.I hope they don't.
Bread_or_Decide
I hope they do
This topic is locked from further discussion.
Man, I sure ****ing hope not, unless they make some major changes to the design.
In its current form it can truly suck ass, even on some major first party Nintendo games.
Given how much profit Nintendo has made with the Wii, I'd be surprised if Microsoft and Sony didn't include IR or motion sensing in their next controllers.
I don't think it'd be a bad thing, but I would like to see more immersion. For instance, in LoZ:TP, you only had to move the wiimote an inch to get him to swing his sword, and there were only a few swings to make. I'd like the sword to mimic the controller exactly.
[QUOTE="Thompsonwhore"]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.mjarantilla
They're not hampered, but neither are they advancing. Games with dynamically generated interactions, which have only now started to come out like Crysis, would benefit greatly from motion sensing.
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.Thompsonwhore
Since the cost of implementing it in hardware both financially and functionally is minimal, what difference does it, regardless of how minor the improvement?
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.Thompsonwhore
That depends on how extensively it's implemented. There are still only a limited number of buttons but an unlimited number of gestures. Current technology does not allow for completely dynamic interaction, so prescripted routines are still required. But with a sufficient number of prescripted routines mapped to a sufficient number of gestures, and assuming that the motion controller is precise enough to distinguish the differences, the effect of full dynamic interaction can be simulated to a fairly high degree.
It's attaining that precision that presents a problem for the Wiimote, but with any luck the next generation Wiimote will do better.
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.Thompsonwhore
Highly stylized swordfighting wouldn't necessarily depend on depth perception. And in any case, who said anything about this being from the first person perspective? Third-person action games would benefit from this, too.
I'm not arguing against the implementation of motion control, just questioning their effectiveness.
In any case, I keep asking the same questions and you keep providing the same answers. Not to say they were incorrent or of no value, but it's clear that motion sensing only provides an alternative to the traditional controller rather than the ability to make impossible tasks for a controller, possible.
Motion sensing can provide a semblance of illusion of direct interaction, perhaps, but that illusion fades away pretty quickly.
Although I do not either reject or embrace motion controls, for those who want it, let them have it. I just hope that Sony or Microsoft don't get too crazy about it and replace the controller entirely in the hopes of getting a piece of what the Wii is getting this generation.
I'm not arguing against the implementation of motion control, just questioning their effectiveness.Thompsonwhore
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In any case, I keep asking the same questions and you keep providing the same answers. Not to say they were incorrent or of no value, but it's clear that motion sensing only provides an alternative to the traditional controller rather than the ability to make impossible tasks for a controller, possible.Thompsonwhore
Isn't that the point of any new control system? To enable new sty1es of gameplay without compromising old sty1es?
Motion sensing can provide a semblance of illusion of direct interaction, perhaps, but that illusion fades away pretty quickly.Thompsonwhore
I think you're understating the impact it would have on the experience, even with games with minimal implementation like in No More Heroes or Super Mario Galaxy. I mean, even just looking back at the introduction fo the analog stick, in terms of functionality, it did not add that much to gaming over the D-pad beyond allowing a slightly greater range of movement (slow, medium, and fast, speeds; 16+ directions instead of 8). Yet we all know that without the analog stick, most games today wouldn't exist or would be much less enjoyable.
The only reason the Wiimote is getting more flak than the analog stick now is because it's a major selling point of the system, whereas the analog stick was just an innocuous addition to the N64 controller.
Although I do not either reject or embrace motion controls, for those who want it, let them have it. I just hope that Sony or Microsoft don't get too crazy about it and replace the controller entirely in the hopes of getting a piece of what the Wii is getting this generation.Thompsonwhore
Oh, they will. That's their MO. They'll go for whatever they think the public thinks is "cool." They won't get it right, but they'll still try.
