Slashdot Mirror


Controller Comparison - PlayStation 3 vs. Wii

ZiakII writes "Engadet has an article comparing the PS3 Controller to the Wii's Controller. From the article: 'The motion control, however, was another story entirely. Whereas the Wiimote seemed to produce different experiences in different games and scenarios, the only title being shown with motion on the PS3 produced one experience: laggy control.'"

203 comments

  1. Reason for over patenting ? by pembo13 · · Score: 4, Insightful

    I guess this is why some companies go overboard with the whole patenting thing. Nintendo tries something risky, and somewhat innovative, and its competition tries to copy it as soon as it can. Kinda sad really.

    --
    "Thanks for all the money you paid to us. We've used it to buy off ISO among other things" -Microsoft
    1. Re:Reason for over patenting ? by Suddenly_Dead · · Score: 3, Insightful

      What could Nintendo have patented? I'm pretty sure they have patents on the position sensor thingamajig that you place above the television, but the Sony's method seems strictly to be using accelerometers. Accelerometers are nothing new, and have been used before in game controllers.

    2. Re:Reason for over patenting ? by MrRogers2 · · Score: 1

      But isn't this exactly the way it's supposed to work? Someone innovates and someone else copies and the copy comes no where near the original, without having to rely on patents and litigation.

      --
      MrRogers(2)
    3. Re:Reason for over patenting ? by Anonymous Coward · · Score: 1, Interesting

      Looking at VisiCalc perhaps there is a good argument against patents as a means to foster innovation. Patents do not protect innovation, patents protect invention.

      Sony innovating on Nintendo's design is still innovation by any other name. I know this is a "Sony bashing" thread, but I think the record needs to be set straight: Patents BLOCK innovation.

      NB. VisiCalc was the precursor to modern spreadsheet software. It was never patented and many products based on it were produced including Microsoft Excel.

    4. Re:Reason for over patenting ? by Hannah+E.+Davis · · Score: 3, Interesting

      I actually think this could be a good thing. I mean, I'm a Nintendo fangirl through and through, but I can't deny that Microsoft and Sony are extremely good at making graphically powerful machines and pulling very talented third-party developers on board. Realistic graphics and pure Nintendo-style fun don't necessarily need to be at odds, and if the next iteration of the Xbox or Playstation can rip off some of Nintendo's good ideas, I think we'll all be better for it.

    5. Re:Reason for over patenting ? by Anonymous Coward · · Score: 5, Funny

      I'm a Nintendo fangirl

      Will you marry me?

    6. Re:Reason for over patenting ? by Dance_Dance_Karnov · · Score: 1, Funny

      ignore the ac, marry me?

    7. Re:Reason for over patenting ? by TheDreadSlashdotterD · · Score: 1

      I'm a Nintendo fangirl through and through

      and if the next iteration of the Xbox or Playstation can rip off some of Nintendo's good ideas, I think we'll all be better for it.

      You're obviously not a nintendo fangirl (or fanboy for that matter). If you really were, you wouldn't want to see an inferior product displace the original through pure brute force market-share.

      And no matter what sony may say, they tacked that crap motion sensing on at the last minute.

      --
      I have nothing to say.
    8. Re:Reason for over patenting ? by satoshi1 · · Score: 1

      Thing is, Sony didn't innovate. They just copied, poorly at that.

    9. Re:Reason for over patenting ? by ad0gg · · Score: 2, Informative
      Too bad microsoft and logitec had motion sensing controllers 7 years ago and atari had some motion sensing stick 20 years ago.

      Source

      --

      Have you ever been to a turkish prison?

    10. Re:Reason for over patenting ? by MobileTatsu-NJG · · Score: 2, Funny

      "ignore the ac, marry me?"

      Way to combat the stereotype that Slashdotters are desperate!

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    11. Re:Reason for over patenting ? by 876 · · Score: 1

      Plenty of slim females peruse Slashdot. I'll leave it up to you to guess why most of us tend not to bother with the forums.

    12. Re:Reason for over patenting ? by carlmenezes · · Score: 1

      I wonder if any married couple has ever met on Slashdot :)

      --
      Find a job you like and you will never work a day in your life.
    13. Re:Reason for over patenting ? by Henry+V+.009 · · Score: 1

      You haven't read many Slashdotter's journals, or you would have included #3 transexual. Option #3 seems to be enormously high on Slashdot compared to the rest of the population. (Read Michael Bailey to figure out why. The ones here are probably 95% the autogynephilic sort. The link from that to random paraphilias explains the rest.)

    14. Re:Reason for over patenting ? by MobileTatsu-NJG · · Score: 4, Funny

      "I wonder if any married couple has ever met on Slashdot :)"

      If that ever happened, I'd be hesitant to click on the photos link.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    15. Re:Reason for over patenting ? by EvanED · · Score: 1

      There was CmdrTaco's proposal if you didn't see it...

      Your ID is lower than mine and I remember that story so it's very possible that you did, but in case not, and also for any third parties who didn't see it, I bring it up.

    16. Re:Reason for over patenting ? by Chandler55 · · Score: 2, Informative

      that was tilt sensing not motion sensing

      PS3 and Wii's controllers can detect movement along x/y/z axis.

      The Logitech Gamepad Wingman Extreme and Microsoft Freestyle controllers can only detect tilt, meaning, 3 degrees of freedom. PS3 and Wii are 6 degrees of freedom. Wii however has a sensor bar to detect position as well.

      --
      FreeSimpleGames - some fun games I made
    17. Re:Reason for over patenting ? by VanessaE · · Score: 1
      Call me crazy, old-fashioned, or just plain masochistic, but I actually read the f*cking article. *gasp*

      When I got my first Playstation, I quickly got used to the controller supplied with it, and I guess for me, it kinda stuck. Today, I don't even own a console anymore, and even with a nice fast computer and video card at my fingertips, I just don't play games that much anymore.

      Despite that, I can say with a fair degree of certainty that I've played virtually every basic type of game to have existed over the last ~25 years. Adventure, FPS, street racing, strategy, hack-and-slash, jump-and-run scrollers, shoot-em-ups, puzzle games, you name it. I'd say we all have played most of these, in fact.

      I can see the Wiimote working ok for some of these games, but would you honestly want to use one on the latest racing game or FPS? I sure hope Nintendo plans to include a more familiar controller with the Wii to use alongside the Wiimote, or some games just won't be playable. Hell, even your basic "Super Mario Bros." -style side-scroller would be kinda difficult to play on that thing. There are just some things that demand a regular PS-style controller.

      Oh, and as for the off-topic portion of this post (you knew it was coming, right?)...

      I have to point out that Bailey's 'research' is widely regarded to be right-wing fundamentalist-supported junk science, cut and dried. This man advocates that if you're TS, you're either 1) a gay man trying to attract men by transforming yourself, or 2) you're a man who is actually turned on by the idea/process of becoming a woman. There is plenty of good, honest science to prove Bailey is DEAD wrong, the bulk of the research into which I will leave as an exercise to the hopefully well-educated readership here. I will, however, leave you with a link to a well-known TS-oriented site to start you off:

      http://www.tsroadmap.com/info /man-who-would-be-queen.html

      And yes, I am transsexual, and one who falls well outside of any of Bailey's categories. Your 95% figure is highly skewed, and I dare say that is because you lack the education that is generally expected of people here. In practice, I'd say it's closer to 1-2% of the TS population that falls into either category, with the remaining ~98% being normal TS people trying to figure out what's right for them (to transition or not to transition, that is the question).

    18. Re:Reason for over patenting ? by hmccabe · · Score: 1

      Way to combat the stereotype that Slashdotters are desperate!

      I see you don't get over to craigslist much.

    19. Re:Reason for over patenting ? by CamD · · Score: 1

      *woosh*

      ^^ [sound of sarcasm flying way over your head]

    20. Re:Reason for over patenting ? by glassjaw+rocks · · Score: 0

      I can see the Wiimote working ok for some of these games, but would you honestly want to use one on the latest racing game or FPS?

      This story disagrees with you there.

      You'll hold the main controller sideways, with the D pad side in your left hand and the 1 and 2 buttons over in your right. The 2 button will serve as your accelerator, while the D pad will let you trigger your turbo. You'll steer your truck by moving the controller left and right--basically, imagine that it's a steering wheel.

      And to cover the FPS point: Metroid Prime:

      The game uses the remote-plus-nunchuk configuration, where you'll want to use the remote in your dominant hand, as that is what handles aiming. Simply point the remote at the screen to aim Samus' arm cannon.

      Don't get me wrong, you wouldn't find me playing Counter-Strike on anything but my PC, but who's to say that the WASD-mouse configuration is really the best FPS configuration?

      --
      -gjr
    21. Re:Reason for over patenting ? by Troed · · Score: 1

      I can see the Wiimote working ok for some of these games, but would you honestly want to use one on the latest racing game or FPS?

      Umm .. yes? It's the perfect control for both those types of games. Have you seen Nintendo's E3 presentation?

    22. Re:Reason for over patenting ? by DrWho520 · · Score: 4, Funny
      How about an exercise? Boys, pay attention, this is especially for you. What would happen if we did a little term swap here.
      ...if the next iteration of the Xbox or Playstation can rip off some of Nintendo's good ideas, I think we'll all be better for it.
      If we replace the first phrase with Windows and the second term with Linux's then we get:
      ...if the next iteration of Windows can rip off some of Linux's good ideas, I think we'll all be better for it.
      The first phrase is modded +4 interesting and the second is modded -NaN Overated Flametroll. Now, is slashdot awash in Sony fanboys or did you all start drooling so much when you read fangirl that you completely ignored that statement? Competition is good. Ripping off someone's idea is bad, because it leads to uncontrollable patenting by paranoid companies.

      Now that we have that out of the way, will you marry me?
      --
      The cancel button is your friend. Do not hesitate to use it.
    23. Re:Reason for over patenting ? by PhoenixFlare · · Score: 1

      I can see the Wiimote working ok for some of these games, but would you honestly want to use one on the latest racing game or FPS? I sure hope Nintendo plans to include a more familiar controller with the Wii to use alongside the Wiimote, or some games just won't be playable.

      That's probably why the Wii will have 4 ports for Gamecube controllers. Also, I can't pull a link out off the top of my head, but they're also planning on a classic-style PSX/SNES type "shell" for the remote to attach to for the purpose of playing older games.

      Personally, I think the Wiimote will be great for FPS and racing games all by itself - and I actually own consoles (PS2 and Gamecube), as well as having played all the games types you mention over the last ~20 years.

    24. Re:Reason for over patenting ? by duerra · · Score: 2, Funny

      Hey, you insensitive clod! I met MY wife on Slashdot, and I hardly think we're that bad of a couple! >=(

      We're quite a happy couple, tyvm.

    25. Re:Reason for over patenting ? by Henry+V+.009 · · Score: 1

      95% of the people on Slashdot, I said. And with TS so small a portion of the population, it's sort of interesting that one replied to my comment here. Proves one of my points, really.

      The attacks on Bailey that you link to are a huge mischaracterization of him and his book. They originate from some in the TS community who were highly offended, and not from other scientists. Actually mischaracterization is wrong. Conway and others flat out lied about him. Read his book and you'll be angry at them for the lies they told you about it.

      I am sort of interested that you claim to fall into neither of Bailey's groups. Let me get this straight: 1) you are only and always have been sexually attracted to women, and 2) you never have had an urge to try on women's undergarments?

    26. Re:Reason for over patenting ? by spezz · · Score: 1

      I'd be hesitant to click on the photos link.

      I don't know, I think tubgirl and goatse guy would make a beautiful couple. And the kids would, well be flexible, I suppose.

    27. Re:Reason for over patenting ? by Total_Wimp · · Score: 1

      Accelerometers are nothing new, and have been used before in game controllers.

      Specifically, this one.

      I have one of these. It's fun in some games and a pain in the butt in others. I really enjoyed Motocross Madness, but car driving games, well, drove me crazy.

      The Wiimote is a very different technology, but it suffers from the same fatal flaws as every other motion sensing controller (you can count the EyeToy in here too)... a)the body likes to push against something and b) the body likes small control movments.

