Why wont FPS games work with the Wii?

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tomtom94

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May 11, 2009
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I think it's something to do with psychology.
When you are in an arcade, you see a Ghost Squad machine, the one with the cool machine-lightguns? So you think "I'll put a pound in and play". It is a novelty, this opportunity. When you look at the Wii remote, it looks fairly ordinary and you don't feel as self-satisfied.

The issue with FPS games on the Wii may be that the developers have to compromise graphics. It may be that point-and-click doesn't work as well in multiplayer (certainly not split-screen). It may be that there simply isn't a market for FPS games on the Wii.

I used to play Timesplitters. I would still do so had my Xbox not died. That was fun, but I couldn't imagine playing it with the Wii Remote. The analog sticks worked well.
 

TsunamiWombat

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SilentVirus said:
I was playing Call of Duty World at War for the Wii. But after An Hour and a Half. I decide to go buy the game for the 360 because the game wasn't fun on the Wii. I'm guessing the only thing for me is that Wii is for people who feel fat and/or like exercising. And don't et me wrong the Wii is fun and all but whenever I get to a FPS, I never like it. So why is this?
Because as of yet, few 3rd party developers have 'figured out' the Wii, unwilling to properly develop for it's unique and somewhat finnicky control scheme to utilize it properly they put out shovelware to make a quick buck. This glut of Wii shit is FINALLY starting to clear with newer Wii titles that are slightly less shity, such as the recent on rails shooters like House of the Dead Overload, or Deadspace: Extraction, or Squenix's recent Action RPG Adventure thing, Final Fantasy: The Crystal Bearers.
 

Levitas1234

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People like to chill when playing games, no one wants to flail there arms around just to kill nazis...
 

TotallyFake

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Rot Krieg said:
As for the why the Wii can't seem to work with FPSs, I'd say there's two reasons. First, when you move the right analog stick on an FPS on the other systems, the entire screen moves, not just the cursor. This allows you to both look around and aim at the same time. There's no need to worry about shifting the screen around while you're shooting at somebody. On the Wii, however, having to move the cursor to the side of the screen to pan effectively destroys your ability to aim while navigating, and while having the wiimote move the entire screen solves this problem, it also creates a new one in that even just a slight movement can flick the screen in both unwanted directions and too far. A mouse or analog stick makes panning the screen far easier and more reliable.

The second is the constant movement of the wiimote. No matter how steady of a hand you have, the basic physiology of the human body means that your hand will be moving slightly, and so will the cursor, making aiming much more difficult than a cursor that stays exactly where it is unless you order it to do otherwise. Imagine having to counter-snipe against a player using dual-analogs or (god forbid) a mouse and keyboard. FPSs, especially ones that require precision aim, were made to work with a stable control, not one that is (literally) impossible to stabilize.
I swear I'm the only Wii owner who's wrists aren't made out of rubber bands and who actually has fine motor control. Metroid Prime 3 does the shooting controls perfectly, you don't have to move the cursor to the edge, just in the vague direction of the edge to make it turn. But there's also a slight buffer in the middle that keeps the screen stationary. So you can aim-precisely in one area, and then shift the view easily to move and explore. Or there's the Resident Evil 4 over-the-shoulder tank controls where you use the thumbstick to pivot and move your view, it's wonderfully precise and easy to use. Yes, there's an ever so slight about of wobble, no more than I get with a mouse. Especially with the speed that you move and aim you aren't going to get any higher precision.
 

Rot Krieg

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StevieWonderMk2 said:
I swear I'm the only Wii owner who's wrists aren't made out of rubber bands and who actually has fine motor control. Metroid Prime 3 does the shooting controls perfectly, you don't have to move the cursor to the edge, just in the vague direction of the edge to make it turn. But there's also a slight buffer in the middle that keeps the screen stationary. So you can aim-precisely in one area, and then shift the view easily to move and explore. Or there's the Resident Evil 4 over-the-shoulder tank controls where you use the thumbstick to pivot and move your view, it's wonderfully precise and easy to use. Yes, there's an ever so slight about of wobble, no more than I get with a mouse. Especially with the speed that you move and aim you aren't going to get any higher precision.