[QUOTE="Thompsonwhore"]I'm not arguing against the implementation of motion control, just questioning their effectiveness.mjarantilla
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In any case, I keep asking the same questions and you keep providing the same answers. Not to say they were incorrent or of no value, but it's clear that motion sensing only provides an alternative to the traditional controller rather than the ability to make impossible tasks for a controller, possible.Thompsonwhore
Isn't that the point of any new control system? To enable new sty1es of gameplay without compromising old sty1es?
Motion sensing can provide a semblance of illusion of direct interaction, perhaps, but that illusion fades away pretty quickly.Thompsonwhore
I think you're understating the impact it would have on the experience, even with games with minimal implementation like in No More Heroes or Super Mario Galaxy. I mean, even just looking back at the introduction fo the analog stick, in terms of functionality, it did not add that much to gaming over the D-pad beyond allowing a slightly greater range of movement (slow, medium, and fast, speeds; 16+ directions instead of 8). Yet we all know that without the analog stick, most games today wouldn't exist or would be much less enjoyable.
The only reason the Wiimote is getting more flak than the analog stick now is because it's a major selling point of the system, whereas the analog stick was just an innocuous addition to the N64 controller.
Although I do not either reject or embrace motion controls, for those who want it, let them have it. I just hope that Sony or Microsoft don't get too crazy about it and replace the controller entirely in the hopes of getting a piece of what the Wii is getting this generation.Thompsonwhore
Oh, they will. That's their MO. They'll go for whatever they think the public thinks is "cool." They won't get it right, but they'll still try.
Well, the analog stick made it more dynamic rather than relying on static buttons.
Yes, I know you're probably gonig to draw a parallel to what motion sensing is doing, and I knew you'd draw a parallel to the D-pad sooner or later.
I do think that the controller and motion sensing complement each other, and yet to combine them into say, the Sixaxis, ruins the benefit of motion sensing.
We'll see how it all progresses, I suppose.
Well, the analog stick made it more dynamic rather than relying on static buttons.Thompsonwhore
Sounds familiar, doesn't it?
Yes, I know you're probably gonig to draw a parallel to what motion sensing is doing, and I knew you'd draw a parallel to the D-pad sooner or later.Thompsonwhore
I already did.
I do think that the controller and motion sensing complement each other, and yet to combine them into say, the Sixaxis, ruins the benefit of motion sensing.ThompsonwhoreWho said anything about the SixAxis? The SixAxis is a fifteen year old design that DOESN'T allow for dynamic control. You can't have dynamic control if your hands are glued together. I'm talking about freehand controllers like the Wiimote and its future successors.
Who said anything about the SixAxis? The SixAxis is a fifteen year old design that DOESN'T allow for dynamic control. You can't have dynamic control if your hands are glued together. I'm talking about freehand controllers like the Wiimote and its future successors.mjarantilla
The Wiimote design wouldn't work well for some genres.
A dual analog configuration is still required, and a single piece, double hand design is the only way to make dual analog work effectively.
[QUOTE="mjarantilla"]Who said anything about the SixAxis? The SixAxis is a fifteen year old design that DOESN'T allow for dynamic control. You can't have dynamic control if your hands are glued together. I'm talking about freehand controllers like the Wiimote and its future successors.Thompsonwhore
The Wiimote design wouldn't work well for some genres.
A dual analog configuration is still required, and a single piece, double hand design is the only way to make dual analog work effectively.
Why? The Dual Shock-sty1e controller is essentially a symmetrical controller, with four face buttons arranged in a diamond patttern, two shoulder buttons, a clickable analog stick, and a "function" button (Start or Select). What would be so bad about about splitting the damn thing in half and sticking a motion sensor and IR pointer into each half? How would it affect your dexterity?
The Wiimote, IMO, was excessively but necessarily simplified for the sake of Nintendo's "blue ocean strategy," but a slightly more complex version of the Wiimote for the core gaming audience would work pretty well, I think.
