I'm glad I'm not the only one that saw this. Despite the fact that the presentation itself wasn't an impressive as the one for Project Natal, Sony got it right by clearly demonstrating that the precise control possible with their new tech can be used as a substitute for mouse control in genres like FPS and RTS. The presenters on stage also spoke directly to Natal when they said that one of the things they learned from EyeToy is the need for buttons or triggers. Right now I'm trying to figure out how Natal is more than an advanced EyeToy. Furthermore, to this grumpy PC gamer, it's got me thinking of definite increased potential for games I like on consoles. If I was a 3rd party dev that dabbles in one of these genres, I'd be most intrigued by Sony's offering at this point.Kwil said:What they did right, however, is finally recognize the real revolutionary property of the Wii-mote -- not the motion sensing as much as the light gun. Something that can give the casual user precise control over the screen, much like a mouse. I'm still stunned that we haven't seen developers really start to work with this. Picture every game that was fun with a mouse but sucked on a console.. with the light-gun, this doesn't have to be an issue any more. So RTS's, FPS's.. or.. scariest of all -- WoW.. Put that in the hands of the mass-market and we'll really know crack gaming.
Assuming the accuracy's good enough, Natal should do that.Anoctris said:The Dream
I'd like to see a voice-interactive and 'hands' interactive (like those scenes from Minority Report/Johnny Mnemonic) console/peripheral. Imagine a RTS game where you can use 'command' words and your hands to select, control and direct units/buildings/etc. EDIT: Of course the ultimate in immersion would be something Virtuosity/Matrix like, but that's a long way off I reckon.
Er, what? You realize the Wiimote and nunchuk have quite a few buttons, an analog stick and a dpad in addition to the whole motion deal? The Wii has had combined button and motion inputs since the beginning.300lb. Samoan said:Exactly my thoughts. The Wii-Mote and XBox-bar do gestures, the Sony-motes do real live INPUT. Put analog sticks, d-pads and triggers on those things and you'll have the best of both worlds - a playstation controler and a set of wii-chuks
They are gimmicky when they are shoehorned into a game design meant for buttons. If the game is perfectly playable with a standard controller then motion controls CANNOT be more than a gimmick, a pointless addition. You complain that the controls are gimmicky and then demand that they remain gimmicky. They can do things regular controllers cannot and then they aren't gimmicky but too many game developers FAIL at developing games like that.asam92 said:i just am hoping that they dont make any games that are dedicated to only using the motion sensing control, all there games they make with this should have "Optional Motion sensitive controls" so they dont release a game that looks really great only to be ruined by crappy motion sensitive controls, Hardcore gamers (like myself) don't want these controls, they are too gimmicky.
We're very obviously well beyond 1985 and light gun technology. You can't compare this to the good old days in the arcade. The size of your television is irrelevant as long as it is large enough so that you can see clearly (obviously you won't be using a console with a handheld TV). I think any of today's motion controllers have moved well beyond the inaccuracies of light guns as well.Anoctris said:I don't have a huge LCD/Plasma TV, which in my opinion would be the best way to enjoy games that require you to point something at a screen. Seriously, it's ridiculous pointing a wii-mote at a screen less than 12".
...I can't begin to number how many stree-machine light gun games I've tried to play and had to 'aim off' to score a hit. Most light gun shooter games are 'rail' shooters anyway.
Actually, I've seen the Red Steel 2 demo. It's not 1-1 control. It's pseudo 1-1. When you are doing any commands, the game's arm is actually your arm, but when you actually perform a slash or a defend, it goes back to regular Wii Mote preset function. It works just like in old Wii Mote games like tennis in Wii Sport. The racket freely follows your movement, but when you issue a swing command, it follows a preset function (so when you just sharply swing the mote but not actually extending the swing like in real tennis, the Miis actually swing harder than if you actually extending the swing).Kwil said:Actually, that's exactly what the motion plus does.. gives you 1-1 control. You can see that in the Red Steel 2 demo.ThisNewGuy said:And Wii Motion Plus is still a joke to me. It doesn't change how the WiiMote is implemented. It's still mapping certain swings to certain commands, rather than having a full 1 to 1 imitation like Natal and PSMotion Control.
