BreakfastMan said:
Dead Century said:
It's about as big of deal as motion controls were. It's going to be a novelty that people will obsess about for a bit and then return to traditional gaming.
Yeah, I am feeling this as well. Both motion-controls and motion-capture seemed like they would have grand possibility to fundamentally shift everything, providing much more immersive, better experiences, and well... We know how those turned out.
And, quite frankly, not every game has to be "immersive". I don't really want to be in Mario's world. I don't really want to be in Solid Snake's world. The tech could be an interesting toy to play around with in first-person games (especially ones like Gone Home, STALKER, Amnesia, or Kairo), but... That seems to be the extent of the system's usefulness. :\
The problem with motion controls is that they are an inherently inferior input method. The core quality of an input device can be expressed by three metrics: Precision, translation, and versatility.
Precision is how accurate the input method is. How reliably can you input with the device? Motion controls are horribly inaccurate. And this isn't just a tech issue, it is a human limitation. We are not machines, we do not move in exactly the same way every time.
Translation is how much effort must be expended getting an idea from your brain translated to an action on the computer. The more effort the more we need to focus on the input instead of the idea. Most important is mental effort. Remembering all the controls is already hard enough when it is just buttons on a controller. We can see those buttons and test them to help us remember. When we use motion controls there is little to help us think. We have to remember every command, and they are rarely simple motions. We have to remember each quirk of the system which is different for every game. Cognitive overhead distracts us from our entertainment. Physical effort is also important - it is far easier to push a button than swing an arm. You will think less about the button push because it is a trivial physical motion.
Motion controls seem versatile but in practice are not. Humans are only capable of so many precise non awkward actions. This means motions controls are very limited.
VR, on the other hand, is theoretically a better way to see a game world, if only for for the First Person view. Applying similar metrics, VR theoretically increases precision and translation at the cost of versatility.
Motion controls were a fad because they were worse on even a theoretical level. VR tech is at least theoretically better in some circumstances.