      Don't get me wrong, I do like motion sensing stuff once in a while, but this is something you'll want to avoid if playing for long periods of time. Long as in more than about half an hour.

      Sony should have realized this and let Nintendo hang themselves with their own nunchuck rope. Nintendo does realize this to some degree which is why it's pushing the family friendliness of the box... families don't videogame for hours on end.

      TW

    28. Re:Reason for over patenting ? by squiggleslash · · Score: 1

      Neither company has "innovated" yet. Neither the PS3 nor the Wii are actually on sale. Innovation doesn't occur until the seemingly-new technology is in people's hands.

      --
      You are not alone. This is not normal. None of this is normal.
    29. Re:Reason for over patenting ? by Kiffer · · Score: 1
      I can see the Wiimote working ok for some of these games, but would you honestly want to use one on the latest racing game or FPS? I sure hope Nintendo plans to include a more familiar controller with the Wii to use alongside the Wiimote, or some games just won't be playable. Hell, even your basic "Super Mario Bros." -style side-scroller would be kinda difficult to play on that thing. There are just some things that demand a regular PS-style controller.


      Ok, you call it a regular PS-Style controller, I'd call it a SNES Syle controller.
      D pad on the left, four buttons on the right, some trigger buttons on the shoulders, sure the PS controller has the little analog sticks and an extra set of shoulder buttons but it's basicaly following the snes layout... which of course follows earlier lay outs but the shoulder buttons are a big change, and so stand out more...

      Gamepads, IMHO, suck for FPS anyway, I can't play them with out a mouse, so I don't think it's fair to claim that the wii-controller is going to be crap for them, the PS controller is also crap for FPS.

      Right... the last thing is... the wii controller can be used in either hand... unlike the usual "D pad on left" controllers which have in the past caused problems for some left handed people
    30. Re:Reason for over patenting ? by revlayle · · Score: 1

      Way to combat the stereotype that Slashdotters are desperate!

      Yeah, you tell... wait, we're NOT desperate?

    31. Re:Reason for over patenting ? by FurryFeet · · Score: 1

      Try again, dude. A lot of us are vets of the Goatse Wars. Your puny link is no match for us.

    32. Re:Reason for over patenting ? by mausmalone · · Score: 2, Insightful

      That's why it's not patented. I think the point was that when the tech is new, that's why you patent it. As in, in the hypothetical situation.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    33. Re:Reason for over patenting ? by mausmalone · · Score: 1

      Considering that Peter Moore (MS) has said that he's impressed with the Wii and that everybody will probably buy it as a 2nd console right after they buy a 360... and then Phil Harrison (Sony) said that Peter Moore was right, everywone will buy one right after they buy a PS3 ....

      Hey, wait a sec, that's not what he said....

      At any rate, even Sony and Microsoft seem to think that the Wii will do very well and operate largely independent of their battle of the (schoolyard) titans.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    34. Re:Reason for over patenting ? by duerra · · Score: 1

      I don't doubt it =(

      It was the best I could come up with in the few minutes I had before leaving for work, though. 'Fraid I don't have a killer arsenal at my immediate disposal =/

    35. Re:Reason for over patenting ? by yoyhed · · Score: 1
      Yeah, the moderation system is the reason half your posts are modded Troll and Flamebait. I quote:

      "And is $900 really that much? I hate poor people so much. But they're a required evil - I just wish you people wouldn't post on Slashdot or have Internet access for that matter. Shouldn't you be at Walmart scumbag?"

      Yep, the mod system is definitely what's wrong with Slashdot. It's certainly not fucking assholes like you.

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    36. Re:Reason for over patenting ? by FurryFeet · · Score: 1

      I'll let it slide, but only because you're cute. (You're the one on the left, right?).

    37. Re:Reason for over patenting ? by duerra · · Score: 1

      Yep, I'm the one on the left right!

    38. Re:Reason for over patenting ? by VanessaE · · Score: 1
      95% of the people on Slashdot, I said. And with TS so small a portion of the population, it's sort of interesting that one replied to my comment here. Proves one of my points, really.

      Which point, exactly? You came off as sounding like practically every single such person is as you believe them to be.

      The attacks on Bailey that you link to are a huge mischaracterization of him and his book. They originate from some in the TS community who were highly offended, and not from other scientists.

      It doesn't matter where those "attacks" stem from, the simple fact of the matter is that Bailey's "research" and his book are junk science. If you had read the page I linked to, you would have noticed that his statements were false enough to force him to step down from his former position as Chairman of the Psychology Department at Northwestern University in 2004. What more do you need to discard the man's supposed qualifications?

      I am sort of interested that you claim to fall into neither of Bailey's groups. Let me get this straight: 1) you are only and always have been sexually attracted to women, and 2) you never have had an urge to try on women's undergarments?

      Reading between the lines, you're dead wrong on both of your assumptions. 1) Attracted to both sexes actually (married to a man though, happily), and 2) it was my desire to change my entire body AND wardrobe *permanently*, not just "try on" a few things. And, at no point did I ever desire to attract a man OR a woman; it was my belief then and now that true love often comes more as a matter of accident than by deliberate attraction, and that's how it happened with my husband.

      From my experience (actually, from my asking other TS's outright) I have done nothing particularly unusual relative to the lives of other TS's, except that I kept it hidden better than some do (some go out as teens; I was too afraid of family rejecting me to do that).

      Now then, use that scientific mind of yours and do some research - you'll find this is NOT a psychological issue, it's a physical one, as much a birth defect as a malformed arm or a missing toe.

    39. Re:Reason for over patenting ? by Anonymous Coward · · Score: 0

      Okay I have to say this, you're being a total troll. It strikes me you're merely trying to drag TS people here on slashdot out of the woodwork and flame them, which strikes me as very rude. I still think you still warrent a reply, because the subject is touchy amount that part of the slashdot population.

      On Bailey, after digging up some information for the hell of it: You're talking about someone who's violated multiple doctruns, is discredited by the National Psychiatric Association and tons of other smelly things. He doesn't look very credible outside his own circle. His sampling is poor, it doesn't use a wide swath of the population, and numberous other things. I've been involved with glbt activism, and this guy makes my skin crawl. TS people often report symptoms starting as young as 4~5, when gender awareness first sets in. That is realizing what boys and girls are like, and how they're different. This has very little to do with gender, and mostly has something to do with awareness that everyone in the world does NOT think what you do. A classic example is "Does this other person know what we hid in the box?" A three year old wont ever get it, a late four or five year old will. Hell there's kids being firm on having gender dysphoria (gender identity disorder? Are they interchangeable?) and not changing their minds who are 10~11 years old. They havn't had time to set up complex sexual fetishes yet, they hardly know what sex is. Baileys research doesn't seem to cover people who arn't into crossdressing, people who are stone butch, yet still MtF, it doesn't address FtM transexuals at all, people who are bi arn't cvered at all, and etc. etc. This is information I'm digging up while reading scientists' reviews on him, not some random TS person. On the bright side, thanks for kicking me into doing some research on this guy.

      On TS people on slashdot: I think the theory is something along the lines of trangendered people doing their best to escape their problem prior to changing everything. And because the technical field is one of the most accepted "recluse" parts of male society it's an easy escape. End result is you have a high number of male to female TS people escaping that way, and ending up in the computer tech world.

      On the Wii: As numerous people have said before the PS3 seems to be totally shamefully copying the Wii's controller, also it seems very tiring to swing this controller around. What I'm wondering is, does everything have to be grandiose movements? Think of how long you use a mouse every single day, your wrist doesn't get tired very easly and motions are quite tiny. People pick it up quickly because you just "move and point" wouldn't similar smaller movements work with the wii as well? We might see less of it in this initial batch, but I see it very quickly becoming an intuative standard. Also if it's very light I see it more usable for long periods of time.

      Oh and dont forget... didn't your parents ever tell you you should stop staring at a screen every couple hours? Maybe this is a good thing :P

    40. Re:Reason for over patenting ? by Miaomiao · · Score: 0, Offtopic

      M'kay... why is it posting me as an AC when I thought I thought I was logged in? Eww...

    41. Re:Reason for over patenting ? by Hannah+E.+Davis · · Score: 1

      Given that I already have to use Windows for gaming, if they ever copy Linux's stability, security, and command-line-driven power, I certainly won't be complaining.

      Also keep in mind that this isn't exactly the first time that Nintendo's been ripped off -- it has a history of leading gaming trends. However, if the Wii does become the leader of a trend rather than just a unique and quirky console, we're going to get more competition, and Nintendo will be forced to come up with even more interesting and fun ideas to give itself an edge.

      I'm not a fan of Linux or Nintendo because of the brand name, I'm a fan of the ideas that they embody and their ability to keep on innovating even after one of their ideas is "stolen." I'm a fan because I feel confident that Nintendo will take this opportunity to pour even more money into research and development instead of riding the Wii in its current form and clinging to its patents.

    42. Re:Reason for over patenting ? by twistedsymphony · · Score: 1

      IIRC aren't there actually 4 physical sexes? Male, Female, Merms, and Ferms. With the Merms being mostly male in form with some physical female characteristics, and the Ferms being mostly female with some male characteristics. Also IIRC about 1 in 25 people actually fall into the merm or ferm category and most don't even know it, some actually have their characteristics "fixed" shortly after birth and grow up never knowing it.

      Anyone can be confused about their sexuality, however I imagine if you were born with parts that didn't completely fit into one of the two most common sexes you might have a harder time figuring it out.

      For the record I'm a Male and very much attracted to my Female girlfriend. I'm not claiming to be an expert on any of this but I know what I learned in college... and I went to a polytech.

    43. Re:Reason for over patenting ? by LordVader717 · · Score: 1

      While it's not really an invention, it does kinda make you feel like they're just a cheap copy of Nintendos strategy. A few years ago, everybody thought that tilt-pads were all but dead.

    44. Re:Reason for over patenting ? by Mathonwy · · Score: 1

      Also keep in mind that this isn't exactly the first time that Nintendo's been ripped off -- it has a history of leading gaming trends. However, if the Wii does become the leader of a trend rather than just a unique and quirky console, we're going to get more competition, and Nintendo will be forced to come up with even more interesting and fun ideas to give itself an edge.

      That's basically what nintendo has done non-stop for the past decade. Nintendo makes its money growing the market sideways, creating new genres. Microsoft and Sony tend to make their money by owning leaders in various genres. (Microsoft has Halo, the top console FPS, for example.) For many years now, nintendo's strategy has been dependant upon their ability to create NEW genres. Sure, they defend some of them after they get them (party games - mario party, wacky racing - mario kart, etc.) but in general, nintendo seems to prefer to make up new stuff (which they are by default the best at, since no one else is doing) than to try to compete in arenas that already have clear leaders.

    45. Re:Reason for over patenting ? by rehtonAesoohC · · Score: 1

      I actually still have my Microsoft Force Feedback Sidewinder Pro. It was really fun to play Flight Simulator and have wind resistance against the joystick. That or small bumps when you hit the tarmac when landing, etc.

    46. Re:Reason for over patenting ? by Suddenly_Dead · · Score: 1

      More than anything, they were just trying to nix a good chunk of Nintendo's hype. That's pretty obvious, but it would have been a better strategy if they'd done it earlier before the Revolution/Wii began to be solidified in people's brains (ie. pre-E3 2006).

    47. Re:Reason for over patenting ? by yoyhed · · Score: 1
      ... moderators are known to target accounts ...

      Does it really surprise you that moderators would target an account with assholes like you around? Allow me to explain:

      The moderation system impedes intelligent conversation (you're not adding much here) and thus, I post total garbage ...

      You're not helping your cause much, are you? I only responded in the first place because you were bitching about the moderation system, yet you are a shining example of the system working exactly as intended (and in that case, is it really flawed?)

      You haven't been modded down for having unpopular opinions. You've been modded down for being an egotistical asshole about expressing them.

