I feel that people are judging motion controls as one would judge apples to bananas. I feel that they are advertised as bananas when they are not, and I feel this is where their criticism stems from. To be blunt, I don't believe that much time has been invested into what motion controls are (and I feel it dismissive to simply call them shit).
To summarise what I feel has been said; motion controls do not improve immersion, Stereoscopic 3D does not improve immersion, and gross motion control is too slow (and or imprecise), current controls do not need replacing.
Will all of the above I agree. I also feel that this opinion ignores what motion controls could do.
It is a difficult position to take, arguing that the possible benefits make these new technologies worthwhile. However, given the immaturity of the technology, it feels as though too many have shallowly discarded it.
I remember playing two person 'co-op' single player Decent with my brother. For those who don't know, Decent was a space game with axes of controllable movement. In each of X, Y and Z the ship could translate and turn about the axes. Given that all direction had a forward and back, there were 12 buttons just for control. I would take half, including the secondary weapon, while my brother would take the other half.
Most games only have limited movement: translation about the Z and Y, and rolling about X and Y (with jump giving some minute control over Y translations). It is here where I think motion controls could shine. I agree that the current set of controls handles the most important 4 excellently, but I hope that developers (and critiques) would be open to the idea that more is now possible.
Regarding 3D vision and Kinect; I remember crossing a link to "Johnny Chung Lee projects" [http://johnnylee.net/projects/wii/], the specific project being "Head Tracking for Desktop VR Displays using the Wii Remote". Seeing this blew my mind. It uses the technology in ways that are backwards from its design to fantastic effect. I consider the (now very real) possibility of such technology becoming commonplace. Additionally I imagine how 3D could take that idea and improve it further.
To be blunt, I feel that this article is overly focused on one idea:
"See, the hypothetical ultimate model of gaming is total immersion." -YZ
Given this as an ideal then the argument stands. My deconstruction would be to argue that this is one of many ideals. Personally I hope to one day make games that replace school curriculum, so my grandchildren will eagerly take a self directed approach to their education. I can state that my ideal games are educational and compelling, well before they are immersive. To bring this back to the subject of control (before the statement above drifts too far off topic); I feel that immersion would ideally be fully customizable. Casually down the rabbit hole on work days, and all the way down on Friday night.
"Assume that nothing good is coming and wait to be pleasantly surprised." - to paraphrase YZ
I am optimistic that we need only wait. Therefore I think that closing this discussion and dooming the technology is premature. It will be slow.
To summarise what I feel has been said; motion controls do not improve immersion, Stereoscopic 3D does not improve immersion, and gross motion control is too slow (and or imprecise), current controls do not need replacing.
Will all of the above I agree. I also feel that this opinion ignores what motion controls could do.
It is a difficult position to take, arguing that the possible benefits make these new technologies worthwhile. However, given the immaturity of the technology, it feels as though too many have shallowly discarded it.
I remember playing two person 'co-op' single player Decent with my brother. For those who don't know, Decent was a space game with axes of controllable movement. In each of X, Y and Z the ship could translate and turn about the axes. Given that all direction had a forward and back, there were 12 buttons just for control. I would take half, including the secondary weapon, while my brother would take the other half.
Most games only have limited movement: translation about the Z and Y, and rolling about X and Y (with jump giving some minute control over Y translations). It is here where I think motion controls could shine. I agree that the current set of controls handles the most important 4 excellently, but I hope that developers (and critiques) would be open to the idea that more is now possible.
Regarding 3D vision and Kinect; I remember crossing a link to "Johnny Chung Lee projects" [http://johnnylee.net/projects/wii/], the specific project being "Head Tracking for Desktop VR Displays using the Wii Remote". Seeing this blew my mind. It uses the technology in ways that are backwards from its design to fantastic effect. I consider the (now very real) possibility of such technology becoming commonplace. Additionally I imagine how 3D could take that idea and improve it further.
To be blunt, I feel that this article is overly focused on one idea:
"See, the hypothetical ultimate model of gaming is total immersion." -YZ
Given this as an ideal then the argument stands. My deconstruction would be to argue that this is one of many ideals. Personally I hope to one day make games that replace school curriculum, so my grandchildren will eagerly take a self directed approach to their education. I can state that my ideal games are educational and compelling, well before they are immersive. To bring this back to the subject of control (before the statement above drifts too far off topic); I feel that immersion would ideally be fully customizable. Casually down the rabbit hole on work days, and all the way down on Friday night.
"Assume that nothing good is coming and wait to be pleasantly surprised." - to paraphrase YZ
I am optimistic that we need only wait. Therefore I think that closing this discussion and dooming the technology is premature. It will be slow.