Still not good enough then, since games already muck that up. I played Bad Company then GTA4 right after and thought my controller broke because I could not change weapons. (GTA4 changes using control pad, Bad Company uses the bumpers)Wintio said:I think they meant more the situation where the b button becomes the melee button, and you instinctively know to push that when you want to beat something, but when it pops up a little red button at the bottom of the screen you are no longer thinking of it as a melee attack, but finding and pushing the button.Kiutu said:If you have to look at the controller for quick time events...you are not used to the controller. I play best at Guitar Hero with a controller, and is that not the ultimate quick time event game?
That said I agree with what a lot of people have said in that everything will take time to get used to... but honestly the idea of waving my arms like an idiot is not what I would look for in a game currently. And I know I'm afraid of change as much as the next person, but I've always been a "if it ain't broke, don't fix it" person, at least not for something that will only deliver results as good as we have now.
If they think they can really improve gaming through this technology, more power to them, and I hope they do... but until I see this is worth the change (and the expense that will surely accompany it) I'm not going to be camping out for any releases.
On a side note, why is it that the little plastic guns we get at home aren't up to the standard at an arcade. I had Duck Hunt with my little plastic orange gun back on the SNES and I loved that game. I also love Point Blank and Time Crisis (especially Point Blank <3) at the arcades. Point Blank's accuracy can't be any better than the Wii's, and I don't even have motion plus yet, but those guns look a lot better than the little Wii-mote add on things (haven't got them either (been poor lately)) and they don't have that awesome recoil action that the Point Blank guns do. And no other system has even tried as far as I've seen. We can get a universal turnstile for DJ Hero, and a skateboard (I really want to know how they're going to simulate doing a trick on a controller with no momentum) but we can't have a gun peripheral?
Maybe all of my problems will be solved at once and Natal or whatever Sony does will let them make a good gun and let us loose through some arcade fun... but I'm not holding my breath.
I have a deep hate for Microsoft, except their kick-ass operating system(no 's'):DrunkWithPower said:I agree but the one reason, I agree because I have a deep hate for Microsoft. (not aimed at Xbox)
Hmm, I agree with you on your points. Perhaps the motions may become second nature, but needing to communicate to a flat screen in front of you when unneeded feels too hard to get into it. I wish I could comment more on your post but you wrap it all up neatly.NewClassic said:I can agree to a point, but I'm not willing to discount it just yet. The great thing about gaming is it enables the player to interact with the world on a both conscious and subconscious level. For an example, you can play a game like Typing of the Dead much more efficiently once you've learned to touch type than when you could not.
Once you could, the keyboard stops becoming a cumbersome control scheme and instead responds more like a keypad with 44 buttons. In the same way, the game Shenmue shows how a QTE can feel more natural in a game. Instead of becoming a mechanic that relies on button-presses, the game's QTE response is tied directly with gameplay mechanics. The "A" button will always jump, the "B" button is always a catch or grapple, arrow keys respond to their requisite movements. It means that even though the flashing "B" on screen would pull away the player and force them to consider the B-button as it is on the controller, it also corresponds to catch, and action your character would do after jostling a waitress carrying tea.
I feel like NATAL has some ability to be an immersing mechanic, though decidedly one with a learning curve. At this point, I'd even say much like the Wii. In the Wii's case, it is pretty clear that it can be functional even on a large scale. The only question in my mind for NATAL is whether or not the developers will be able to make use of the control scheme. Considering the rocky history of peripherals like the EyeToy, it's particularly clear that game developers don't have a perfect idea of how to use such a peripheral, much less to any advanced extent.
I'm not willing to write it off just yet, but the learning curve will make it more difficult to be as immersive as a more natural feeling control layout.
It will be restricted but so are gamepads in a way. It won't become big enough as the gamepad though to be the next controller with what restrictions it has.Fire Daemon said:I think that the success of Natal (is that even it's real name) will come entirely down to how well developers implement it's technology. They could very easily go with the arm flailing style of many Wii games which will break the immersion of the game or they could make the game respond to natural body movements and by doing so not break the immersion of playing the game and add some real depth to the experience.
I have a feeling however that Natal is going to be an additional part of many controller games. With Fallout 3 you really need to use a controller. Bringing up VATS and selecting the head with arm movements is not going to work but imagine if Natal studied your face and based on facial expressions and possibly tone of voice conversations would work out differently or had a greater effect on persuasion. This may be a lot of addition work for the developers and the pay off may not be worth it but can you see where I'm coming from? Natal can be used to give the player a greater range of control and interaction in a game but hey, it could also be used to make a bunch of shitty party games.
Time will tell.
It works well, but better and more sophisticated shooters are found without the guns and are much more open with gamepads though.cobra_ky said:this argument is far from compelling. arcade shooters like time crisis or house of the dead work just as well at home as they do in the arcade, and it would be ridiculous to try and play them with a controller. i don't know enough about racing sims to comment on steering wheel peripherals, but i'm not thinking about the steering wheel when i'm driving an actual car.
I think people are looking at things like project natal and not giving the ideas the full credit, it seems like people have the idea of "well controllers work, why fix it", the truth is controllers dont always work in the context you are talkingPurpleRain said:The point of a game is to get its user into the world created for them. To submerge him or her into an imaginative universe were the subconscious takes over playing while you consciously make all the decisions. Not the two key words here:
Subconscious and conscious.