      That's exactly what the moderation system is there for: so everyone gets a chance to rate comments (and the meta moderation system is there to enforce fair ratings). Trolls and flamers like yourself get modded down, and people don't have to read their garbage unless they lower their threshold! Let's look at some examples from your history:

      Fuck him and his religion. Enough of this mumbo-jumbo bullshit.

      Sounds like bigotry to me.

      Have a nice day and may your mother get diarrhea this evening

      Very intelligent. That really fits well with the whole crusading-for-intelligent-conversations thing.

      You see, you're a scumbag that has to spam Slashdot in order to get by and I am an intelligent person that can destroy your arguments without a second thought

      And here's the ego I was talking about! Sure, you have an above-average income, but because someone posts a story with a referral link, they're scum? My favorite part is that you just throw in that you're an intelligent person, as if it's relevant.

      Oh, and son? I'm not the one with a 9xxxxx user ID.

      --
      WHO NEEDS SHIFT WHEN YOU HAVE CAPSLOCK/ DAMN1
    48. Re:Reason for over patenting ? by Dolda2000 · · Score: 1

      Well, I'm sure they'd be able to patent "accelerometers in wireless video game controllers", or "accelerometers in video game controllers made 2006 or later". I wouldn't be too surprised about them actually patenting "accelerometers in video game controllers" straight away -- after all, if Microsoft could patent double clicking, I don't see the problem...

  2. Duh by Anonymous Coward · · Score: 1, Interesting

    Multiple experiences with a controller after reviewing multiple games.....

    one experience with a controller after reviewing one game......

    It's this kind of insightful reporting that keeps me coming back.....

    1. Re:Duh by docdude316 · · Score: 2, Insightful

      Multiple experiences with a controller after reviewing multiple games..... one experience with a controller after reviewing one game...... It's this kind of insightful reporting that keeps me coming back... Considering there is only one game on the PS3 that uses the feature (because Sony only told developers about it 2 or 3 WEEKS AGO), it seems to be a good early preview of the capabilities.

  3. Is motion sensing controllers a good thing? by demonic-halo · · Score: 3, Funny

    With all those gesturing Nintendo players are doing with their right arm & the motion sensing controllers. It's going to look kinda suspicious on a gamer if their right arm is much more buff than their left.

    Of course, I think what's going to happen are alot of out of shaped gamers will just get tired too easily and will return to the GameCube. We know they had to remove using motion for regular attacks from Zelda because gamers got to tired.

    But we also know the PS3 advance graphics will be hard to program for, and their motion sensing isn't as robust as the Wii. So from a development standpoint, developing for the PS2 makes most sense. Everyone has it already, and it's getting dirt cheap. Whoever wins the HD format war, jsut buy a stand alone player.

    1. Re:Is motion sensing controllers a good thing? by Virak · · Score: 4, Funny

      It's going to look kinda suspicious on a gamer if their right arm is much more buff than their left.

      At least now they'll have an excuse that doesn't scare (normal) people.

    2. Re:Is motion sensing controllers a good thing? by Anonymous Coward · · Score: 1, Insightful

      I've heard a lot of people complaining that they can't swing the sword in Zelda like they dreamed about, but I don't think it was a technical limitation or because people would "get tired too easily." I think it was a gameplay choice, pure and simple. Zelda combat could've gotten a lot more complex a long time ago if Miyamoto had wanted to take it that way, but I think he chose to keep it simple for the same reason Zelda doesn't have a "jump" button although some sections require jumps: When you want a jump it's controlled automatically, the rest of the time, why worry about it?

      Zelda's never been about combat, always about puzzles. Even the combat is mostly puzzle based.

      Secondly, I don't think people will get hugely tired with most games. I think you'll be able to just put it your lap and just use small twitches, same as a mouse, just sans the need for a flat surface.

    3. Re:Is motion sensing controllers a good thing? by Hannah+E.+Davis · · Score: 5, Funny

      Something tells me that people will be even more scared if I try and tell them that I got all that exercise playing with my Wii... especially since I'm a girl.

    4. Re:Is motion sensing controllers a good thing? by mike260 · · Score: 4, Funny

      At least now they'll have an excuse that doesn't scare (normal) people.

      "That arm's stronger because I play with my Wii a lot"

      Oh yeah, problem solved.

    5. Re:Is motion sensing controllers a good thing? by Guppy06 · · Score: 2, Informative

      Y'see, unlike the PS3, the Wiimote still has rumble...

    6. Re:Is motion sensing controllers a good thing? by Burning1 · · Score: 2, Funny

      Just tell them that you were playing with your friend's wii. I'm sure that will clear the confusion up.

    7. Re:Is motion sensing controllers a good thing? by mobby_6kl · · Score: 1

      Maybe you could be playing with my Wii, then? You wouldn't have to lie to people this way, and it's not nearly as scary.

    8. Re:Is motion sensing controllers a good thing? by mausmalone · · Score: 1

      According to some left handed reporters at E3, the Wii controller can be used somewhat ambidexterously. (boy, I bet I really murdered the spelling there)

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    9. Re:Is motion sensing controllers a good thing? by Anonymous Coward · · Score: 0

      Something tells me that people will be even more scared if I try and tell them that I got all that exercise playing with my Wii... especially since I'm a girl.

      Will you marry me?

    10. Re:Is motion sensing controllers a good thing? by LordVader717 · · Score: 1

      Thank god Link is left handed.

  4. Sony Does Not Innovate by Anonymous Coward · · Score: 5, Funny

    That's a PS3 controller? Looks just like a PS1 controller to me.

    Thanks for the great design, Sony.

    1. Re:Sony Does Not Innovate by demonic-halo · · Score: 1

      On a Good Note..

      Perfect opportunity for 3rd party controller designers. PS2 has some innovative add-ons like the Eye-toy and the Guitar Hero controller.

    2. Re:Sony Does Not Innovate by Tezkah · · Score: 2

      Perfect opportunity for 3rd party controller designers. PS2 has some innovative add-ons like the Eye-toy and the Guitar Hero controller.

      which will never get used except the games that force you to buy their extra peripherals

      and every other game will use the same exact controller as the PS2.

      hope you like sequels!

    3. Re:Sony Does Not Innovate by ZakuSage · · Score: 1

      Eye toy was 1st party.

    4. Re:Sony Does Not Innovate by Anonymous Coward · · Score: 0

      Hey, if Sony doesn't want to change its overall controller design, fine by me. It's familiar, it's simple and it's worked for the last 10 years. Notwithstanding the whole copying the Wii's motion-sensing, the controller is about the only thing Sony's done right in regards to the PS3.

    5. Re:Sony Does Not Innovate by zeeroj · · Score: 1

      If it ain't broke don't fix it. They have made a few changes (wireless, and tilt detection), but there was nothing at all wrong with the dual shock design.

    6. Re:Sony Does Not Innovate by 0racle · · Score: 1

      What's wrong with that? It's comfortable for a lot of people, and all the buttons are within easy reach. I personally really like the Playstation controller. Why does the controller have to be redesigned with every console release?

      --
      "I use a Mac because I'm just better than you are."
    7. Re:Sony Does Not Innovate by ShyGuy91284 · · Score: 1

      I concur (I'm not trying to troll). They always use the excuse "We made the perfect controller even better", but the truth is, it isn't. The n64 was the most comfortable controller to me, and until they meet or beat that, it could use improvement.

      --
      In undeveloped countries, the consumer controls the market. In capitalist America, the market controls you.
    8. Re:Sony Does Not Innovate by Anonymous Coward · · Score: 1, Funny

      Don't forget games like katamari -- Nintendo couldn't allow 3rd party titles like that. ;)

    9. Re:Sony Does Not Innovate by Trogre · · Score: 1

      Hey why change it when you're on to a good thing, right?

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    10. Re:Sony Does Not Innovate by MobileTatsu-NJG · · Score: 1

      "Why does the controller have to be redesigned with every console release?"

      For the simple reason that the original PS controller wasn't built to accomodate the games being played today. I loved San Andreas, but I would have been far less frustrated with it if I had waited for the PC version.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    11. Re:Sony Does Not Innovate by Rabbitgod · · Score: 0, Offtopic

      I would like to point out that the PS1 was originally going to be a SNES add on. The PS1 controller looks like it's in between the SNES controller and the N64 controller as far as evolution goes. I think its a safe guess who it was, back when sony and nintendo were friends, designed the PS1 controller.

    12. Re:Sony Does Not Innovate by 0racle · · Score: 1

      Who's fault is that? Sony for sticking with a design thats comfortable for a lot of their users, or the game maker who knew what the controller was going to be like and still made the game so that it didn't work well with it.

      --
      "I use a Mac because I'm just better than you are."
    13. Re:Sony Does Not Innovate by MobileTatsu-NJG · · Score: 1

      "Who's fault is that? Sony for sticking with a design thats comfortable for a lot of their users, or the game maker who knew what the controller was going to be like and still made the game so that it didn't work well with it."

      Sony for sticking with a design that isn't comfortable for users playing popular games.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    14. Re:Sony Does Not Innovate by Transcendent · · Score: 1

      I personally thought the PS1 controller was one of the best designs ever, and will be for some time. After adding the analog sticks, it was perfect.

    15. Re:Sony Does Not Innovate by cicatrix1 · · Score: 1

      Uh, wtf?

      --

      I know more than you drink.
    16. Re:Sony Does Not Innovate by digidave · · Score: 1

      The PSX controller didn't have analog sticks and when they added the sticks they put them on in a very unobtrusive way because they were not the primary method of control. The PS dual shock controller is the only one that still puts the old D-pad in the top-left location, which is the easiest place to reach. If Sony just swapped the locations of the D-pad and left stick that would be fine, but they've decided that analog sticks should be a secondary feature while game developers want to use them as the primary control devices.

      Sony also could have used something like the Gamecube controller's excellent analog shoulder buttons. It's not as if they're against stealing ideas, so they may as well steal all the good ideas Nintendo has.

      --
      The global economy is a great thing until you feel it locally.
    17. Re:Sony Does Not Innovate by Lispy · · Score: 1

      Except that they cut the dual shock part off. ;-/

    18. Re:Sony Does Not Innovate by turnipsatemybaby · · Score: 0, Flamebait

      I have to say that I thought the n64 controller was the stupidest design I had EVER seen. The way you're forced to hold it means half the pad is inaccessible to you without going through arm contortions.

      And the little thumb joystick thingy had no resistance at all, which made it very difficult to aim with the thing.

    19. Re:Sony Does Not Innovate by DragonWriter · · Score: 1

      And almost every PC game uses keyboard and mouse.

      Yet, still, I'd say there is a lot more leading innovation, both of the revolutionary new game style and the evolutionary increasing depth in existing styles, in PC games than on consoles.

      Making a new controller may enable certain kinds of innovation, or at least novelty, in game play, but isn't necessary to or all that closely related to novelty or innovation in game design. Though its a way to get novelty in game experience without advancing the design of the game itself at all.

    20. Re:Sony Does Not Innovate by Anonymous Coward · · Score: 0

      The few times I've played on a PlayStation#, I hated, hated, *hated* that the direction pad was split into four buttons.

    21. Re:Sony Does Not Innovate by |/|/||| · · Score: 1
      Interestingly, the nunchuck half of the controller looks a lot like the central handle of the n64 controller. It has a similar shape, a thumb stick, and a trigger (actually two triggers, I think).

      I've yet to hold it in my hand, of course, but I wonder if it feels the same.

      --
      [javac] 100 errors
    22. Re:Sony Does Not Innovate by ShyGuy91284 · · Score: 1

      And I would also agree with that. It it looked so strange it could have been a 3rd party gimmick controller for another system. And it was more or less D-Pad or joystick, not both. But it was very ergonomical still. And no resistance? The original PSX joystick controller had even less resistence as I recall, and was even more of a pain for simple 8-axis control (since the n64 controller had grooves that would allow the stick to go into one direction).