[QUOTE="Thompsonwhore"][QUOTE="mjarantilla"]Who said anything about the SixAxis? The SixAxis is a fifteen year old design that DOESN'T allow for dynamic control. You can't have dynamic control if your hands are glued together. I'm talking about freehand controllers like the Wiimote and its future successors.mjarantilla
The Wiimote design wouldn't work well for some genres.
A dual analog configuration is still required, and a single piece, double hand design is the only way to make dual analog work effectively.
Why? The Dual Shock-sty1e controller is essentially a symmetrical controller, with four face buttons arranged in a diamond patttern, two shoulder buttons, a clickable analog stick, and a "function" button (Start or Select). What would be so bad about about splitting the damn thing in half and sticking a motion sensor and IR pointer into each half? How would it affect your dexterity?
The Wiimote, IMO, was excessively but necessarily simplified for the sake of Nintendo's "blue ocean strategy," but a slightly more complex version of the Wiimote for the core gaming audience would work pretty well, I think.
Try holding two seperate controllers and move the analog sticks as if you were trying to play a game. It feels clumsy and difficult to use. Having it in one piece makes the dual analog configuration work far better than if it were broken into two parts. Again, I'm having difficulty trying to find the words to explain why this might be, but perhaps if you try it for yourself, you'll see what I'm trying to say. But I'd say that having it in a one piece design balances it and gives your hands stability.
Motion sensing and the standard controller design complement each other, but I can't think of a solution to combine them without sacrifing aspects of motion control.
You must not play many wii games, because using the analog stick on the nunchuck, and the IR as the second analog stick, with my left hand rested besides me, and my right hand rested on my lap is the most cofortable and acceptable way to play game ever.
Seriously, I really hope next gen controllers are split. It's just so freeing. I'm not sure is Sony or MS will jump on the waggle bandwagon, but they certainly will jump on the IR bandwagon.
You must not play many wii games, because using the analog stick on the nunchuck, and the IR as the second analog stick, with my left hand rested besides me, and my right hand rested on my lap is the most cofortable and acceptable way to play game ever.
Seriously, I really hope next gen controllers are split. It's just so freeing. I'm not sure is Sony or MS will jump on the waggle bandwagon, but they certainly will jump on the IR bandwagon.
goblaa
That's not what we're, or at least what I, am arguing.
The Wiimote doesn't work well with some genres. Whether the Wiimote is comfortable or not with the games you play isn't the point. I doubt you would find it comfortable or accept to play fighters or flight sims with it, for example.
[QUOTE="goblaa"]You must not play many wii games, because using the analog stick on the nunchuck, and the IR as the second analog stick, with my left hand rested besides me, and my right hand rested on my lap is the most cofortable and acceptable way to play game ever.
Seriously, I really hope next gen controllers are split. It's just so freeing. I'm not sure is Sony or MS will jump on the waggle bandwagon, but they certainly will jump on the IR bandwagon.
Thompsonwhore
That's not what we're, or at least what I, am arguing.
The Wiimote doesn't work well with some genres. Whether the Wiimote is comfortable or not with the games you play isn't the point. I doubt you would find it comfortable or accept to play fighters or flight sims with it, for example.
You were talking about how dual analog wouldn't work with seperate halves...which isn't ture. It would be exactly the same, just more comfortable.
EDIT: Fighter's sure, but a PS2 controller split in half would still handle it fine. It would be exactly the same.
And I'm not sure where you're getting your flight sim comment from? If you mean true flight sims, then no console can handle it cause you must have a key board. If you mean arcade flight sims, then the wiimote is best set up for it since it's a flight stick.
[QUOTE="Thompsonwhore"][QUOTE="goblaa"]You must not play many wii games, because using the analog stick on the nunchuck, and the IR as the second analog stick, with my left hand rested besides me, and my right hand rested on my lap is the most cofortable and acceptable way to play game ever.
Seriously, I really hope next gen controllers are split. It's just so freeing. I'm not sure is Sony or MS will jump on the waggle bandwagon, but they certainly will jump on the IR bandwagon.
goblaa
That's not what we're, or at least what I, am arguing.
