My problem with voice controls is the same as my problem with motion controls and 3D visuals: it works against immersion because it takes only the most shallow view of our senses.Yahtzee Croshaw said:Syndicate Gets Gimmicky
Yahtzee gets gruff about gimmicks in games.
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THANK YOU.Some might argue as they do with the motion control bullshit that using your voice to issue orders is more "fun" or more "involving" (snnnrrkk), but I find there's little that hurts immersion more than hearing my reedy half-asleep voice in the middle of a science-fiction laser battle.
No way!Yahtzee Croshaw said:my exact words were "no", "no", "no", "no" and "no", in no particular order.
*in carnival game voice* aaannnnND WE HAVE A WIN-AR!Slothboy said:To me a "Gimmick" is a tangential feature that positions itself as an improvement in order to differentiate a product or experience, but ultimately adds nothing concrete or meaningful.
An example would be the Coors Light two stage cold activation sticker. Yes, it does what it advertises. It indicates that your beverage is cold. This is nothing that you couldn't discern through more mundane means such as TOUCHING THE CAN but there it is. It doesn't make the beer colder. It doesn't make Coors Light taste like anything but giraffe piss, but by God it gives you a generalized description of the object's temperature.
The game you are thinking of is Tom Clancy's End War. Havent played it, but I heard the voice control wasnt that good. There was another game back for the PS2 called Lifeline. its "gimmick" was you controlled the main character with only voice commands. The problem with that, and with most voice command games, is the recognition of the voiced command. If you dont say it just right, the game wont register it right.Ilikemilkshake said:I think there was a Tom Clancy RTS that used voice commands a few years back. No idea how it played but in theory it's a good idea. One thing that people don't like about RTS games is the micromanagement, so if you can tell your units where to go then that actually could make playing more efficient.MC K-Mac said:I don't have a Kinect, and I haven't played Mass Effect 3 (yet). But honestly, I like the idea of voice controls if they work seamlessly. For me, being able to command my teammates to switch weapons, take cover, advance, or retreat by actually saying the command out loud would increase immersion. Also, it would free up buttons on the controller. But only if it worked seamlessly. And, so far, it does not.
But this is assuming the commands work 100% of the time as intended and they mostly don't unfortunately but i hope one day we get there.
I think there was a Tom Clancy RTS that used voice commands a few years back. No idea how it played but in theory it's a good idea. One thing that people don't like about RTS games is the micromanagement, so if you can tell your units where to go then that actually could make playing more efficient.MC K-Mac said:I don't have a Kinect, and I haven't played Mass Effect 3 (yet). But honestly, I like the idea of voice controls if they work seamlessly. For me, being able to command my teammates to switch weapons, take cover, advance, or retreat by actually saying the command out loud would increase immersion. Also, it would free up buttons on the controller. But only if it worked seamlessly. And, so far, it does not.
Then again, the game was full of physics puzzles and the gravity gun was the most effective way of interacting with it. The use in Ravenholm was forced, but not unlike all those games that has rocket launchers and health packs right before a boss battle. Call it "chekhov's gun of game design".Akalabeth said:I would disagree that the Gravity Gun isn't a bloody gimmick.
I mean you go to a town full of zombies, and there are table saw blades and propane fuel tanks EVERYWHERE? In like every house almost? It's just as bad as the original FEAR expansions when some big bot starts chasing you and suddenly you enter a cafeteria where someone's left a bunch of rocket launchers everywhere.
So yes I would say HL2's gravity gun was a gimmick, a gimmick which wasn't really used for the final sequence because for no reason you got some suped-up gun that was more of an instagib rifle than its original design.
If it breaks immersion, it's a gimmick.
Compare this to the end of HL2E2 where you use a gravity gun. That's not a gimmicky section because there's a reason and a purpose behind actually using it.
I don't think that's totally fair. People that make that comment usually mean they make up the lines in their head, and (usually) don't actually vocalize it themselves.OhJohnNo said:THANK YOU.Some might argue as they do with the motion control bullshit that using your voice to issue orders is more "fun" or more "involving" (snnnrrkk), but I find there's little that hurts immersion more than hearing my reedy half-asleep voice in the middle of a science-fiction laser battle.
I could never understand the people who said they preferred a silent protagonist because they liked to say the lines themselves. Destroys all semblance of immersion for me.