      --
      In undeveloped countries, the consumer controls the market. In capitalist America, the market controls you.
    23. Re:Sony Does Not Innovate by Anonymous Coward · · Score: 0

      Yet, still, I'd say there is a lot more leading innovation, both of the revolutionary new game style and the evolutionary increasing depth in existing styles, in PC games than on consoles.

      uhh you're forgetting what games are about. gameplay. who cares about BUMPP SHAMED MAGIC STUFFS if it doesn't make it fun?

      I'd rather play the Wii tennis game than Half Life X or Yet Another RTS.

    24. Re:Sony Does Not Innovate by _KiTA_ · · Score: 1
      That's a PS3 controller? Looks just like a SNES controller to me.


      I fixed your typographical error. The "Sony Does not Innovate" thing goes MUCH further back than just this month.
  5. Anyone who thinks Sony didn't copy the Wii? by docdude316 · · Score: 5, Interesting

    The fact that there is only one game that utilizes the motion control and the fact that Warhawk's development team only had a few weeks to put it into the game is very telling that this was a last minute addition to the console. If there's anyone out there that thinks that Sony isn't trying to copy the Wii they are in denial. I just hope that Sony's cheap rip-off doesn't cause people to overlook the Wii because they think it will be bad as well.

    1. Re:Anyone who thinks Sony didn't copy the Wii? by Hannah+E.+Davis · · Score: 5, Insightful

      I think that's one place where the Wii's oddly-shaped controller will actually help -- to the average consumer, even if both have motion sensitivity, they're clearly completely different objects. Even if people are turned off motion sensitivity by the PS3, there's still a fair chance that they'll look at the Wii and think "Hey, that looks like fun!" rather than "Oh, I tried one of those before and it sucked."

    2. Re:Anyone who thinks Sony didn't copy the Wii? by Anonymous Coward · · Score: 0

      Actually the Sony controller works better than the Wii for flight sims. It handled pretty well with Warhawk. Personally, I wouldn't like using the nintendo controllers for every single game and I doubt anyone else would either, which is why the wii has a controller more like a dualshock as well now.

      It doesn't matter who's "copying" who -- do you use internet explorer? OMG it so COPIED netscape. Get over it.

    3. Re:Anyone who thinks Sony didn't copy the Wii? by Anonymous Coward · · Score: 0

      It goes further than that. The Wii remote doesn't have as many buttons as the PS3 controller and only requires one hand to hold (forget about the nunchuck attachment for a second). These things make it much less intimidating to a new gamer than the PS3 controller with multiple buttons and joysticks.

      People buying a console for the first time don't want to spend time learning how to use all the buttons and joysticks. They want to have fun right and satisfaction right away; so they'll go for the Wii.

    4. Re:Anyone who thinks Sony didn't copy the Wii? by docdude316 · · Score: 2, Interesting

      Actually the Sony controller works better than the Wii for flight sims. It handled pretty well with Warhawk. Personally, I wouldn't like using the Nintendo controllers for every single game and I doubt anyone else would either, which is why the Wii has a controller more like a Dual Shock as well now.

      It doesn't matter who's "copying" who -- do you use Internet explorer? OMG it so COPIED netscape. Get over it.


      From everything I've seen (and in fact it was mentioned in TFA) the Sony controller did not work well in Warhawk. Everything I've read has said it was laggy, you could even see that it was laggy during the press conference. As for the fact that it worked better for flight sims, it would seem to me that if you hold the Wii controller sideways (like they did for Excite Truck) that it would have the exact same functionality as Sony's controller. There was even a flight sim for the Wii on the show floor that seemed to control at least as well as Warhawk if not better. Also it's been hinted at that the Wii will also use Gamecube controllers to control games such as Super Smash Brothers, so that shouldn't be a problem.

      As for the "Dual Shock copy" that is the Classic Controller it's been said that it will only be used for Virtual Console games, and it really looks more like an SNES controller with two analog stick than it does a Dual Shock.

      An no I don't use Internet Explorer. I can't believe that any self respecting member of /. would use IE. I use a combination of Opera and Firefox, and I'm extremely excited that Opera will be on the Wii and DS in the near future.

    5. Re:Anyone who thinks Sony didn't copy the Wii? by Evangelion · · Score: 2, Insightful

      As for the "Dual Shock copy" that is the Classic Controller it's been said that it will only be used for Virtual Console games, and it really looks more like an SNES controller with two analog stick than it does a Dual Shock.

      That's probably because that's all the Dual Shock is -- an SNES controller with an extra shoulder button, and two analog sticks (+ rumble).

      Remember from where the PS1 came -- a failed collaboration with Nintendo for an SNES CD-ROM unit.

    6. Re:Anyone who thinks Sony didn't copy the Wii? by Anonymous Coward · · Score: 0

      Tell me how many minutes you played Warhawk... that's what I thought.

      The lag in that demo was more in the video playback setup they were using. I played warkhawk for 15mins or so at E3. I was weaving in and out of things and spinning around. I would like it better if you could do loop-da-loops before it hits retail. It's still a work in progress anyway. =)

    7. Re:Anyone who thinks Sony didn't copy the Wii? by docdude316 · · Score: 1

      Tell me how many minutes you played Warhawk... that's what I thought.

      The lag in that demo was more in the video playback setup they were using. I played warkhawk for 15mins or so at E3. I was weaving in and out of things and spinning around. I would like it better if you could do loop-da-loops before it hits retail. It's still a work in progress anyway. =)


      So now you're assuming I didn't play Warhawk at E3? You're also saying that TFA and almost every other source that's reviewed the new feature of the PS3 controller is wrong? You must know a lot more than a lot of other people out there.

    8. Re:Anyone who thinks Sony didn't copy the Wii? by Anonymous Coward · · Score: 0

      I know as much as any other Playstation 3 developer that went to E3.

    9. Re:Anyone who thinks Sony didn't copy the Wii? by docdude316 · · Score: 1

      I know as much as any other Playstation 3 developer that went to E3.

      Which unless you work for the Warhawk development team doesn't seem to be a whole hell of a lot when it comes to their controller "innovation".

    10. Re:Anyone who thinks Sony didn't copy the Wii? by adam31 · · Score: 1
      You can't have it both ways...

      Either the controller felt laggy because the controller sucks or because WarHawk only had a few weeks to work on it... It makes no sense to say that *both* are true.

      IMO, you're right. Sony got the controller working very late, and WarHawk only had a few weeks to work on it... and despite that many reviews have said that the controller felt quite natural. Of course, in the end it's a matter of taste.

    11. Re:Anyone who thinks Sony didn't copy the Wii? by MobileTatsu-NJG · · Score: 1

      "It doesn't matter who's "copying" who -- do you use internet explorer? OMG it so COPIED netscape. Get over it."

      Actually, it does matter. Nintendo went full force with the Rev design and applied the methodology towards game making. Sony saw a feature and plugged it in. The difference? There's a reason Nintendo went with the sensor bar. There's a reason Nintendo has a remote and the nunchuck. There's a reason there's a speaker in the remote. They all have to do with game play. Sony band-aided a feature into the controller without such a motivation. As such, what assurances do we have that it will be tuned appropriately for game play?

      Okay, maybe "who's copying who" isn't that important of question. Nevertheless, there's still the question of "will it actually do anything useful?" Sony did not definitively answer that question at E3. It's not good for the gamers if they spend $600 for a system with a broken feature. Ask anybody who paid for a copy of Windows.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    12. Re:Anyone who thinks Sony didn't copy the Wii? by docdude316 · · Score: 0, Offtopic

      Ask anybody who paid for a copy of Windows.

      People actually pay for Windows? Seriously though, the only people who pay full price for Windows are suckers. I've got at least four or five legit copies of Windows in my Den and I didn't pay retail for any of them. It's worth going to college just to get cheap software if you want my opinion.

    13. Re:Anyone who thinks Sony didn't copy the Wii? by metamatic · · Score: 1

      Yes, the Wii stick looks much more like something you'd hold in your hand and wave around... and not like something people will have experience of sucking.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    14. Re:Anyone who thinks Sony didn't copy the Wii? by Rydia · · Score: 1

      I don't see why you can't. We can break it down into two parts: "controller sucks" and "short on time."

      The controller could suck with regards to that game because it was short on time to make the game.
      The controller could suck regardless of how much time was put into the game.
      The controller could not suck even if they were short on time to make the game.
      The controller could not suck regardless of time put into the game.

      I don't get how it has to be either a software or hardware problem, but not both. There's lots of crap hardware. There's lots of crap software. There's lots of crap software running on crap hardware, and good software running on crap hardware, and crap software running on good hardware.

      In fact, they could both or neither contribute. They're independent variables. I don't see how you can't have it both ways.

    15. Re:Anyone who thinks Sony didn't copy the Wii? by rmccann · · Score: 1

      A friend of mine doesn't think sony copied nintendo. It's really quite funny.

  6. sony did NOT rip off nintendo... by wired_LAIN · · Score: 0, Troll

    read this link: http://www.gamespot.com/e3/e3blog.html?topic_id=24 600407 if anything, Sony and Nintendo both ripped off of a 20 year old Atari controller...

    --
    It is better to light one candle than to curse the darkness.
    1. Re:sony did NOT rip off nintendo... by Tezkah · · Score: 1

      if anything, Sony and Nintendo both ripped off of a 20 year old Atari controller...

      egads! but who had the time machine - Sony, Nintendo, or ATARI?

      (Whats next, Sony starting a centralized online playstation network, but they are not taking ideas from Xbox Live, they're ripping off SegaNet.)

    2. Re:sony did NOT rip off nintendo... by thesimplicity · · Score: 3, Insightful

      I think the definition of 'ripping off' is up for debate. Innovating: "Hey, what about motion-sensing control? I think Atari may have done something like that a long time ago, but it didn't work that well... what if we built off of that and added spatial sensors as well?" Rip-off: "Our main competitor just dropped their trump card! We need to get a similar feature ASAP to show that we're still in the game!" In my opinion, just because a musical composition uses counterpoint doesn't mean it's ripping off Bach. The argument that Nintendo is ripping off a 20-year-old controller from Atari that had a single similar feature is is like saying that Nintendo ripped off Atari by developing a console... they're both devices that hook up to your TV and play games.

    3. Re:sony did NOT rip off nintendo... by MustardMan · · Score: 5, Insightful

      Of course sony didn't rip off Nintendo. Nintendo's controller features true position detection, as well as relative motion. Nintendo's controller is something that has never been done before in a consumer video game system.

      Sony threw some components from a generic gyroscopic mouse in an old controller. That's not ripping off nintendo's genuinely innovative design. Comparing the MS, logitech, atari, or sony controllers to the nintendo one is pure idiocy - they have nowhere near the functionality of the Wii.

      The real issue, of course, is Sony attempting to steal Nintendo's thunder, not their idea. So far all it's done is make them look like jackasses.

    4. Re:sony did NOT rip off nintendo... by snuf23 · · Score: 1

      Yeah I posted a link to "Le Stick" back in another article of the same nature - but to be fair it really isn't the same thing.
      The Le Stick just had mercury filled sensors which activated when you tilted it. It wasn't comfortable for extended use because you had to hold the stick straight in order for it to work properly.

      --
      Sometimes my arms bend back.
    5. Re:sony did NOT rip off nintendo... by thesimplicity · · Score: 1

      The Le Stick just had mercury filled sensors which activated when you tilted it.

      So, I suppose Nintendo's innovation on the controller is making it so it doesn't slowly kill you everytime you use it.

    6. Re:sony did NOT rip off nintendo... by Anonymous Coward · · Score: 0

      Oh shove it, fanboy, that is the most retarded thing I've seen all year. Le Stick wasn't motion sensing in any way, it just didn't have a base. The Sidewinder Freestyle, while being an excellent controller, didn't have the combination of technologies that the Dual Shake and the Wiimote have now and wasn't used in the way Sony demonstrated at E3, unless you're ONLY counting Warhawk.
      Sony took advantage of Nintendo's concept just like they've done in the past with others. If you want to play the PS3, it shouldn't matter to you unless you're too zealous a Sony-fan. No one is saying Nintendo invented these technologies, but that they have invented a new type of controller.