We are not to think about what we are doing. We do not think that we are using a controller. QTE (Quick time events) rip the user out of the world as they look down at that comfortably sitting gamepad resting between their grubby mitts. It makes them bring their mind out of its subconscious zone of thinking into the player actually hitting the buttons. The entire fact of having a gamepad is to have something invisible in your hands and to not notice your fingers going to work. As soon as gaming comes to a conscious level, the zone is broken and you are ripped out of the world.
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The controller in its natural habitat.
In 1986 the first two gamepads came about when Nintendo launched its NES controller and Sega made its reasonably cool sounding Master System controller. Twenty three years later and we are still using controllers. They have more buttons, can do a wider range of tasks and even include rumble packs and ghost cords, but in general terms, they are still the same things. Throughout the history of gaming, we have had many different types of 'controllers' that are made to put people into the game. These include some that work:
The Guitar Hero Guitar/Drumset/Etc
And most that don't:
Gun shaped controllers (to some extent)
Steering wheels
Etc
I found that the guitars are used as a necessary part of the game, to hit the buttons and also to throw it up high to get Star Power. While guns may work with some games at arcades, general ones used at homes feel out of place holding no value and having no need that a gamepad couldn't have easily and already exceeded. Steering wheels are also clunky and so unneeded outside of the arcade. So how is Natal going to hold up?
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"It's like I'm really playing a game!"
Natal takes away all gamepads, and all things needed with your hands and brings the game to you. What can be wrong with this? How does this takes the user out of the game?
Like mentioned in the first paragraph, Natal brings the game to the conscious level. People talk to unfamiliar objects and people with a conscious mind, not subconscious as someone would holding a conversation with a friend. This however is not a friend you are talking to nor a light conversation. This is inhuman and a game needing to be controlled with voices and motion. This is generally designed to keep the user at a conscious level thus breaking the world that they are supposed to exist in.
I for one cannot see people being absorbed into this world of Natal when for so so long gamepads have served us just fine. Not only just fine, but with comfort, with ease and posture. They have recently been designed to fill the hand and so no cramping or breaking the user into the conscious world. And for so long we have grown used to the idea of having this non-existent tool in our hands; the strings to which we hold the puppet. Changing it is an unnecessary use of money and power wasted on nothing.
Why do I write this? Isn't it an old subject and already established that people are not going to like it? Yeah, basically. I just wanted to show a different angle on the story and voice an opinion of mine. And perhaps it can get a few people thinking and appreciate the levels of subconsciousness of gaming and how the gamepad fits into all this like a jigsaw piece.
Peter Molyneux has a nasty habit of exaggerating when he's the announcer.PurpleRain said:Well, mostly the interview with Peter (Fable) saying that it won't need a controller.
PurpleRain said:*Snip*
OH MY GOD THANK YOU. Seriously. I love how no one has any imagination what-so-ever to think up ways in which Natal can ENHANCE current controllers!TaborMallory said:I've got two points that rip your theory to shreds.
-Who says Natal will focus entirely on immersion, or be made for serious gameplay?
-Who says Natal won't be able to work alongside standard controllers?
LimaBravo said:You are making an assumption that all people are like you. As a power user I am very aware of the joypad/mouse/keyboard I have in my hands as its the weak link to my interaction.
So you understand my level of commitment I have a Track IR, I have a MS Strategic Commander, also the MS Sidewinder Dual Strike & Freestyle. In addition I have the HET Evomouse, the R2 'Omnimouse', more common devices like the Nostromo n40, n52 & its ilk Ive owned as well. Ill be buying a Neural Impulse Actuator Controller shortly.
This isnt gadgetry its the desire for a solid multi-functional controller. Not only are FPS's becoming more complicated as the attempt to render human movement & function with a deeply unrealistic set of options (Interestingly SWAT 3 an older game did it really well) but other games are as well as they increase in depth newer avenues to interact with that depth are required.
'Console' gamers while economically dominant lack any desire or input in the fields of ergonomics. 'Joypads a joypad innit' will not encourage new games & new trends or expand the limited level of interaction a console can deliver.
On behalf of driving sim players everywhere Natal seems like a great idea. Excluding actual driving wheels (Which your wife wont appreciate lieing around the living room floor) hand tracking software would be a god send. Flight simmers whos lives are hard enough with even the limited control set on a PC, would be set for life if they could simply look around the virtual cockpit & flip a switch with a motion.
This is ignoring voice control.
Looks like Natal might be useful to other people than yourself. I for one am interested in its potential for games that joypads cant even come close to emulating action. There has never been a good sword sim doubless there are hundreds of sports & other activities that will benefit in addition to the activity contributing to exercise & the potential for disabled gamers.
I agree on the conscious and subconscious part, however:PurpleRain said:I for one cannot see people being absorbed into this world of Natal when for so so long gamepads have served us just fine.
Gaming has been in the mainstream since the NES era, it's just been gaining more exposure as time goes on.maddawg IAJI said:I knew Natal would be a bad thing straight from it's annoucement. I watch the video of it, Saw the soccor mom's playing it, and immeaditly thought that it was the end of being an orginal. The current generation brought gaming into the mainstream. But if Natal has half the success as the Wii did then I think the term Gamer will soon be used to describe everyone.