The Wiimote doesn't work well with some genres. Whether the Wiimote is comfortable or not with the games you play isn't the point. I doubt you would find it comfortable or accept to play fighters or flight sims with it, for example.
You were talking about how dual analog wouldn't work with seperate halves...which isn't ture. It would be exactly the same, just more comfortable.
EDIT: Fighter's sure, but a PS2 controller split in half would still handle it fine. It would be exactly the same.
And I'm not sure where you're getting your flight sim comment from? If you mean true flight sims, then no console can handle it cause you must have a key board. If you mean arcade flight sims, then the wiimote is best set up for it since it's a flight stick.
Like I said, try getting two controllers, or two nunchunks, imagine you're trying to play a game which requires both of them. It feels clumsy.
I couldn't imagine something more uncomfortable than playing with two seperated analog sticks.
As for the Wii being a flight stick, now you've just got your head in the clouds.
[QUOTE="goblaa"][QUOTE="Thompsonwhore"][QUOTE="goblaa"]You must not play many wii games, because using the analog stick on the nunchuck, and the IR as the second analog stick, with my left hand rested besides me, and my right hand rested on my lap is the most cofortable and acceptable way to play game ever.
Seriously, I really hope next gen controllers are split. It's just so freeing. I'm not sure is Sony or MS will jump on the waggle bandwagon, but they certainly will jump on the IR bandwagon.
Thompsonwhore
That's not what we're, or at least what I, am arguing.
The Wiimote doesn't work well with some genres. Whether the Wiimote is comfortable or not with the games you play isn't the point. I doubt you would find it comfortable or accept to play fighters or flight sims with it, for example.
You were talking about how dual analog wouldn't work with seperate halves...which isn't ture. It would be exactly the same, just more comfortable.
EDIT: Fighter's sure, but a PS2 controller split in half would still handle it fine. It would be exactly the same.
And I'm not sure where you're getting your flight sim comment from? If you mean true flight sims, then no console can handle it cause you must have a key board. If you mean arcade flight sims, then the wiimote is best set up for it since it's a flight stick.
Like I said, try getting two controllers, or two nunchunks, imagine you're trying to play a game which requires both of them. It feels clumsy.
I couldn't imagine something more uncomfortable than playing with two seperated analog sticks.
As for the Wii being a flight stick, now you've just got your head in the clouds.
As for my head in the clouds, the wiimote's already been used in a flight stick in SMG and Z&W both very successfully.
And as for dual analog in seperated hands? IT"S EXACTLY THE SAME! It's dual analog, except you can lay back and rest more. And if it feels uncomfortable, you can move to where you are comfortable.
[QUOTE="Thompsonwhore"][QUOTE="goblaa"][QUOTE="Thompsonwhore"][QUOTE="goblaa"]You must not play many wii games, because using the analog stick on the nunchuck, and the IR as the second analog stick, with my left hand rested besides me, and my right hand rested on my lap is the most cofortable and acceptable way to play game ever.
Seriously, I really hope next gen controllers are split. It's just so freeing. I'm not sure is Sony or MS will jump on the waggle bandwagon, but they certainly will jump on the IR bandwagon.
goblaa
That's not what we're, or at least what I, am arguing.
The Wiimote doesn't work well with some genres. Whether the Wiimote is comfortable or not with the games you play isn't the point. I doubt you would find it comfortable or accept to play fighters or flight sims with it, for example.
You were talking about how dual analog wouldn't work with seperate halves...which isn't ture. It would be exactly the same, just more comfortable.
EDIT: Fighter's sure, but a PS2 controller split in half would still handle it fine. It would be exactly the same.
And I'm not sure where you're getting your flight sim comment from? If you mean true flight sims, then no console can handle it cause you must have a key board. If you mean arcade flight sims, then the wiimote is best set up for it since it's a flight stick.