    7. Re:sony did NOT rip off nintendo... by datafr0g · · Score: 2, Insightful

      The didn't rip off the design or how it works - but I bet they wouldn't be doing any motion sensing if Nintendo wasn't making a big impression with it. They knew Nintendo were on to a good thing and they've copied it for this generation of consoles. In saying that, is this is really a bad thing? Who gives a toss "who rips off who"? Why should we worry?

      --
      "Who says nothing is impossible? Some people do it every day!" - Alfred E. Neuman
    8. Re:sony did NOT rip off nintendo... by snuf23 · · Score: 1

      We can only hope so. However research may prove that the wireless emissions give you a brain tumor.

      --
      Sometimes my arms bend back.
    9. Re:sony did NOT rip off nintendo... by tukkayoot · · Score: 3, Interesting
      You said it.

      I would sincerely doubt that Nintendo was thinking about some obscure antique made by Atari when the designed the Wii controller.

      There is no doubt in my mind that Sony was thinking about the Wii controller when they hacked motion sensors into the PS3's controller, though.

      Definitely a rip-off there.

    10. Re:sony did NOT rip off nintendo... by Sinryc · · Score: 1

      Exactly. Isn't this what we wanted? Creativity, and taking risks? Well, one company does it, sees that its good, and then copies it. We will have to see what the next innovation will be. Remember, these companies are going to do whatever they can to make money, and if another company has a great idea, you best beleive they will do it asap.

      --
      Yay, I have a sig.
    11. Re:sony did NOT rip off nintendo... by Anonymous Coward · · Score: 0

      But if the innovator doesn't get rewarded as much as the copycat, the industry will stop having innovators. So no, this isn't what we wanted.

    12. Re:sony did NOT rip off nintendo... by Hitto · · Score: 0, Troll

      Right.
      So it was pure coincidence, you say?

    13. Re:sony did NOT rip off nintendo... by Anonymous Coward · · Score: 0

      Sadly, you'd have to rethink that.
      Anecdotal evidence is anecdotal evidence, but look around for a few sony fanboys you're friends with, and you'll see two reactions :

      "LOL SIX HUNDRED BUCKS" and "YEA WE STUCK IT TO THESE LOSER NINTENFAGS, DON'T LOOK SO SPECIAL NOW, DO YA?"

    14. Re:sony did NOT rip off nintendo... by DorkusMasterus · · Score: 1

      While I see what you're saying, I would humbly disagree. While I don't think Sony got a hold of the Wiimote and directly stole ideas, I do think that their corporate espionage peeps (and every tech company has them) heard that the Wii would have motion sensing capabilities. They interpreted that in a way that would work with their controller, and we have what we have.

      The differences lie in the fact that Nintendo did much more than conventional motion sensing (as in tilt sensing like previous Nintendo efforts), and did something more multifuncitonal. That, in essense, caught Sony with its hand in the cookie jar, because they look silly with a less-functional motion sensing controller, when they were trying to compete.

    15. Re:sony did NOT rip off nintendo... by MustardMan · · Score: 1

      It has been known for a year now roughly what capabilities the wii-mote would have. According to the articles I've read, Sony only notified developers about their controller a few weeks before E3. Given the simple nature of the controller, it's safe to say they didn't develop it over a year ago and just now decide to let developers see it. No, they knew what nintendo's controller was capable of, and knew that their version would be nowhere near as functional. They did it so they could say "motion sensing" at their press conference the day before Nintendo's.

    16. Re:sony did NOT rip off nintendo... by mstahl · · Score: 1

      I'm not really sure why the above post was modded "Troll". The article to which it links makes a really good point. Even though, previously, motion-sensing controllers have sucked, the fact of the matter is that this is not a completely new and unique idea even in the console world.

      In that case, let's not make this about who ripped off who (*cough*Sony*coughcough*). Suffice it now to say, Which controller design more adequately lends itself to motion-sensing play? In my opinion, the Wii remote, because of the way that it would be held by a player, lends itself quite easily to gesturing. The design of the PS3 controller, in that it is nearly identical to the PS2 controller which was nearly identical to the PS1 controller, really makes me wonder how exactly you would move during play? Are we talking about leaning the controller back and forth? Shaking it?

      In the end, it will be another dimension for game designers to consider. If gestural control of game play becomes commonplace because vendors are willing to exploit it to its fullest, then this will be quite revolutionary. If not, then it may become another Le Stick. Another likely scenario is that between Nintendo and Sony one will succeed and one won't. I think people recognize the two controllers as different things, and I think developers have a clear idea how each will change gameplay. All in all, it's very exciting stuff.

    17. Re:sony did NOT rip off nintendo... by Lord+Bitman · · Score: 1

      Raise your hand if you've never tilted a controller when playing a game.
      Nobody?
      Okay. Now raise your hand if you're a game developer and have dreamed of somehow incorporating that into some sort of more intuitive interface.
      Three people? Okay, not many out of everyone here, but still more than those who agree with you.

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
  7. but... by cerelib · · Score: 1

    This one goes to 11.

  8. Re:normal by hackwrench · · Score: 1

    and by normal, of course, you mean mundane.

  9. Step in the right direction by Anonymous Coward · · Score: 1, Insightful
    Motion sensing is a step in the right direction.

    I won't be totally satisfied until the controller can sense all my body gestures -- including

    • Me winking at other players and NPCs in the game, and them getting the hint.
    • hand motions so I can signal to other players
    • hand motions to open a door like I open real doors.
    • head motions to I can look around.
    • all of the above for interactive pr0n.

    WII's not perfect; but there's a reason fantasy writers settled on magic wands for wimpy wizards -- it's a good pointing interface; and a flick of a wand is about as expressive and simple a UI tool you can make. Too bad I'm so weak from all these years with a convential controller that WII will feel more like a broadsword than a wand - but it's getting there.

    Harry Potter's Magic Wand will be the UI of the metaverse once technology catches up.

  10. Poor analog stick placement by drewmca · · Score: 4, Interesting

    My first disappointment with this controller is lack of a rumble feature, but following swiftly on its heels is disappointment in the fact that they didn't take the opportunity to move the damn analog controllers into a more ergonomically friendly location.

    Every PS fanboy states that the dual-shock is the best controller out there, but when it comes to analog stick placement, it's only because it's what they're used to. Crook your thumbs into the shape necessary to work with the dualshock sticks. Then move them around a little. You'll feel a little fatigue (maybe not much, if you've played a lot with the controller). Then move your thumbs up a little, into the place where the gamecube and xbox controllers have the analog sticks. Move them around again. You'll likely feel less fatigue. That's because your thumbs are in a more relaxed place there, not having to exert any effort to hold it.

    It's no surprise that 2 different companies placed the sticks higher up than the dualshock after 2 completely separate bouts of ergonomic research. The thumbs in the dualshock position are already flexing to keep that position. Your most natural position to rest your thumb is on your index finger. If you rest your thumbs on your ring finger, you'll feel the muscles pull because they need to to reach that non-natural state. It's the same state they're in when using the dualshock. You have to exert energy just to keep them at a rest state with those sticks.

    The worst part of the design is that it's an example of lazy, "that's the way it's supposed to be" design. It's like the classic story (in software development circles) of the woman who always cut the ends off of a roast before cooking it. When her husband asked why, she said, "that's the way my mom did it; that's the way you're supposed to do it." Later, she asked her mom why she cut the ends off, and her mom told her "because my pan was too small to hold the whole roast." That's the same thing with the design of the dualshock. Those sticks aren't there because of exhaustive ergonomic studies. They're there because they're an afterthought. They were added to the original PS1 controller well after the system's original release, and they were put in the only place they fit. No one wanted to change the rest of the controller around (which is, by the way, a fine controller if you don't use the analog sticks). After they caught on, no one wanted to go back and move them around, because controllers are such an iconic part of console branding.

    So that's why I'm disappointed. They had a chance to fix a bad design. It was even more important that they do so today, since most games nowadays use the analog sticks instead of the d-pad. But they didn't, and that's just sad. So now the more frequently used controls are in a harder to reach place, but hey, you can hit that d-pad to change weapons or select from a menu just fine. Oh, and now you can tilt the thing, too....

    1. Re:Poor analog stick placement by Anonymous Coward · · Score: 0

      I mostly agree with you, but the Sony d-pad is horrible. I couldn't do a quarter-circle on it to save my life, although it does work very nicely if you don't need to do that kind of move.

    2. Re:Poor analog stick placement by MobileTatsu-NJG · · Score: 4, Insightful

      "Every PS fanboy states that the dual-shock is the best controller out there, but when it comes to analog stick placement, it's only because it's what they're used to."

      There are things about the PS2 controller that I like, it is fairly comfortable, but I agree with everything you've said. Only I want to add a couple of complaints:

      1.) The L3 and R3 buttons. Oh, thanks a lot for that. I understand where they're coming from on them. It's great that you can just press 'down' and get another click there. On paper, this sounds great. San Andreas, for example, used this to honk the horn. Very intuitive. Except... I didn't know about it at first! My first clue to it came from making extreme turns in the game. Every time I whipped around the corner, HOOOOOOONNNNNNNKKKKKKKKKKK. WTF? Worse, the game would give me clues to it. "Press the R3 button.." I looked all over the damn controller, couldn't find anything labeled R3. Eventually I figured it out. But.. yeesh. It took me a long time to get to where I could use the controller without accidently hitting that button. Even then, I'm not perfect at it. In my humble opinion, it's not good UI design when you tie features to buttons that could be hit easily. At least in San Andreas's case, it wasn't a big deal.

      2.) This isn't really the fault of the Dual Shock controller, but Sony's choice in particular. Why on Earth did they think it was a good idea to use heiroglyphics for the symbols of the buttons? Nintendo (and every other console company out there...) had the right idea. A, B, X, Y, L, R. Easy enough to commit to memory. Sony, argh. Normally, this isn't a big issue. Typically with Playstation games, the buttons are fairly intuitively laid out. San Andreas, though, used these shapes to play a DDR'esque game. They'd show you the symbols you need to hit, and you've got to press the correct button at the right time to get the score. This means you have to memorize the button for each symbol. This is attainable, but thoroughly unnecessary. If this were on the Game Cube, this wouldn't have been a problem.

      Yeesh. Sad thing is, they have a legacy to follow. They're not going to address either of my complaints, now. Thanks to backwards compatibility, the symbols are here to stay, and they cannot remove the 3 buttons. I can imagine my complaints wouldn't ever be Sony's #1 concern, but I still find it pretty pathetic. I cannot believe they didn't address the whole "analog sticks suck for FPS games" problem. A built in 'light zapper' sensor on the controller would have been better than nothing, cheap too. I'm honestly shocked that niether MS nor Sony tried this. I think Phil Harrison and Peter Moore should be locked in a room and forced to play a version of San Andreas without the auto-targetting feature.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    3. Re:Poor analog stick placement by Doctor+Ian · · Score: 1

      I completely agree with you. I suffer from arthritis and the PS2 pad causes great pain for me after about 20 mins. The gamecube controller is very comfortable and I can play gamecube games indefinitely. The xbox is similar. Sony really missed an opportunity to fix their poor controller design and the sad thing is there are a lot of fanboys who will commend them for keeping it the same.

      --
      Trust me, I'm a doctor.
    4. Re:Poor analog stick placement by Anonymous Coward · · Score: 0

      It's no surprise that 2 different companies placed the sticks higher up than the dualshock after 2 completely separate bouts of ergonomic research.

      Oh yes. Microsoft spent billions of dollars on ergonomic research for its first Xbox controller...

    5. Re:Poor analog stick placement by drewmca · · Score: 1

      I agree with the click-stick button. It's not just a problem with PS, though. I'm playing a lot of oblivion these days and constantly find myself going into crouch mode when things get frantic. I'm trying to zap monsters and run away, and all of a sudden I'm crouched down and move slower (right stick). Or I find myself in third person view (left stick) and get awfully confused. Though click-sticks do work nicely for sniper zoom, I find. Very intuitive there.

      As for the symbols, they're a pretty key part of the Playstation branding, so they're here to stay.

