The Wiimote As Yoda Intended - A Lightsaber
An anonymous reader writes "So what if the Wii can't handle the awesome 'next-generation' physics engine the other consoles will enjoy when Star Wars: The Force Unleashed is released? LucasArts announced today that Krome Studios is developing a version of the game for the Nintendo console, and players will finally get to use the Wiimote for its intended purpose — as a lightsaber. 'The sword-swinging action will be exclusive to the Wii version, and even then, it will only be available in an exclusive "duel mode." The description in the release says that this duel mode will be a multiplayer affair.'"
So will the rest of the game rely on poorly coded waggle controls to get by? I like the concept, but this has got to be hard to code, and if it is not handled correctly, we are only going to end up with another crappy Star Wars game. Instead of giving us Wii owners bad ports with waggle controls added, I think LucasArts has two options. 1) Make sure the controls work, and work well. 2) Stop the bad ports, and give us updated versions of classic LucasArts games, like Monkey Island, Maniac Mansion, and others.
How do you get force feedback on those things?
You'll never know if you hit something. I'm a sword fencer (2 kg bastard sword) and the experience is much more tactile then visual. Even if you consider that light sabres are much lighter than a real sword and don't have bars to protect your hand I doubt if fencing with a light sabre wii control will live up tu the experience of real fencing - even if it's just for show.
-- Put crudely, the world is an extremely large problem instance. (Russel/Norvig Artificial Intelligence)
I wonder how they've approached making this work. Physics of swordplay aside, sword fighting is not easy. (Hint, *real* swordfighting doesn't look like the movies, and you can't pick it up in a couple afternoons swinging sticks at your friends.) If their simulation of sword movements is true to how each player is swinging their Wiimote, I think people may get frustrated very quickly by the fact that they're going to suck. On the other hand, if the controls are simplified to allow a preset handful of attacks, I wonder how much depth they can provide to the game.
Any plan which depends on a fundamental change in human behavior is doomed from the start.
First, a minor quibble: I wasn't disappointed with Red Steel. While it didn't do what I feel was promised, the swordfighting was overall pretty cool because of how you could block. It was almost instinctive, so it allowed for better reaction times.
As for what the Wii's capable of: they really have a lot of room to innovate here that unfortunately hasn't been explored:
-It could largely solve the 1-1 motion matching problem by having the Wii detect vertical tilt as it normally does (w/ accelerometer) and horizontal motion with the pointer. If your Wiimote loses sight of the sensor bar, it can just bring your saber back in at the next place it does detect it. There is quite a wide detection angle to begin with.
-When sabers collide, make either the player push himself back (as represented by his onscreen view), or the opponent bounce backward, or some of both, so that your living-room Wiimote position, despite having "gone through" where the opponent's saber should be, is still consistent with what he sees on the screen.
Apology to Ubuntu forum.