Re: Game Control Ideas/Feedback
Posted by wil5on on Sat Jul 28th at 10:49am 2007
As far as FPS controllers go, I think until you can put on goggles and run around with a plastic rifle shooting zombies, wasd + mouse is probably the best. Wiimote has a really restricted range of motion (like those arcade machines with the plastic guns) and using a separate controller for movement (nunchuck joystick/dpad) might work, but I dont think I'd feel comfortable with it.
And as far as putting the goggles on goes, I've tried a couple of those, and they dont feel right anyway (but hardware tweaking could fix that I'm guessing). In a few years though, we may see some cool augmented reality devices. I hope.

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Re: Game Control Ideas/Feedback
Posted by reaper47 on Sat Jul 28th at 11:59am 2007
Yea, "gimmicky" in this case is a difficult word. I guess for me it would mean "sounds good, doesn't work practically". For example I never abandoned the "Trespasser" way of having a virtual arm that allows you to shoot around corners, push and pull things realistically ect. With the wiimote that might actually work and creat a new layer of interactivity, but the ridiculous results of the original game make me very doubtful about that.
PS: Spielberg is always within a huge marketing machine. You can take him as an indicator, in this case for how "Wii" automatically means "family friendly" for your average studio boss. They ask the big Hollywood director to do a game with an actual story for the Xbox360 and the PS3 and a boring Jenga clone for the Wii. *Sigh* It's just a great example for what's going on right now on the console market. Who needs innovation when you can have 14728370123 polygons?

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Re: Game Control Ideas/Feedback
Posted by Crono on Sat Jul 28th at 6:28pm 2007
The only issue I have with the FPS combination with the Wii remote (because I've actually played FPS' with the thing) is turning and fov. Both of those things are clunky. The actual aiming is difficult at times because the remote is so sensitive, but, in general, it works pretty well. It is a valid alternative to a keyboard and mouse, and the movement potion with a joystick is superior to a keyboard. I think the prime for Wii will have some substantial improvements in FPS control with the devices, so we'll see how that turns out. There's still the issue of turning, which, as it stands, has a very "slapped" on feel to it. I can't personally think of a better way to do it at the moment, but it's definitely an area that needs to be worked on.
As cool as the idea would be for 1:1 movement in games ... it wouldn't work well. Why? Because people playing the games probably can't pull off the maneuvers correctly. A Tiger Woods game that used the combination of the Wii remote and balance board to accurately read your shot would be really cool ... but in reality, that game would be a pain in the ass unless you were actually good at golf. It could, of course, be an option though. The same thing goes with sword fighting. The only way a 1:1 fighter would work is if you had a system of stances and their stability and strength. That might be a little difficult to play (actually really difficult is more like it). Instead, a 1:1 version should be tweaked so that, you have 1:1 control in a certain frame of movement at certain times. I think the system could work very well, it just needs to be defined and then utilized.
I do admit though, that a 1:1 control system in any game that has some sort of skill would be interesting. Especially if the game was very sensitive about the controls.
I think, adding in an element of skill to pull of various moves is a good idea, since it removes to automatic (and boring) hit the button and it does it aspect. In some games, obviously, this doesn't apply, but in other games (like, maybe a Star Wars game) it would enhance it.
The device I linked on here earlier measures heart rate and through that can measure focus. I can imagine a very different SW game with that type of ability. The only downside is you have this silly looking thing hanging off your ear.

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