have any more real control over your character than you did with a controller.
3D motion sensing transferring over to a 2D visualization is pointless, I feel. With swordfighting, for example, you have no real depth perception. I'm finding it hard to articulate what I'm really trying to convey.
In any case, I really don't think until we have 3D visualization of the world we're playing in, that motion sensing has any significant benefit over the controller.
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