    6. Re:Poor analog stick placement by drewmca · · Score: 1

      Actually, they did (well, if not billions, a lot of money). Which makes the whole thing much more amusing.

    7. Re:Poor analog stick placement by xenocide2 · · Score: 1

      While I do enjoy the overall complaint, I must point out that A, B, X, Y, L, R only makes reasonable sense in English (or maybe general european) langauges. For the rest of the world, they're just wierd english letters. Like if they used Cyrillic for the keys, really. Of course, many people world over know English. But Triangle works about as well. The only benefit is for those of us who speak english, ABXYLR is eaiser to type than XOSTLR.

      Mostly, I think it was a marketing gimmick to differentiate themselves from the crowd, by putting in colors and shapes instead of unimaginative, otherwise indistinguishable buttons. The Cube controller took these two concepts to the next level, by making the buttons themselves (instead of their labels) distinguishable. When the screen says press A, you dont have to look down and think, "which one's A." You see the big green button on the screen, look down, and there's a big green button same goes for B, Z. L/R and X/Y are a bit tricky; their orientation can distinguish themselves, but I'd say the name information on screen is equally helpful in these cases.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    8. Re:Poor analog stick placement by metamatic · · Score: 1
      This isn't really the fault of the Dual Shock controller, but Sony's choice in particular. Why on Earth did they think it was a good idea to use heiroglyphics for the symbols of the buttons? Nintendo (and every other console company out there...) had the right idea. A, B, X, Y, L, R. Easy enough to commit to memory. Sony, argh.

      I have the opposite problem. I can never remember which GameCube button is X, which is Y, and which is Z.

      On the PS2, on the other hand, three of the shapes relate naturally to the controller shape. The square is to the left near the square-shaped center of the controller; the circle is to the right near the rounded outer edge; and the triangle points up.

      I guess there's some kind of "way of thinking" issue here. I have no problem with vi cursor keys, again because there's a natural physical control relation. The fact that they're randomly labeled HJK and L rather than (say) UDL and R simply isn't an issue.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    9. Re:Poor analog stick placement by Matchstick · · Score: 1
      It's like the classic story (in software development circles) of the woman who always cut the ends off of a roast before cooking it.
      This can also be called the onion in the varnish -- see google.
    10. Re:Poor analog stick placement by MobileTatsu-NJG · · Score: 1

      "I have the opposite problem. I can never remember which GameCube button is X, which is Y, and which is Z."

      Can't say I've ever had a problem with that. X is on the left side, Y is on the right side, Z is on the under side. (I do, however, confuse Z for R sometimes. That point I'll concede.) The extra bonus with the X and the Y is that they have the distinctive kidney bean shape.

      "The square is to the left near the square-shaped center of the controller; the circle is to the right near the rounded outer edge; and the triangle points up."

      I've always gotten the triangle, but the other three I've had trouble relating to. (Actually... X hasn't been so bad.) I'll take what you've said in mind, though, next time I get into a PS2 game.

      "I guess there's some kind of "way of thinking" issue here."

      Agreed. That's why I'm intentionally avoiding saying 'wrong' or anything like that. I'll happily agree that I'm not 'right' on that topic.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    11. Re:Poor analog stick placement by grumbel · · Score: 1

      ### I have the opposite problem. I can never remember which GameCube button is X, which is Y, and which is Z.

      For most games you don't need to know the label of the button, since the buttons have distinctive shapes (which also give very good hints at their position) and colors and games use those shapes and colors often in documentation, both in-game and in the manual.

      PS2 on the other side has just shapes, which except the triangle don't give much hint on their position. The situation with the PS2 however gets even more confusing, it not only has those shapes, many games also use the shapes differently. japanese games often use X for 'cancel' and O for 'ok', which is actually quite intuitive, however many other games don't follow that convention, some use [] for 'ok' and O for 'cancel' and there are even games that use /\ for 'cancel' and X for 'ok' if I remember correctly. On Gamecube on the other side A is pretty much always 'ok' and B always 'cancel', there shapes, colors and positions simply don't leave much room for other interpretation.

      The XBox also seems to be reasonably consistent in the use of A and B. XBox however has the fault that it hasn't labeled its trigger buttons and analogsticks properly, causing some games to use extremly wordy descriptions of them instead of a simple symbol, first time I simply didn't get if they meant the trigger button or pressing the left analog stick (wording was something like 'switch left').

      NintendoDS in comparism suffers from similar problems like the PS2 pad, the buttons have letters there, but are actually used in the same confusing manner as on PS2, sometimes its Y and B for ok/cancel, sometimes its A and B. I think this whole mess is because in times of SNES all games used Y/B for ok/cancel in europe, while in japan all games used A/B (due to shorter fingers of japanese people, who knows). Nintendo seems to have taken care back then that everybody followed that, today however there doesn't seem to be much quality control and some developers map the keys in the traditional way, while others don't. Even Nintendo itself doesn't get it right, while you can the mapping in NewSuperMarioBros depending on your preferences, you *always* have to use A to enter a level, no matter if you use B/A for run and jump or Y/B.

      PS: The whole story about A/B and Y/B is mostly guess work on my part coming from experince from the games I have played, if the true story differs, somebody correct me please.

    12. Re:Poor analog stick placement by Cathbadh · · Score: 1

      I seem to remember the analog sticks in a familiar situation. "This analog stick on the N64 seems pretty cool. How does this compare to our D-Pad?" "Ken, you're promoted. Tell the engineers that I want two of those suckers tacked on to our controllers in two weeks."

    13. Re:Poor analog stick placement by rtechie · · Score: 2, Insightful

      The Dual Shock was originally seen as a competitor to the N64's analog control. Originally Sony was going to just tack one joystick onto the controller (the left one), but tests with prototypes showed this arrangement was terribly unbalanced, so they added another stick to balance it out. Wah. That's why it looks the way it does today.

      You seem to be forgetting about the fact that during the PS2's lifetime an increaing number of titles depended on the symmetical positioning of the sticks, Katamari Damachi comes to mind. I suspect you'll see more of these games on the PS3.

      But basically, you're right. I prefer the Xbox Controller S for this reason, and I like the 360 controller with is extremely similar.

      However, if this really pisses you off I'm sure 3rd parties will happily meet your needs with alternative controllers or adapters.

    14. Re:Poor analog stick placement by ObsessiveMathsFreak · · Score: 1

      Crook your thumbs into the shape necessary to work with the dualshock sticks. Then move them around a little. You'll feel a little fatigue (maybe not much, if you've played a lot with the controller).

      I first got a DualShock, the one with the analouge sticks, way back when it came out in a dual pack with MediEvil, one of the first dual shock games. MediEvil was designed to promote use of the sticks, both of them, and I ended up using them both a lot. It was the first game to show the power of two analouge sticks.

      Anyway, I've been using analouge sticks on every console for over seven years now and I can very safely say I have never felt fatigue of any kind. Ever. The analouge sticks have only improved the situation as my callous from frition on the D-pad is largely gone.

      The only time I ever felt fatigue was with the original Xbox controller, and that was from the distant button placement, not the analouge sticks.

      --
      May the Maths Be with you!
    15. Re:Poor analog stick placement by Dan+Ost · · Score: 1

      The controller for the 360 gives me problems if I play too long. The
      problem is that there's only one way to hold the controller that lets
      you use the trigger buttons and the analog stick at the same time (I
      suppose this might depend on hand size).

      At least with the PS2 controller, I can adjust my grip on the controller
      without having problems using the buttons. This lets me play all night
      without any hand fatigue. I start getting tired with the 360 controller
      in less than an hour.

      --

      *sigh* back to work...
    16. Re:Poor analog stick placement by mausmalone · · Score: 1

      The analog stick placement always annoyed me on the PS2 controller. The last time I griped about it, someone told me I was holding the controller wrong, and that I should hold it so that my fingers just barely reach the shoulder buttons. My question ... then how do I reach the face buttons? That was met with dead silence.

      --
      -=-=-=-=-=
      I'd rather be flamed than ignored.
    17. Re:Poor analog stick placement by prockcore · · Score: 1

      Why on Earth did they think it was a good idea to use heiroglyphics for the symbols of the buttons?

      I hate the heiroglyphs too.. but there actually is a logic behind them.

      They're actually numbered 1-4.

      Circle = 1 Line
      X = Two Lines
      Triangle = Three Lines
      Square = Four Lines.

      Retarded I know.

    18. Re:Poor analog stick placement by LordVader717 · · Score: 1

      X is on the left side, Y is on the right side Hah! Wrong! X is right, Y is top. That's the only one that got me confused at first.

  11. Sony's Controller Patent 1999 by kai.chan · · Score: 2, Informative

    Sony's Movement-Sensing Controller Patent. Stolen from Nintendo, or making use of the patent at an opportune time?

  12. BS or sega net? by Anonymous Coward · · Score: 0

    what about the BS net for, I beleive the original Famicom in Japan. (not Bull Sh*t) wasn't that out even before the seganet?

  13. Prior Art by Anonymous Coward · · Score: 0
    Harry Potter uses a motion-sensing wand, as did Merlin before him.


    I applaud Nintendo for making one - but it's hardly incredible to think that fantasy-gamers might want to wave a wand like Wizards have for centuries.

  14. Ergonomics by A+Brand+of+Fire · · Score: 5, Insightful

    The Wii's control scheme has a significant advantage over that of its rivals' with regard to ergonomics. Holding the Wii-mote and the nunchaku device in the opposing hand (doesn't seem to make a difference if you're a righty or a lefty, either) at an adequate distance can reduce the strain on the wrists, elbows, and shoulders of the player's arms, allowing for a much more relaxed, more natural positioning of limbs. The human hands weren't meant to be held so close together for extended periods of time, which is why gaming with a keyboard and mouse has always been more comfortable (though not completely) than gaming with just the keyboard or with a controller.

    And I'm guessing many of the functions with the Wii-mote and the nunchaku won't have to be motion-centric per se, at least not on the level of play that is shown in demonstrations--I think this is more of a basic human reaction amidst adaptation to the control scheme. i.e. The brain thinks, "Hey, I'm moving!" and the body gradually reacts more naturally to the movement on the screen and its interface through the controller. For many veterans (and some newcomers), I'm sure great sweeping movements in repetition won't be necessary, which would further reinforce its ergonomic benefits.

    --
    [End of Line]
  15. Motion control by sanosuke001 · · Score: 0, Informative

    The E3 demo was laggy, but one of the Penny Arcade guys got to play the game and he said there was no lag whatsoever. The reason that they probably left the rumble out (if they did... I read someone say that, didn't read it anywhere) was because a small company said they had the rights to the patent and Sony probably didn't want to pay them.

    --
    -SaNo
    1. Re:Motion control by LordVader717 · · Score: 1

      Small company?

      Have a look at "key partners" just to the left of the Forbes.com square.

    2. Re:Motion control by rehtonAesoohC · · Score: 1

      The reason that they probably left the rumble out (if they did... I read someone say that, didn't read it anywhere) was because a small company said they had the rights to the patent and Sony probably didn't want to pay them

      Actually it was because the rumble interfered with the accelerometer. That's what was released by Sony I believe.

    3. Re:Motion control by sanosuke001 · · Score: 0

      The lag from the accelerometer was still not because it was "unfinished" but because it was a demo on a big screen since the PA guy didn't have any trouble in the version he played. I was guessing about the rumble, it interfering makes sense, though. If the pack moves on you.... you kinda lose fine controls >.>

      --
      -SaNo
  16. Katamari by gEvil+(beta) · · Score: 2, Insightful

    All I can say is that it's sad that the Katamari series is dead (for now at least). That's probably the one game where I can really see using the PS3's tilt-controller. Well, that and Monkey Ball.

    --
    This guy's the limit!
  17. Heh by Anonymous Coward · · Score: 0

    They should've taken a page from the razor maker's book: add more blade^Wbuttons.

    Of course, once you got to the point where they were attaching a keyboard to it... :)

  18. Oh dear by SmallFurryCreature · · Score: 1
    Nintendo invented a long smooth stick that vibrates. I thought this company was about kids?

