theriddlen said:So much negativity and ignorance....
GG said that it only took them a few days to implement the motion controls.Veloxe said:I just read this as:
"Please, please, PLEASE go buy move! We don't want to have wasted out time adding compatibility for it to KZ3 when we could have been doing useful things!"
Killzone 3 has a lot of options for Move. I heard that putting the bounding box at zero will actually keep the reticule on the center, and you can change the turning speeds with the move.spartan231490 said:It'll never happen. Motion control is a lot buggier, and even if it wasn't accuracy when rotating/rotation speed is much more important than accuracy against what's right in front of you because you have less time to react so you have to be more accurate.
The difference between a controller+buttons and motion controls is that motion controls, for the majority of the time, are utterly useless. Not in the sense that they don't work, but that you don't need them. An analog-stick and buttons are there for practical uses. A to jump, B to crouch, X for action, Y for inventory. Right analog for movement, left for camera. They work, plain and simple and they work for almost everything (RTS games are the exception).Electrogecko said:Second, motion controls are far from a gimmick, and I'm so sick of people constantly spouting that word out of arrogance and ignorance. If something as simple and intuitive as a gyroscope or infrared pointer is a gimmick, than analog sticks are an even bigger gimmick. People have gotten so used to the dualstick setup that they've forgotten how convoluted and confusing it can be for someone who's never experienced it. In my opinion, Metroid Prime 3 has the best controls out of any FPS I've ever played. The first time I picked it up, I immediately understood how to navigate and was thrilled by the ease and responsiveness of quick aiming. The argument that motion controls don't allow you to turn as fast is largely unfounded (it's barely a problem to begin with and it can be fixed with clever use of the current hardware) and, more importantly, entirely irrelevant in a debate over THE FUTURE OF CONTROL. I won't even mention the fact that the pointer is about 10x more natural and immersive!
That would work, but you'd be better off disabling motion controls for firing from the hip and only using them when you're using iron sights. That kind of motion control would really enhance the game. If we get those kind of controllers I could believe in motion controls being the future, but the Metroid Prime system is just a huge step backwards for the sake of a gimmick.demoman_chaos said:I know how to fix the turning bit, put a 2nd stick on the pointer. Use that 2nd stick to turn and aim with the pointer. Basically just chop a standard controller in half and add motion sensors to each half.
Its amazing reading the comments of a majority of people here that HAVE NOT even played the open beta with the Move. I have, and I can testify that you can actually do really well with it. I'm talking coming first place with the most kills by a long-shot well. Add to this that I'm playing with DS3 players too and you can see how , much truth GG speaks when they advertise the Move with there gameLavaLampBamboo said:I'll be interested to see the statistics of how many online players are using Move instead of the controller, and also how well those using Move will do.
I think that they probably put the Move controls AND the 3D in under pressure from Sony, but I think it is a mistake (or even a bad MOVE. HAH!)
My point remains valid despite your clever observation, and I'm pretty sure you agree.theriddlen said:There were (are) attempts to create dedicated gaming gear, but most people use keyboard and mouse - because it's comfortable, universal and well, we haven't came up with anything better.
It's outdated and created when there were no games? Hey, so are your hands. Chop them off, they're of no use today - how can you use something invented millions of years ago?
Once again, we have no idea what the limitations of a high-end motion controller will be next year, let alone in the years beyond, which, from what I understand, are not excluded from this developer's argument. Also, there's absolutely no reason why a motion controlled shooter has to have a slower turning speed than one that is gamepad controlled. With adjustable sensitivity, turning speed can be infinitely modified to suit the player regardless of the controller type. Besides, I see no reason why the controller's orientation can't simply take over for the pointer once it goes off-screen, or even be the dominant argument for a game's turning function. Motion controls have potential for a wider range of turning speeds than an analogue stick, which is confined to a relatively small range of motion, ever could.Outright Villainy said:snip
The control may add a sense of tactile response, sure, but they were by no means accurate. The game had a huge reliancy on lock on, (as did red steel 2), because turning and aiming is impossible. Motion controls would certainly be the most responsive and accurate of all controls, if we had a full 360 screen enclosure, that allowed easy navigation in all directions.Electrogecko said:In my opinion, Metroid Prime 3 has the best controls out of any FPS I've ever played.
You're looking down a tunnel in games, you need to shift your view as easily as possible, and aim simultaneously. Motion controls are certainly the best for rail shooters.
Regular shooters: no. Just no.
So we should stop trying to improve our controllers because we're complacent with the current one? There is absolutely nothing that a 360 controller can do that a controller with implemented motion compatibility can't do. All those functions you mentioned would have more inputs to chose from which would give developers more freedom to produce unique experiences.Jonny49 said:The difference between a controller+buttons and motion controls is that motion controls, for the majority of the time, are utterly useless. Not in the sense that they don't work, but that you don't need them. An analog-stick and buttons are there for practical uses. A to jump, B to crouch, X for action, Y for inventory. Right analog for movement, left for camera. They work, plain and simple and they work for almost everything (RTS games are the exception).
Also, Metroid Prime 3 is a bad example. For one thing it has lock-on and while it has combat in it, it's not as combat heavy as something like Halo or COD is. MP3 is more of a first-person adventure. Also, you seriously underestimate the importance of turning quickly, since we're talking about shooters, which usually have online multiplayer.
No, but if the replacement is fundamentally flawed then we shoud keep looking. The accelerometers in a current gen motion controller are an order of magnitude less reliable than an analogue stick, getting even digital movement out of them is a pain in the ass. The pointer is really accurate and works great for aiming but it's a clumsy and uncomfortable way to turn. In a game where aiming is key it can provide a competitive advantage but we shou;d be looking for a replacement that is more comfortable, intuitive and immersive than dual analogue and motion controls are nowhere near that level yet.Electrogecko said:So we should stop trying to improve our controllers because we're complacent with the current one? There is absolutely nothing that a 360 controller can do that a controller with implemented motion compatibility can't do. All those functions you mentioned would have more inputs to chose from which would give developers more freedom to produce unique experiences.
See my above reply for the point on turning speed.
Millions and millions of people disagree with your "fundamentally broken" premise. And motion controls don't work around a accelerometer, they work around 3 accelerometers, 3 giroscopes and another form of 3d localization (IR pointer on the Wii, color ball and camera on PS3).Rack said:No, but if the replacement is fundamentally flawed then we shoud keep looking. The accelerometers in a current gen motion controller are an order of magnitude less reliable than an analogue stick, getting even digital movement out of them is a pain in the ass. The pointer is really accurate and works great for aiming but it's a clumsy and uncomfortable way to turn. In a game where aiming is key it can provide a competitive advantage but we should be looking for a replacement that is more comfortable, intuitive and immersive than dual analogue and motion controls are nowhere near that level yet.