Re: Game Control Ideas/Feedback
Posted by Crono on
Thu Jul 12th 2007 at 8:14pm
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I have for a couple years been discussing specific project ideas with a few friends and as my schedule is about to free up drastically (by graduating) I will have time to pursue these projects. I can't really go into them right now, but I did want to get ideas from some people, specifically here, about uses for unique controls.
The games we've talked about producing would be on the PC platform (written in a multi-platform manner, so that, Windows, Linux, and Mac OSX users can all play it).
The main focus would be using unique controllers (such as the Wii Remote) for input. Specifically, I'm interested in ideas people come up with for using the Wii Remote (and attachments) with the newly introduced balance board. To note, though, I would support more conventional controls as well: keyboard, mouse, and conventional controllers.
When I first saw it, I thought it was a whatever sort of device. It's interesting, at least, to see Nintendo stretch out to make a fitness game and that sort of thing. But then I started thinking about it and the idea that stayed the most prevalent in my mind was the combination of the balance board with two wii remotes running a new Punch Out!! for the Wii. I've been trying to thinking up fairly intuitive ways to control games that don't lend its self as closely as that example.
The games we're going to produce are going to primarily have a first person or third person (over the shoulder) camera. So, try to imagine control schemes for those types of games. To make it easy, you could imagine how you'd like to control something like HL2 or Gears of War.
This is an open brain-storm and I welcome all ideas.
Blame it on Microsoft, God does.
Re: Game Control Ideas/Feedback
Posted by Crono on
Fri Jul 13th 2007 at 4:53am
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I could also use the balance board to see where the weight of the attack would go while using a sword.
Gwil, I would like to do something that had head movement independent from aiming. There's all sorts of play dynamics that could arise from that.
Blame it on Microsoft, God does.
Re: Game Control Ideas/Feedback
Posted by fishy on
Thu Jul 26th 2007 at 7:28pm
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beta-blockers ftw :biggrin:
i eat paint
Re: Game Control Ideas/Feedback
Posted by Yak_Fighter on
Fri Jul 27th 2007 at 8:16am
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this current generation of consoles is so unbelievably s**tty
Re: Game Control Ideas/Feedback
Posted by Cash Car Star on
Fri Jul 27th 2007 at 9:08pm
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Graphics != Gameplay
Just my opinion. I would love to play a Jedi Knight style game on the Wii though.
Re: Game Control Ideas/Feedback
Posted by Crono on
Sat Jul 28th 2007 at 9:49am
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As far as control systems working, I'm not on a strict development time line or threatened by a ship date. If something doesn't work exactly as I intend it to, it wont continue to exist.
I'm not entirely sure if it would be a gimmick or not. If the motion sensitivity actually aids or enhances the gameplay ... then how is that a gimmick?
I mean, finally, we can have realistic racing games without very specific devices. Something that's never been done right is car mechanics in a game because there was a lack of control.
As far as I can tell, the control abilities the Wii hardware present is really more of bringing more specialized, or even arcade, experiences to your home.
That's because it wasn't "Rare" when MS bought it everyone left as far as I know.
Spielberg, story, talent ... A coherent sentence cannot be performed with these words.
I'm mixed about the bubble bee suit. It looks like it's going to show up about as much as the wings showed up in Mario 64.
I've given up on trying to change people's mind about the gamecube ... so whatever. There's plenty of very good games (that aren't part of the franchises that were listed even) on the system. I think, in general, the gamecube was substantially superior to the N64 in game quality as well.
This thread was more on the side of, "What seems remotely interesting and intuitive" rather than, "revolutionary and innovative" as far as controls go. It could be ways to make genres easier to control or more precise or, perhaps, creating a new type of genre. I don't think, in general, that the Wii hardware can replace a mouse for an FPS unless the fps was catered to it and that would be a very different game. That's what I was really aiming at, not pounding the control scheme into a genre, but molding a genre around a control scheme, which is the only way to make a system like this have well working control.
Blame it on Microsoft, God does.
Re: Game Control Ideas/Feedback
Posted by Crono on
Sat Jul 28th 2007 at 6:28pm
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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.
Blame it on Microsoft, God does.