    Exactly how long do you think it will be until we find pictures off women inventing whole new games with it?

    Men may be perverts but at least we don't use gaming hardware in ways it was never intended. Then again have looking at the PS3 controller... what exactly are those rounded pointy bits supposed to be for?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Oh dear by DrEldarion · · Score: 2, Informative

      The PS2 already beat them to it - look up the "trance vibrator" for use with the game Rez.

    2. Re:Oh dear by cskrat · · Score: 1

      If they also make a force feedback controler for the PS3 then we may see an online game where one player has a motion sensing controler that feeds into the force feedback controler.

      Might be good for strengthening long distance relationships.

      --
      My God! It's full of eval()'s.
    3. Re:Oh dear by ClamIAm · · Score: 1

      "Touching is good"? Blowing into your DS? Then again, this is Japan we're talking about...

  19. Wiimote for web browsing - 3D Web coming??? by Jafafa+Hots · · Score: 1
    What has me thinking is, how long before someone hacks the wiimote to use as a mouse? And then, think of the possibilities - an internet (or file explorer if you like) that you navigate with a 3d interface, using the wiimote?

    I know SOMEONE is going to come up with some pretty amazing implementation of something like this. At least some gestures...

    slight flick to the left, go back a page - slight flick to the right, forward a page... forward and you "zoom in" one level of heirarchy, back and you zoom back out one level? Probably someone can think of even better ways.

    --
    This space available.
    1. Re:Wiimote for web browsing - 3D Web coming??? by tukkayoot · · Score: 2, Informative

      I'm not sure exactly how it works, but Gyration, Inc. (which Nintendo has a majority stake in) has had an "air mouse" out for a while now.

    2. Re:Wiimote for web browsing - 3D Web coming??? by Bones3D_mac · · Score: 1

      Apple did this several years ago (back in the pre-OS X days) with a browser/plug-in called "HotSauce". It worked, somewhat, but wasn't nearly as cool or as useful as one might have hoped for. There are probably far better ones out there now that are more like the 3D file browsers available today. But, like most of these types of browsers, they are mostly a gimmick and don't really offer any real benefit over traditional 2D interfaces.

      What may make the difference though with regards to web browsing on a Wii, is that the user could tilt the controller to scroll horizontally and vertically, then simply move the controller while it's in a level position to control an on-screen cursor for interaction (like clicking links) or entering data via an on-screen keyboard... all in one hand.

      --


      8==8 Bones 8==8
    3. Re:Wiimote for web browsing - 3D Web coming??? by Gubbe · · Score: 2, Interesting

      Well, Wii will reportedly come with Opera, the web browser that pioneered mouse gestures.

      So not all that much hacking left to do...

    4. Re:Wiimote for web browsing - 3D Web coming??? by L33THa0R69 · · Score: 1

      Perhaps if the Wii was HD, but try browsing the web at 640*480. I don't think it would catch on.

    5. Re:Wiimote for web browsing - 3D Web coming??? by omega9 · · Score: 1
      but try browsing the web at 640*480

      And for a good number of people, try doing it on a standard NTSC or PAL television that doesn't even go that high. But now that leads to something interesting...

      In the good-ol-days, it used to be a simple arguement of having to support a small range of resolutions when doing site design, most notably 640x480, 800x600, and 1024x768. These days 6x4 has pretty much been kicked to the curb and we're starting to see many more people with monitors capable of resolutions greater than 10x7. In fact, there was an article here recently calling for high DPI website rendering, stating "that with screens getting more and more pixels, it is imperative website design takes the next step".

      Now we've got this whole convergance thing happening. Yeah, there are web enabled cellphones, but their screen format is so different that they mostly demand a completely seperate design process. Then there's the Nintendo DS getting a browser, which has two screens. Now coming are the consoles that will be able to browse the web on your tele, something that has has a screen format much closer to your desktop PC, but still not the resolution.

      Not only that, but look at your human interfaces. Cellphones have one way of entering in text and navigation, or maybe you're lucky and have a Blackberry with a full keyboard, but niether has a mouse-like pointing device. The DS has two screens and no keyboard, but it's touchscreen so you can at least do some pointing. The 360 and PS3 have controllers meant for gaming, not web surfing. I don't want to enter in URLs the way I put my name into Zelda. Both have USB though, so that could be easy enough to solve with a third-party keyboard. And the Wiimote... well... I guess we'll light saber our way through the web.

      So, to sum up, let's say you're designing a high profile gaming site that wants as much exposure as possible. You'll need to support:
      • Resolutions: Quarter VGA (cellphones), 6x4, 8x6, 10x7, 12x10
      • High DPI for high-end PC and HDTV users
      • Input devices: traditional keyboard, number pad (cellphone), touchscreen (DS), gestures and light sabers (Wii)

      Oh, and don't forget:
      • Has to work for the def and blind (ISO)
      • Has to be multilingual
      • Make it all standards compliant
      • Don't forget the AJAX
      --
      I'm against picketing, but I don't know how to show it.
    6. Re:Wiimote for web browsing - 3D Web coming??? by Soybean47 · · Score: 1

      My understanding is that Gyration uses the same gyroscopes as the Wiimote. However, their mouse lacks the positional awareness. It has the same 2 axes as a normal mouse, you can just get them by rotating it in the air rather than sliding it on a surface.

      I love mine, but it's not revolutionary or anything. I think the main thing it needs is slightly more versatile drivers, that would better support some of the features the GP described.

    7. Re:Wiimote for web browsing - 3D Web coming??? by poot_rootbeer · · Score: 1

      a standard NTSC or PAL television that doesn't even go that high [640x480].

      Any NSTC television set should be capable of displaying ~480 visible scanlines; it's provided for in the standards. And it only takes a clock speed of a few MHz for a computer to push out 640 pixels per scanline.

      So, to sum up, let's say you're designing a high profile gaming site that wants as much exposure as possible. You'll need to support:
              * Resolutions: Quarter VGA (cellphones), 6x4, 8x6, 10x7, 12x10
              * High DPI for high-end PC and HDTV users


      With well-flowable layouts and judicious use of vector graphics, these should not present a problem.

      * Input devices: traditional keyboard, number pad (cellphone), touchscreen (DS), gestures and light sabers (Wii)

      As a site designer, not my problem. The interface between the user and the user agent is one that needs to be solved by the authors of the user agent.

      Oh, and don't forget:

      * Has to work for the def and blind (ISO)

      Follow the standards for accessibility and you're golden.

      * Has to be multilingual

      Only if you're looking for a multinational/global audience, and most websites don't (and of those that do, most SHOULDN'T).

      * Make it all standards compliant

      More importantly, make it so it Works. Your site exists to please your users, not a W3C validator.

      * Don't forget the AJAX

      No, please DO forget the AJAX, unless you have a defensible business objective that necessitates it. And "buzzword compliance" is not a defensible business objective.

  20. Thank you! by Anonymous Coward · · Score: 0

    ...for spelling nunchaku correctly. You have made me happy again.

  21. I didn't notice any lag by jjustice · · Score: 5, Insightful

    Well, I tried both Wii and PS3/Warhawk at E3, and while I was predisposed to like the Wii and skeptical of Sony's 'last minute' addition, I was disappointed with the Wii and impressed with the PS3 controller.

    First off, I really like the PS2/Dual-Analog style controller, so that wasn't going to be a problem for me. I don't like the non-symmetrical layout of the Gamecube and I hated the first-party XBox controllers. The 360 controller is perhaps the best, with the 'bumpers' instead of the white/black buttons that are in different places on different controllers, and the triggers that actually allow for varying degrees of input (which is hard to get with Sony's buttons).

    My friends and I were all excited to swordfight with the Wii controller. Problem was, it didn't actually let you control the sword in 3D space, it only let you determine when to swing. Not to say that the controller couldn't do it right, but it hasn't yet. Also, I really didn't like using the Wii controller for the FPS sections of the game, although I was told that Metroid worked much better.

    The Wii controller was very sensitive and responsive, but the games just weren't using it to its potential yet. I'm hoping that if they're just afraid 'real' 3D control is too complicated, they'll have some 'advanced'/'arcade' options in there like you often see on console flight simulators. The best game I played in Nintendo's booth was the driving game, which could have been done just as well on PS3, and would have looked better. (Note that they said that 'something came up' and kicked everyone out of the booth before I got to try Zelda, Mario, or Metroid -- probably Paris Hilton showed up or something...)

    Meanwhile, after seeing what appeared to be a laggy demo at the press conference, I was pleasantly surprised by how well Warhawk worked. I'm sorry, but anyone who says it's laggy was probably wearing their Nintendo-colored glasses. I found it very easy and natural to pilot my Warhawk, which is very promising given that they had apparently only added this control mode a few weeks before E3! Meanwhile, Nintendo's betting the whole farm on this gimmick, and they still don't have it down.

    As a side note, we put in the original Warhawk when we got back, and we were amazed at how craptacular it looked. It must have been displaying like 100 polygons on screen! And at the time we thought it was awesome -- though even then we weren't fooled by the fmv...

    1. Re:I didn't notice any lag by Anonymous Coward · · Score: 0


      So how much is Sony paying you to astroturf?

    2. Re:I didn't notice any lag by dyslexicbunny · · Score: 1

      Meanwhile, after seeing what appeared to be a laggy demo at the press conference, I was pleasantly surprised by how well Warhawk worked. I'm sorry, but anyone who says it's laggy was probably wearing their Nintendo-colored glasses.

      I'm sorry but I might have a case of the retardeds. The demo was laggy but anyone who says so wears Nintendo glasses? Didn't you just say it was? Can you make that make sense? How much do Nintendo glasses cost?

    3. Re:I didn't notice any lag by Anonymous Coward · · Score: 0

      I think that was finaly a semi non biased view of the two controllers from someone who used both.

      If anyone is thinking that wii controller is going to be 'all that' needs to take there are and hold it in front of them for about an hour. You will feel like a slug. It is not as easy as it sounds...

      It is an interesting gimmick nothing more. Much like the touch screen on the DS use it a bit and the whole screen is blurry from the oils in your skin. Yeah that blurry game looks AWSOME.

      Are the games any good on either of these systems? All I have been reading about is cost and a SMALL portion of the whole experiance. ARE THE GAMES ANY GOOD?

      The 360 is looking good however the absence of games is quite noticable, and the BC we have been promised for months is not showing up.

      I for one will be getting both systems. As I like games not gimmicks...

    4. Re:I didn't notice any lag by sancho_pancho · · Score: 1
      My friends and I were all excited to swordfight with the Wii controller. Problem was, it didn't actually let you control the sword in 3D space, it only let you determine when to swing. Not to say that the controller couldn't do it right, but it hasn't yet. Also, I really didn't like using the Wii controller for the FPS sections of the game, although I was told that Metroid worked much better.
      <fanboy-rant>
      Sounds like your "it" is really Red Steel... A game that everyone, including fanboy websites, agrees had very bad controls.
      </fanboy-rant>
    5. Re:I didn't notice any lag by jjustice · · Score: 1

      Meanwhile, after seeing what appeared to be a laggy demo at the press conference, I was pleasantly surprised by how well Warhawk worked. I'm sorry, but anyone who says it's laggy was probably wearing their Nintendo-colored glasses.


      I'm sorry but I might have a case of the retardeds. The demo was laggy but anyone who says so wears Nintendo glasses? Didn't you just say it was? Can you make that make sense? How much do Nintendo glasses cost?


      I'll admit my statement was not as clear as it could have been. The demo at the press conference appeared laggy, but my actual hands-on experience did not reflect any such lag. I have heard speculation that there might have been a delay between what was happening on the demo system and what was displayed on the big screens at the press conference, but I don't know what the real story is there. All I know is that, when I actually played the game for myself, I did not experience any lag. I was contrasting the lag that I anticipated with the lack of lack I actually experienced.

      And if I drop the sarcasm, my speculation for why people might call Warhawk laggy is that perhaps they expected the Warhawk's on-screen orientation to stay exactly in sync with the orientation of the controller, rather than thinking of the controller as a steering device.
    6. Re:I didn't notice any lag by dyslexicbunny · · Score: 1

      Interesting. Thanks for clearing that up.