I actually forgot, I did play a bit of Metroid Prime 3. I didn't even get to an enemy before I stopped, but the controls seemed okay. They didn't blow me away, but they were adequate.

As many people in this thread have already said, MP already showed that a FPS can be made well on the Wii. That's just one though. The problem isn't that Wii FPSs can't be good. It's that most of them aren't.

What I listed above were inherent problems with the control scheme. None of those are insurmountable problems, though. Hell, if studios were to truly put time and effort into it, I'm sure they could make any number of good FPSs on the system.

I guess I should amend what I said above. In short, the controls are one factor of a larger one: the lack of development. Because of the controls, the more casual audience of the Wii, and lower sales of third party hardcore titles as compared to other systems, there's just very little call by developers to actually MAKE a control scheme that works with the Wii.

The control problem lies in the fact that the Wii's control scheme is not readily compatible with the standards of FPSs. It makes it difficult to justify a studio making a game that has to OVERCOME the controls, as opposed to using another control scheme that already has a proven formula for the genre. That's part of why FPSs didn't appear en mass on the consoles until Halo.

In other words, it's just easier for studios to develop for the 360, PS3 and PC. Why bother to design a control scheme for the Wii when they can easily develop games for existing schemes that will sell better anyway?

Nintendo isn't helping the situation. When the NES first came out, they established a quality assurance department to try and offset the belief that their games would be so much crap just like all of the Atari shovelware at the time. Now, they have no such quality assurance. Shovelware comes out on the Wii by the truckloads, and while Nintendo makes a fortune off of licensing fees and royalties, the hardcore gamer is turned off of the system, instead turning to other systems. This not only has the detrimental effect of having them ignore really great games like Dead Space: Extraction, it turns developers off. If the hardcore userbase prefers other systems, why develop for the Wii?

As you and others have stated, Metroid Prime 3 has already proved that these problems with the Wii controls can easily be subverted. But without further studios developing games for it, the system will not see many FPSs come out, and getting good ones will be even harder.

If I were to propose a way that Nintendo were to lure hardcore FPS fans to the Wii, I would suggest two things. First, they need to court the hardcore fanbase to make them amicable to playing more games on the Wii. Second, they need to get several big name developers to make FPSs games on the Wii that have good controls. Essentially, they need a Halo; a big budget, third party game that draws in huge crowds of hardcore gamers and revolutionizes how that particular crowd views the system.

However, I don't see Nintendo doing either. They'd have to invest a huge amount of time and money into a project that would put them butting heads directly against their competitors who are already well entrenched in that market. Why should they bother when they're already sitting on top of a pile of money that would put Scrooge McDuck to shame?

On top of all that, both Microsoft and Sony have their own motion sensor controllers coming out, so if FPS developers really want to make games using that technology, they'll be able to do so on systems that they already have a ravenous FPS fanbase.

It's really sad. The Wii is a good system, and I've seen many great games on it. However, the hurdles set before many of the developers mean that FPSs of Metroid Prime quality are few and far between, and will likely remain so for some time.
 

Woodsey

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I'm convinced it's do with turning the camera. If you play it on the PC (or, if you're a heretic, a console) when you move the mouse across you turn.