Like I said, try getting two controllers, or two nunchunks, imagine you're trying to play a game which requires both of them. It feels clumsy.
I couldn't imagine something more uncomfortable than playing with two seperated analog sticks.
As for the Wii being a flight stick, now you've just got your head in the clouds.
As for my head in the clouds, the wiimote's already been used in a flight stick in SMG and Z&W both very successfully.
And as for dual analog in seperated hands? IT"S EXACTLY THE SAME! It's dual analog, except you can lay back and rest more. And if it feels uncomfortable, you can move to where you are comfortable.
Very successfully? So the Wiimote wouldn't have a problem having fluid control in a game like Ace Combat?
It's not exactly the same. Having a dual analog configuration in a single piece gives you more stability.
Lay back and rest more? I guess the controller, requiring you to have both hands on it, sitting in your lap is less comfortable? You can make an argument out of whether seperated analog sticks is just as good as a single piece, but don't try to start arguing about which is more comfortable, because they're not god**** different. One has your hands centered while the other has your hands slightly farther apart.
The wiimote would easily handle ace combat, in fact it would be more immersive (control wise, you would still need a console with more horse power as well).
And separated controllers don't have to be "slightly further apart" than a standard pad. They can be as far apart as you want. They can be where ever you naturally rest your hands. I tend to play wii games lying down, with my wiimote rested on my right thigh, and my nunchcuck rested on my groin.
[QUOTE="aroxx_ab"][QUOTE="IAmLegend7"]If the big 3 decide to make their controllers like the wiimote, it will be a sad day for gaming... It will also be the day I stop buying consoles.
I'm good with the normal controller, thank you very much.
DaBrainz
Feel exact the same, if they all come with a Wii-mote let it atleast just be a option to use "normal" controllers.
It's short sighted to call a controller with analog sticks "normal". N64 controllers didn't come around until the late 90's.
Controllers will always evolve, there is no reason why a controller can't have motion sensing/IR and all the buttons you use on your "normal"" controller. So what's the problem?
Edit:Spelling
I have no problem if they make a controller like Sixaxis, a normal control with motion sensing just as a option to use or disable if you want to. But i dont call Wii-mote as normal controller there focus is motion controlling.
About the normal controller i ment ... well a normal controller you hold with 2 hands and press buttons like you always done with consoles. What normal today maybe not is same normal tomorrow it sometimes changes. I just hope wii-mote not become the new "normal"- standard controller.
[QUOTE="goblaa"][QUOTE="Thompsonwhore"][QUOTE="goblaa"]You must not play many wii games, because using the analog stick on the nunchuck, and the IR as the second analog stick, with my left hand rested besides me, and my right hand rested on my lap is the most cofortable and acceptable way to play game ever.
Seriously, I really hope next gen controllers are split. It's just so freeing. I'm not sure is Sony or MS will jump on the waggle bandwagon, but they certainly will jump on the IR bandwagon.
Thompsonwhore
That's not what we're, or at least what I, am arguing.
The Wiimote doesn't work well with some genres. Whether the Wiimote is comfortable or not with the games you play isn't the point. I doubt you would find it comfortable or accept to play fighters or flight sims with it, for example.
You were talking about how dual analog wouldn't work with seperate halves...which isn't ture. It would be exactly the same, just more comfortable.
EDIT: Fighter's sure, but a PS2 controller split in half would still handle it fine. It would be exactly the same.
And I'm not sure where you're getting your flight sim comment from? If you mean true flight sims, then no console can handle it cause you must have a key board. If you mean arcade flight sims, then the wiimote is best set up for it since it's a flight stick.
Like I said, try getting two controllers, or two nunchunks, imagine you're trying to play a game which requires both of them. It feels clumsy.
I couldn't imagine something more uncomfortable than playing with two seperated analog sticks.
As for the Wii being a flight stick, now you've just got your head in the clouds.