      Although I'm interested in what the next generation brings with such innovations, I likely won't pick anything up unless the Wii really releases at $200. Then I might just give it a shot for kicks and giggles.

  22. Aw, come one! by LKM · · Score: 1

    Nobody is claiming that Nintendo invented motion sensing controllers. But Sony clearly got the idea to introduce it into their console controllers at this time from Nintendo. If anyone claims it's just a coincidence, he's nothing but a Sony fanboy.

  23. Nature abhors a vacuum by tepples · · Score: 1

    If Katamari is dead, then it'll be easier to sell Katamari clones. Nature abhors a vacuum; when Konami stopped producing Dance Dance Revolution, Roxor stepped in with In The Groove.

  24. Touch screen on phones by tepples · · Score: 1

    Cellphones have one way of entering in text and navigation, or maybe you're lucky and have a Blackberry with a full keyboard, but niether has a mouse-like pointing device.

    Some phones have PDA features including pen input (which inspired the DS's touch screen). That's mouse-like enough, right?

  25. Opera for Wii by Espen+Skoglund · · Score: 1
    Well, Wii will reportedly come with Opera, the web browser that pioneered mouse gestures.
    They've also got a press release about it, and they've set up a forum for Opera on Wii as well.
  26. Accelerometers AND Gyroscopes by DeadCatX2 · · Score: 2, Interesting

    The PS3 controller has 6 degrees of freedom.

    That is to say, it can sense translation in the x/y/z dimensions (3 translational axes) and it can sense rotation as roll/pitch/yaw (3 rotational axes).

    Using purely accelerometers, it would be impossible to accurately detect the rotational axes. The gravity vector would be necessary to determine the rotation of the device. You can break any algorithm relying on an accelerometer to detect the gravity vector by subjecting the controller to translational accelerations - these would interfere with extracting the gravity vector from sensor data, even if you use multiple accelerometers.

    Imagine that the sensor knows gravity points downward at 9.81 m/s^2. Now start moving it to the left. You have one vector pointing down, and one vector pointing left. You can assume that the one pointing down is gravity, but what if the controller is tilted? How far is it tilted? You'd have to know which way gravity is pointing in order to subtract the gravity vector.

    With a gyroscope, however, you can calibrate the controller when it is obviously only under the influence of gravity. Then, you can use the gyro to decouple the effect of gravity from other accelerations; the gyro lets you know which way gravity is pointing, and some simple vector subtraction leaves you with the translational data.

    --
    :(){ :|:& };:
    1. Re:Accelerometers AND Gyroscopes by SoapDish · · Score: 1

      I'm sorry, but I can easily come up with a system that uses only accelerometers for x/y/z, and roll/pitch/yaw. Top view (o represents accelerometer): y | o | x-o-------------o-x | o | y front view (o represents accelerometer): z | o | x-o-----------o-x | o | z Then you just callibrate the controller in the base position, orientation, velocity, and acceleration, then the software (or firmware) can take over finding the relative position, orientation, velocities, and acceleration from the base position. Callibration just requires subtracting the accelerations acting on the controller (due to gravity) in the base position from the accelerations acting on the controller in use. Rotation is taken care of by having two sensors/axis, one sensor will be positive, the other negative, instead of both being the same direction (translation). And yes, this can also easily take care of translation and rotation rotation at the same time (via relative accelerations).

    2. Re:Accelerometers AND Gyroscopes by SoapDish · · Score: 1

      ok, none of the carriage returns, or spacing worked, because I accidentally posted in HTML so here are the views:

      Top view (o represents accelerometer):
              y
              |
              o
              |
      x-o---o-x
              |
              o
              |
              y

      front view (o represents accelerometer):
              z
              |
              o
              |
      x-o---o-x
              |
              o
              |
              z

      Again: 2 sensor/axis will allow for the z/y/z, and roll/pitch/yaw. Callibration removes the problem of gravity accelerations, translation is found with the average value of the accelerations, and rotation is handled by the relative accelerations.

    3. Re:Accelerometers AND Gyroscopes by prockcore · · Score: 1

      The PS3 controller has 6 degrees of freedom.

      No it doesn't. That's more Sony marketing bullshit.

      The accelerometer portion has 2 axises.. up/down and left/right
      then they count the two analog sticks (2 axises each)!

      6 degrees of freedom... but 2/3 of those axises are the analog sticks.

    4. Re:Accelerometers AND Gyroscopes by DeadCatX2 · · Score: 1

      Care to provide any evidence?

      I don't buy it. The information I've read indicates roll/pitch/yaw/x/y/z sensing, which implies an IMU. A 2-axis accelerometer cannot possible provide all that information without making some pretty strict assumptions, and even then I doubt it.

      Oh, yeah. The plural of axis is axes.

      --
      :(){ :|:& };:
    5. Re:Accelerometers AND Gyroscopes by prockcore · · Score: 1

      I don't buy it. The information I've read indicates roll/pitch/yaw/x/y/z sensing, which implies an IMU.

      The Warhawk demo only had Pitch and Roll.. no Yaw, and no lateral movement. Sure that could've been due to gameplay limitations.. but I doubt it since they made a point of talking about using the analog sticks at the same time as tilting the controller.

      Oh, yeah. The plural of axis is axes.

      Thanks, that was annoying me.

  27. Tilt sensitivity is not motion sensitivity! by sm4kxd · · Score: 4, Informative

    The PS3 is only TILT sensitive. All of the 'movement' that makes the Wii attractive to the people who like it (the tennis game, for example), is NOT POSSIBLE with the PS3. It's NOT motion sensitive, and I wish the media would quit misreporting it. Engadget should be highlighting this difference and they aren't. They way they present the article, it seems they don't even understand the difference themselves.

    1. Re:Tilt sensitivity is not motion sensitivity! by Anonymous Coward · · Score: 0

      This is Slashdot man, stop trying to defend teh Sony! They're the new Microsot did'nt ya know?

  28. You will be sad to hear... by raygundan · · Score: 1

    that nintendo has placed both analog sticks in the center for their Wii controller for non-motion-sensor games. It looks like the bastard offspring of an overweight SNES controller and the DualShock.

    It will be great for the vintage games with the d-pad in the comfy spot, but they've sure made it ugly for the 3D platformers we're used to.

  29. Disagree about the symbols by bogie · · Score: 1

    IMHO symbols are much easier to remember than letters. I don't own a PS2 and yet I will forever remember that Triangle is Up etc. Its much easier to remember symbols than letters and systems which just use A,B,C,D are IMHO making it harder on their users.

    --
    If you wanna get rich, you know that payback is a bitch
    1. Re:Disagree about the symbols by MobileTatsu-NJG · · Score: 1

      "Its much easier to remember symbols than letters and systems which just use A,B,C,D are IMHO making it harder on their users."

      Maybe I'm just different, but no, I don't agree with that at all.

      A/B
      X/Y

      Very easy to associate into memory, at least if you know your ABCs. The symbols require more work to remember them.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

  30. The Wii has a conventional controller. by MaWeiTao · · Score: 1

    With all this talk of the Wii's motion sensing controller it looks like people have neglected the fact that the console will also have a conventional control pad.

    And what's interesting is how closely that control pad mirrors the layout of the Playstation controller, except that it seems to be a bit more compact and certainly faithful to the look of the Wii.

    One thing I've noticed about the wand is how it seems to be a bit small and some of those buttons are placed so far back on the handle that they certainly can't be easily accessed by one hand but have the chance of being pressed accidentally by the palm. Regardless, I predict the majority of Wii's games will use this controller, not the wand.

    1. Re:The Wii has a conventional controller. by macshome · · Score: 1

      Well, that and there is the fact that it has 4 GC controller sockets on it as well. Nintendo already said that that's going to be the preferred method for playing Smash Brothers for most players.

    2. Re:The Wii has a conventional controller. by Pranadevil2k · · Score: 1

      The Wii controller has 2 sets of A and B buttons. One A button is close to the front of the controller, and is most likely where your thmub would be resting if you were playing a game in the remote style. The B Button is on the backside of the controller, where your index finger would be gripping the controller.

      The other set of buttons is actually near the bottom of the remote-style. What you're supposed to do is turn it sideways and hold it like a normal game controller. That puts the D-pad on the left, and A and B on the right, with Start/Select in the middle. It's the original NES controller now.

  31. That's functionally prohibitive by DeadCatX2 · · Score: 1

    Preface: I'm not sure if you're actually trying to establish a functional method, or just trying to prove a point. I'm going to assume for the purposes of this comment that you intend on your method being functional.

    First, if I read your statements correctly, your setup requires six accelerometers, compared to one accel/one gyro, and unless one gyro costs the same as five accels, the accel/gyro combo (also known as an Inertial Measurement Unit, or IMU) will be less expensive.

    Second, unless the accels are all placed far enough apart, the noise floor for the sensors is going to prevent you from having accuracy that even approaches gyros. IIRC, gyros are supposed to be highly accurate devices, with a small caveat that they have some drift, but the drift is very slow and can be corrected when the device is stable.

    Third, if you tilt the controller so that gravity doesn't conveniently line up along any of the axes, and you start shaking it up and down while moving it from side to side and rotating it, I'm not so sure you could extract enough information from the sensors to derive the direction of gravity at any point in time. You might be able to, but that would take some mighty impressive filtering, as opposed to how much cleaner the data coming from the IMU will be.

    So component cost, component count, and design simplicity all seem to favor an IMU.

    --
    :(){ :|:& };:
    1. Re:That's functionally prohibitive by SoapDish · · Score: 1

      The purpose was to show that it is possible. Now...

      Yes, I understand the issue with 6 accelerometers vs. 1 accelerometer and a gyro in terms of number of sensors.

      The design I proposed used 6 1-axis accelerometers (it would also be possible to use 2 3-axis accelerometers - centripetal force - or 2 2-axis, and 2 1-axis), which are still cheaper (by a quick check online) than a 3-axis accelerometer with a gyro.

      Also, you may note that I suggested gravity be calibrated out, and software track relative orientation and position. Since the direction of gravity can be found from the calibration, and the relative orientations are tracked, the direction and magnitude of gravity is always known (no filtering required). In fact, it's all rather simple highschool physics, trig, and linear algebra.

      Lastly, in terms of the noise floor, I really don't know that much about accelerometers, but I suspect that it has been be reduced pretty well these days, and DSPs could handle quite a bit of the noise.

      So, it still may not be the best solution, but it certainly is doable.

  32. Re:Katamari or why I roll the ball uphill by WillAffleckUW · · Score: 1

    I'm not sure Katamari is dead - the creator was musing about the Wii, maybe he might change his mind and do a Wii version. He could call it Wii Wii Katamari, or maybe Katamari Wii Wuv U ...

    --
    -- Tigger warning: This post may contain tiggers! --
  33. Sony by Anonymous Coward · · Score: 0

    Talking about the same "Sony" that endorses "Invasion of Privacy" which is against Constitutional Freedoms?!  Let's talk about the DRM Rootkit..........

  34. Wii-mote aiming in Zelda by Anonymous Coward · · Score: 0

    I don't know which game the parent was referring to, but the Wii-mote aiming in Zelda felt very imprecise and unpleasant to use; I don't know what was going on with that because an earlier demo of Metroid felt very good; not quite as precise as a mouse, but definitely a huge step up from analog sticks, and in general the Wii-mote's DPD is surprisingly accurate and solid-seeming. There may have been some sort of ambient light problem with the setup, although you'd think that Nintendo would have arranged it to be perfect for E3, or perhaps the Wii features in Zelda weren't given enough development.

  35. Re:Katamari or why I roll the ball uphill by Anonymous Coward · · Score: 0
    I'm not sure Katamari is dead - the creator was musing about the Wii, maybe he might change his mind and do a Wii version. He could call it Wii Wii Katamari, or maybe Katamari Wii Wuv U ...

    I predict that the successor to the Wii will support a "best-of" selection of PSX/PS2 games on its Virtual Console.