On the Wii, you move it for a certain amount of time around the window without it turning - always makes it feel like you're fighting against the controls to me then.
 

ctrl-alt-postal

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What I've noticed about the wii controller is this: It pretends to take data from the screen and position the cursor based on this information. In actuality, it gets it's positioning by taking information from that bar you put under (or above) your screen. The bar consists of two IR lights. That's it. I tried to play some FPS a friend had on the wii on our projector, which is about 4M diagonal image. The cursor was impossible to use. Why? The IR's have to be in proportion to the screen. The wii was making the cursor move as if we had a 20" screen, so we try to aim across and it goes waaaay of screen.
I managed to fix this by making a new IR setup (just a AA battery, resistor and IRLEDx2 placed 1M+ apart), and it fixed it to some degree, but could never get the vertical to line up properly, as the position of the IRLED's had to be 2/3 of the way up the screen. And the wii has no decent configuration setup. All it would take is to change the screen size default assumptions!

Any developer for the WII knows this is a limitation, and while most screens are not too big, the bigger the more noticeable this becomes. What developer wants to make a game based on such a flawed cursor system?

Anyway, that's why I won't go near wii FPS's. And I so like the idea of lightguns :(

As for the movement, what stops one from using the wii nunchuck analog stick for movement and the targeting locked in the FOV?
 

David_G

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Aug 25, 2009
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What do you mean? I thought that the controls for The Conduit and Metroid Prime were great.
 

psychic psycho

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Dec 17, 2009
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The only fps I've played on the Wii was Metroid Prime. I know MP has the lock-on, but I think I could manage without the lock-on if Samus moved faster and if the hop step could be performed without the lock. I actually find Wii FPS controls better than dual analog sticks. I still think both are pretty bad though, compared to the mouse. The Metroid Prime games are the only console shooter (it's more of an adventure game) I have; I don't think shooters are fun without the mouse and keyboard.
 

fletch_talon

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Nov 6, 2008
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The Cadet said:
It seems easy enough, point and press the trigger to shoot. Thrust the wii-mote to melee attack. Press the C button for grenades. Press B to change weapons. Press A to jump.
The trigger is B. C doesn't exist... I hope you don't mean C as the 2 button and B as the 1 button or something like that... The wiimote is built so that actually hitting any two given buttons on the controller if you're holding it straight in front of you is a pain in the ass (you try switching between A and 1 with one hand, it's not nice).
Whilst you are correct in saying that B and the trigger are the same. C is the top button on the nunchuck and Z is the bottom one.
I agree the 1 and 2 buttons, and even the - + and home buttons are awkward, but they're generally unecessary, or rarely used but for the purposes of pausing.

However I disagree with your overall belief that the Wii is bad for FPS. Nothing feels more comfortable to me than sitting down however I like with my arms held as far apart as I wish (within the limits of the nunchuck's cord length, and just using my wrist to point at what needs killing.
 

DrDeath3191

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Mar 11, 2009
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Play the Conduit. Best controlled console shooter in existence in my opinion. Just tweak the options until they fit you. [sub](and read my Conduit review)[/sub]

The reason the majority of the FPS games are bad is due to A) Sturgeon's Law and B) Being inferior ports of older games. In order to make the most of the Wii, it needs to be made exclusively with the platform in mind.
 

Mr. Shoggoth

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Jul 29, 2009
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But it works.

Metroid Prime 3. Point proven.

It's just that most of the shooters are shitty ports.
 

Buizel91

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Aug 25, 2008
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thiosk said:
My question is, why can I just not get into shooters on any console?

Oh yeah, because the control system is grossly inferior to the good ol' precision of the mouse. I find it funny how the XBOX and PS3 acolytes unite on this issue to defend their glorious silver medal-- 'the wii is for children,' they scream, as they rip the Christmas wrappings off the MW2 game Santa put in their stockings.

Metroid Prime is how console shooters should be done.
when i hold a controller, everything is in thumb/finger reach...

with a mouse and keyboard i have one hand on one thing and another hand on another, so one hand is trying to press 4 different buttons at once.

W, S, A, D... the buttons to make people move on games... now we all like moving while throwing grenades or picking something up, with a keyboard i find my self stopping, taking my hand away from them buttons pressing another button to throw the grenade then getting blow up...

i admit i still play on shooters on the PC, but erghh they feel so much better on a controller