joeyg1097's forum posts
[QUOTE="LoZD-Money"][QUOTE="ssc0n"][QUOTE="Rocky32189"]Eh, I sometimes need on-line play..... I get lonely...He was implying that it wouldn't have on-line play. He said they would keep working on the game until THEY thought it was perfect. When he was asked then if it would have on-line meant that on-line may constitute perfect to YOU but not to THEM. Who wants on-line in metroid anyway, or any multiplayer mode for that matter? Metroid wasn't meant for multiplayer and I think Echoes was proof of that. Give me an awesome single player game on par with the awesomeness of Zelda:TP and I'll be more than happy.
ssc0n
Word, I love it and I think to compete, or to become "the best" they will need on-line play, and a damn good one at that. IMO
Yeah, games nowadays cant get to #1 without having online support. Especially multiplayer. OblivionHow is billiards? Is it a full game, or only like certain things you can do? Can you play 8 ball or 9 ball, or hopefully both?DilrodBilliards plays with 9-ball rules (no 8-ball) using ball-in-hand for fouls except modified in that you have to sink every ball to win in single player and there's no limit on fouls. Instead, fouls just add strokes to your score in single player and lowers your score in multiplayer. In multiplayer, you get points based on what ball you sink, eg. ball 4 = 4 points, ball 9 = 9 points, thus it is advantageous to try to sink higher number balls. It's a surprisingly deep game where you control cue direction, where you hit the cue-ball for spin (although you can't jump the ball, or, at least, I couldn't get it to work), and the amount of power in the shot. And just like in real life, you can screw over your buddy and force fouls by placing the cue-ball in awkward places, which is always fun to do :p
Think of the wiimote as a mouse...
Now, go play Neverwinter Nights 1 or 2 which can be played completely with one mouse button. You could simply point to your selections on menus or point at a position on the ground for movement or an object for an action.
If more buttons are needed, there are 8 buttons that can be used with the nunchuck plus the 4 from the D-pad. If more buttons than that are needed, you can map things to motion sensing. If high accuracy is needed, you can just do four movement directions (left, right, up, down) for both the nunchuck and the wiimote bringing the 'button' total to approximately 20 'buttons'. If even more are needed, you can map circular movement motions (clockwise and counter-clockwise) for both nunchuck and wiimote, as well as forward and backward motions to increase the potential total to 28 'buttons'. Movement and selection can be done with either the analog stick or point-and-click.
For example, Knights of the Old Republic could be played by moving with the analog stick, switch characters with the two buttons on the nunchuck, select targets by either pointing and hitting 'A' or perhaps by locking onto objects in the centre of view by holding down 'A' or the 'B' trigger, do your melee special attacks by horizontal and vertical motions on the wiimote, do a Force push on the selected target by thrusting the nunchuck forward, or Force choke by selecting a target and lifting the nunchuck up. Not only can you map all of the special abilities to the wiimote/nunchuck, but you can also make them fun and possibly more intuitive.
Further 'buttons' can be mapped by using the 4 diagonals of motions for both controllers but these might be harder to do accurately if horizontal and vertical motions are also mapped, but potentially you can have 36 different 'buttons'. More specialized functions can also be produced by drawing shapes in the air, sorta like Okami or SSX Blur (for uber moves), thus the Wii has a potentially limitless number of 'buttons' that can be mapped. Combinations of button holding with a motion can also extend the layers of control that can be used if RPG's were ever to need that many 'buttons'.
In summary, playing RPGs (or any genre in fact) is not limited by the controls. In fact, genres that never really had a place on consoles, such as point-and-click adventure games as well as strategy games, such as WarCraft, C&C, and the Total War series, which could not be intuitively translated to console controllers have the potential to be found on Wii just because of its point-and-click abilities. Hopefully, developers catch on. Might I also add that I think dual-analog is terrible (coming from mouse & keyboard) for FPSs and that point-and-shoot with an index-finger trigger is far more accurate and satisfying.
The main downside with the Wii for RPGs or any genre is going to be the limitations in graphics or active actors in any given area. Due to the relatively old hardware, the Wii will either have large areas populated with many actors (read: AI) but with stripped down graphics or will have great graphics but will either have to divide areas up into smaller chunks or limit the number of active actors at any given time. I could be wrong and I hope many developers find a way around any hardware limitations.
Log in to comment