I don't think using the Wiimote as a flight stick would work NEARLY as well as using the Wiimote as a tiny little airplane itself, i.e. holding the Wiimote the way you'd hold a paper airplane, with the nunchuck used to control throttle, guns, and missiles.
I'd be mega suprised if Sony and MS didn't just take their current design, cut into two halves, and add a motion sensor and IR to each one.
Imagine halo, left analog stick moves, right analog stick looks around, left shoulder shoots left gun, right shoulder shoots right gun, left IR aims left gun, right IR aims right gun.
And f they want to do casual games, then the game can easily be designed where you only need one half.
The wiimote would easily handle ace combat, in fact it would be more immersive (control wise, you would still need a console with more horse power as well).
And separated controllers don't have to be "slightly further apart" than a standard pad. They can be as far apart as you want. They can be where ever you naturally rest your hands. I tend to play wii games lying down, with my wiimote rested on my right thigh, and my nunchcuck rested on my groin.
goblaa
Well until a flight game does just as you say it will on the Wii, that's yet to be proven.
As for seperated controllers, I'm sure next generation they could be seperated wirelessly. But you weren't talking about next-gen controllers, you were talking about the Wiimote and nunchuk. And that thing has a short leash, and has no comfort value over that of a controller. Drop that argument.
Imagine halo, left analog stick moves, right analog stick looks around, left shoulder shoots left gun, right shoulder shoots right gun, left IR aims left gun, right IR aims right gun.goblaa
Fun idea, bad in practice.
Can you imagine how difficult that would be to actually pull off fluidly for a person?
[QUOTE="goblaa"]Imagine halo, left analog stick moves, right analog stick looks around, left shoulder shoots left gun, right shoulder shoots right gun, left IR aims left gun, right IR aims right gun.Thompsonwhore
Fun idea, bad in practice.
Can you imagine how difficult that would be to actually pull off fluidly for a person?
Many thought dual analog would be too hard as well.
Vastly more comfortable? You really want to just hold on to that argument as if it were both true and mattered; which it is neither.
No thanks, I'll wait until a real flight game makes an appearance.
[QUOTE="Thompsonwhore"][QUOTE="goblaa"]Imagine halo, left analog stick moves, right analog stick looks around, left shoulder shoots left gun, right shoulder shoots right gun, left IR aims left gun, right IR aims right gun.goblaa
Fun idea, bad in practice.
Can you imagine how difficult that would be to actually pull off fluidly for a person?
Many thought dual analog would be too hard as well.
Well, you don't have dual analog. You have dual analog and dual IR. Looking around and aiming both your guns at the same time would be frustrating to do.
[QUOTE="goblaa"][QUOTE="Thompsonwhore"][QUOTE="goblaa"]Imagine halo, left analog stick moves, right analog stick looks around, left shoulder shoots left gun, right shoulder shoots right gun, left IR aims left gun, right IR aims right gun.Thompsonwhore
Fun idea, bad in practice.
Can you imagine how difficult that would be to actually pull off fluidly for a person?
Many thought dual analog would be too hard as well.
Well, you don't have dual analog. You have dual analog and dual IR. Looking around and aiming both your guns at the same time would be frustrating to do.
Prove it.
You can't. Many people said dual anlog would be too hard and too uncofortable. They said the multi-tasking would be too much. They were all dead wrong. How are you right now?
I don't think using the Wiimote as a flight stick would work NEARLY as well as using the Wiimote as a tiny little airplane itself, i.e. holding the Wiimote the way you'd hold a paper airplane, with the nunchuck used to control throttle, guns, and missiles. mjarantilla
Holding it like a paper airplane wouldn't allow you to use the buttons on the Wiimote, and you'd need to be able to use more buttons than the nunchuk has, or that any one hand could manage. I also think that would be rather uncomfortable.
Prove it.You can't. Many people said dual anlog would be too hard and too uncofortable. They said the multi-tasking would be too much. They were all dead wrong. How are you right now?
goblaa
You're the one posing the idea, the burden of proof is on you.