Red Steel 2 began production without motion plus, which is a shame, but it is what it is. If Nintendo asked them to create a tech demo for the motion plus with Red Steel as a template, then you would have seen 1-1.ThisNewGuy said:Actually, I've seen the Red Steel 2 demo. It's not 1-1 control. It's pseudo 1-1. When you are doing any commands, the game's arm is actually your arm, but when you actually perform a slash or a defend, it goes back to regular Wii Mote preset function. It works just like in old Wii Mote games like tennis in Wii Sport. The racket freely follows your movement, but when you issue a swing command, it follows a preset function (so when you just sharply swing the mote but not actually extending the swing like in real tennis, the Miis actually swing harder than if you actually extending the swing).Kwil said:Actually, that's exactly what the motion plus does.. gives you 1-1 control. You can see that in the Red Steel 2 demo.ThisNewGuy said:And Wii Motion Plus is still a joke to me. It doesn't change how the WiiMote is implemented. It's still mapping certain swings to certain commands, rather than having a full 1 to 1 imitation like Natal and PSMotion Control.
Whereas, the PSMotion Control showed completely 1-1 fidelity. When the guy swings the sword, the speed, exact positioning of the sword at all times are not preset at all. Same with defending.
Exactly, which is why motion plus support on the Wii has to implemented like it's practically a different controller, and optional support is not an option.L.B. Jeffries said:I'm curious how it's going to play out if the controls can port to other games. Playing an FPS on a Wii is way, way easier than with dual-analog. Are people are going to start bitching when everyone on Halo 3 is making Battle Rifle headshots without batting an eye?
You can't just change the controls on a console, it affects every game and the balance for them when you do it.
Well see that's the problem I foresaw. The answer I personally see is acquisition of developers as second and first parties to be the answer. It's been reported on numerous occasions that Rare has been developing games for Natal for some time now, and while I don't see Natal as being something that can be implemented into mainstream killer app titles, Microsoft are going about that the right way. However cracking the whip on just one developer isn't going to cut it, like (Nin)tendo said:KDR_11k said:Both MS and Sony rely strongly on third parties, they have very little capacity of their own that could be used to go where third parties won't (and they definitely won't, they're failing to capture the market on a system that already has a huge number of extended market gamers, they would never do it on a system that doesn't have that market at all).
They need to acquire development studios to develop games in house, or show developers the way, and that's if they are willing enough to gamble on such a thing, something that many developers were thinking motion control on the Wii was, a gamble. Which means both companies are going to have to acquire dev studios as second party developers as well as make a push for third parties to do it for them in my opinion. Couple that with the development cost of titles on both consoles, it's risky.tendo82 said:That's the other issue that I didn't even begin to address: That Nintendo, through it's prowess as a first party developer, was basically able to teach other developers the types of games that would work with the Wii. They were able to lead the way, which is crucial for paradigm shifting technology.
Even watching Wii Sports Resort. Watch the basketball shootout. It is definitely not 1-1 fidelity. It's definitely you just doing a sorta shoot-ish move and the preset command occurs.ChromeAlchemist said:Red Steel 2 began production without motion plus, which is a shame, but it is what it is. If Nintendo asked them to create a tech demo for the motion plus with Red Steel as a template, then you would have seen 1-1.ThisNewGuy said:Actually, I've seen the Red Steel 2 demo. It's not 1-1 control. It's pseudo 1-1. When you are doing any commands, the game's arm is actually your arm, but when you actually perform a slash or a defend, it goes back to regular Wii Mote preset function. It works just like in old Wii Mote games like tennis in Wii Sport. The racket freely follows your movement, but when you issue a swing command, it follows a preset function (so when you just sharply swing the mote but not actually extending the swing like in real tennis, the Miis actually swing harder than if you actually extending the swing).Kwil said:Actually, that's exactly what the motion plus does.. gives you 1-1 control. You can see that in the Red Steel 2 demo.ThisNewGuy said:And Wii Motion Plus is still a joke to me. It doesn't change how the WiiMote is implemented. It's still mapping certain swings to certain commands, rather than having a full 1 to 1 imitation like Natal and PSMotion Control.
Whereas, the PSMotion Control showed completely 1-1 fidelity. When the guy swings the sword, the speed, exact positioning of the sword at all times are not preset at all. Same with defending.
The Wii Motion Plus is 1-1 control, and it's pretty much been shown through Wii Sports Resort. They hadn't gone into so much detail in Wii Sports resort but then why would they wan't to for a game that's trying to appeal to everyone? Hell even a developer said that the motion plus was 'too sensitive', so what does that say?