I never say two analog and two IR is too hard to manage, although I imagine it is, but for an FPS game which requires accuracy and twitch movements, you're out of your mind if you think that would be practical. Looking around with the IR pointers themselves, you could do. But not both using an analog stick to look around and aiming with IR.
[QUOTE="mjarantilla"]I don't think using the Wiimote as a flight stick would work NEARLY as well as using the Wiimote as a tiny little airplane itself, i.e. holding the Wiimote the way you'd hold a paper airplane, with the nunchuck used to control throttle, guns, and missiles. Thompsonwhore
Holding it like a paper airplane wouldn't allow you to use the buttons on the Wiimote, and you'd need to be able to use more buttons than the nunchuk has, or that any one hand could manage. I also think that would be rather uncomfortable.
Prove it.You can't. Many people said dual anlog would be too hard and too uncofortable. They said the multi-tasking would be too much. They were all dead wrong. How are you right now?
goblaa
You're the one posing the idea, the burden of proof is on you.
I never say two analog and two IR is too hard to manage, although I imagine it is, but for an FPS game which requires accuracy and twitch movements, you're out of your mind if you think that would be practical. Looking around with the IR pointers themselves, you could do. But not both using an analog stick to look around and aiming with IR.
Ok, then take the 'looking around' off analog and put it on one of the IR sensors. not hard.
And even though RE:UC is a rail shooter, you still look around with the analog and aim with the IR. It's not like it's never been done before.
[QUOTE="Thompsonwhore"][QUOTE="mjarantilla"]I don't think using the Wiimote as a flight stick would work NEARLY as well as using the Wiimote as a tiny little airplane itself, i.e. holding the Wiimote the way you'd hold a paper airplane, with the nunchuck used to control throttle, guns, and missiles. goblaa
Holding it like a paper airplane wouldn't allow you to use the buttons on the Wiimote, and you'd need to be able to use more buttons than the nunchuk has, or that any one hand could manage. I also think that would be rather uncomfortable.
Prove it.You can't. Many people said dual anlog would be too hard and too uncofortable. They said the multi-tasking would be too much. They were all dead wrong. How are you right now?
goblaa
You're the one posing the idea, the burden of proof is on you.
I never say two analog and two IR is too hard to manage, although I imagine it is, but for an FPS game which requires accuracy and twitch movements, you're out of your mind if you think that would be practical. Looking around with the IR pointers themselves, you could do. But not both using an analog stick to look around and aiming with IR.
Ok, then take the 'looking around' off analog and put it on one of the IR sensors. not hard.
And even though RE:UC is a rail shooter, you still look around with the analog and aim with the IR. It's not like it's never been done before.
Not hard at all, there you go, don't know why you fought tooth and nail for that one.
Exactly, it is a rail shooter, which is taking the burden of movement and placement off you. Not a good example, no matter how you try to spin it.
Do you know what I love. How everyone is bashing the controls yet I bet the second their console got motion sensing controllers they'd jump all over it and be making threads saying how ownage their new controller will be.bobbetybob
Well I owna Wii, and a 360, and I certainly hope the WiiMote does NOT become standard.
I think its perfect for whats its being used and marketed for, but it is not as percise and the hand controlled analog controllers
The Wiimote is still somewhat of a gimmick to me, it does bring casuals in, but at what expence
I vote a no thank you to the Wii mote being standard
[QUOTE="GoldenElementXL"]You can quote me on this. The Big 3 will all be using a control scheme like the Wii's in their next gen systems. The Wii has made too much money for Sony and Microsoft to ignore this. Watch for them to jump on the bandwagon.Demetri_OS
Ah - so, we have to "wait 'til,..."
Well duh, PS3/XBox aren't going to redesign their controllers lickedy-split, are they?
Although saying that there is that motion-sensing 360 control on the way.:?
When is the Wiimote going to become the new standard for controlling FPS games?
When Metroid 3 was announced and how it would use the Wiimote, Sheep made it pretty clear that this new thing would sweep the industry and set a new standard on how we control and play FPS games.Where do we stand on this?Demetri_OS
The Wii-mote won't be the standard for FPS's anytime soon. You notice that Metroid is a Nintendo game, which always do outstanding on the Wii. There has only been one other FPS that was any good on the Wii (MoHH2). If the Wii-mote was to really become the standard, we'd see more FPS games being made on the Wii than other consoles. This, I can't see happening anytime soon, since there are no good FPS's announced for Wii.
[QUOTE="goblaa"]The wiimote would easily handle ace combat, in fact it would be more immersive (control wise, you would still need a console with more horse power as well).
And separated controllers don't have to be "slightly further apart" than a standard pad. They can be as far apart as you want. They can be where ever you naturally rest your hands. I tend to play wii games lying down, with my wiimote rested on my right thigh, and my nunchcuck rested on my groin.
Thompsonwhore
Well until a flight game does just as you say it will on the Wii, that's yet to be proven.
Heatseeker http://uk.gamespot.com/wii/action/heatseeker/review.html?om_act=convert&om_clk=gssummary&tag=summary;review
There are two different control sty!es to choose from. "Arcade" controls are simple and ensure your plane always rights itself, while "professional" controls are slightly more complex and give you more control over the jet. No matter which setting you choose, the controls are easy to learn, and other than it being difficult to target specific objects, the planes are a breeze to control. Your heads-up display is well designed, and as long as the game's obnoxious captions aren't obscuring a large, important part of your screen as they're prone to do, it's easy to find any information you need at a moment's notice.
You'll use the Wii remote and the Nunchuk to control your plane in the Wii version of the game. The analog stick on the Nunchuk controls your speed. You'll point the remote toward the screen and move it up, down, left or right to control your plane's direction. If you use the "professional" controls, you can twist the Wii Remote clockwise and counterclockwise to roll your plane. The controls work surprisingly well, and as long as you're up high, it only takes a few minutes before you're able to pilot your plane with ease. When you get down near the ground, the controls are just touchy enough to cause problems.
It's weird how even "mediocre" games can prove a point :P
...and other than it being difficult to target specific objects...
When you get down near the ground, the controls are just touchy enough to cause problems.
It's weird how even "mediocre" games can prove a point :P
samusarmada
These are the only points that mattered.
If it can't do it without difficulty, it's not worth mentioning at all.
[QUOTE="samusarmada"]...and other than it being difficult to target specific objects...
When you get down near the ground, the controls are just touchy enough to cause problems.
It's weird how even "mediocre" games can prove a point :P
Thompsonwhore
These are the only points that mattered.
If it can't do it without difficulty, it's not worth mentioning at all.
the good outweigh the bad though. Considering this was a ps2 port I think it shows that the foundations for a flight game are already there and that if a dev wanted to they could easily remove such hitches.
[QUOTE="Thompsonwhore"][QUOTE="samusarmada"]...and other than it being difficult to target specific objects...
When you get down near the ground, the controls are just touchy enough to cause problems.
It's weird how even "mediocre" games can prove a point :P
samusarmada
These are the only points that mattered.
If it can't do it without difficulty, it's not worth mentioning at all.
the good outweigh the bad though. Considering this was a ps2 port I think it shows that the foundations for a flight game are already there and that if a dev wanted to they could easily remove such hitches.
After watching several gameplay videos, it's rather clumsy. And I'm not quite sure how you reason that the good outweigh the bad. It's good because it's easy to learn? Well sure, in arcade it's only left, right, down and up. In professional you roll to do it instead. Pretty bare bones in terms of what you have to do. But it's not about the ability to do it, it's the ability to do it well. It does not do it well, it serves about as good of a substitute for the controller as the controller does for RTS games. It can be done, but it's going to be frustrating and difficult to handle.
Besides, we were talking about using it as a flight stick, not whether it can be used in a flight game.
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