This Year's Top Game Design Innovations
Next Generation has one of those end of the year 'top 10' lists we all love so much, with plenty of room for discussion on this one. They claim to have picked out the top 10 game design innovations of 2007. It's hard to argue with elements like Portal's portals or Mass Effect's conversation wheel, but was Metroid Prime 3 on the Wii really as good as a mouse-and-keyboard PC FPS? "When people ask 'How do we make a good shooter on a console' what they really mean is 'how do we make a shooter that feels as quick and responsive as a PC shooter on the console?' Apparently the answer is the Wii mote. I was blown away by this fact. Nintendo had always been the 'family friendly' console to me so I didn't consider the FPS ramifications of the Wiimote but clearly it's the best tool for the job. With some tweaking and some refinement down the line I could see the Wii (or a console with Wii like controls) becoming the platform of choice for hardcore FPSers, even over the PC. If this does become the case it will owe it all to Metroid Prime 3."
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The only reason this is controversial is because the wiimote doesn't have good enough aim. It's often off by an inch or more on smaller tv's. This is hard on hard core FPS fans, but for me this isn't a problem. First, between wrestling with the auto-aim feature on a lot of shooters and using two analog sticks to control my movement and aim, I find correcting for the wiimote's bad aim to be easy by comparison. I'd rather have faster, more responsive aim that's off by a consistent amount than have to use a regular controller.
but was Metroid Prime 3 on the Wii really as good as a mouse-and-keyboard PC FPS?
Metroid Prime 3 hit a weird spot. The first two Prime games certainly featured first person shooting, but didn't play anything like an FPS game. They played like an adventure game with a different camera angle. Prime 3 moved much closer to the FPS realm. If you're an FPS fan, you'll probably like the beginning and end of the game and tolerate the middle. If you're a Metroid fan, you'll probably feel the reverse.
There's no doubt Wiimote+Nunchuck beats the keyboard part of mouse+keyboard. Precision moving and jumping is far easier with an analog stick than with a keyboard. If like me you rarely play FPS games, the Wiimote is easier to use than a mouse. But my gut feeling is over time, the mouse would be slightly easier to be precise with as it's on a flat surface rather than being held in the air.
Of course, I play for the adventure, not the shooting, so I just left lock-on turned on, which means for the most part you only had to aim at bosses. If you found a good sitting position where you could rest the Wiimote on your knee and aim from there, you might be able to beat a mouse in precision.
There's no way the Wii mote compares to a mouse and keyboard for shooters.
The only reason it's usable at all in Metroid Prime 3 is because the Z button auto-locks your view onto the target.
If it wasn't for that feature, the controls would be hopeless.
I didn't have that issue with a big screen. I wonder where that line really diverges, is it bad on say 19" TV, but Sweet at 42"+ ? Dunno. It was pretty easy for me to pick off people in the distance on my projector and I have a 92" screen on that.
I know I'll get flamed to hell for this, but unlike the article I think the Wii Controls are already better than the PC's (and there is still room for improvement*). The Advanced sensitivity on Metroid Prime 3 is "Nearly, but not quite as sensitive as a mouse", but for what little sensitivity is lost, the Analog on the Nunchuck kicks the shit out of WASD, and there is simply nothing that can compare on the PC with the visceral immersion of the Grapple gun.
Using your left arm to throw a grapple on you're opponent's shield, then jerking your arm back to pull the shield out of their hand so you can blast them with your arm cannon is something you can't get elsewhere. Add that with full analog movement, and you have an experience that not only rivals, but betters the competition.
*Games are already improving on the design, play Medal of Honor Heroes 2 and customize your aim sensitivity to achieve mouse level precision if you like.
You know, some time in 2003 or 2004, I was talking to a gamer coleague about FPS on consoles, and bitching about how much it sucks with twin sticks compared to a good keyboard and mouse. And from there it went into the all time nerd favourite, singlehandedly solving all the world's problems, like Picard. In this case, well, how would _you_ make a console controller that works well in FPS.
So what we came up with was: a trackball. No, really.
Think a standard console controller. Say, a Dual Shock, because everyone knows it. But it's the same principle for an XBox pad, Dreamcast pad, Gamecube pad, whatever, really.
Now think replacing the right stick with a small, thumb-operated trackball.
Think about it. A trackball has much the same advantages a mouse has, because it _is_ a mouse turned upside down. You can turn around 180 degrees at the flick of the thumb, and stop on exact pixel you want to. The problem of joystick vs mouse is really that moving with a joystick can be very fast or very accurate, but not both at the same time. A mouse lets you do both. So does a trackball.
So, really, why doesn't anyone do just that?
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"It's often off by an inch or more on smaller tv's. " What the hell? You point the wiimote at the (size-fixed) sensor bar, not at the TV. Doesn't matter what size TV you have.
It seems every time a console FPS does a good job on the controls the gaming press immediately suggests how we are one more step closer to replacing the mouse. Why? The mouse is already the perfect FPS controller, can these people not figure out how to use it?
I've played several FPS games using the dual-analog scheme consoles have relied on to this point, and it always destroyed the immersive effect that is the FPS game's chief advantage. No matter how good you get with the sticks, the resultant motions on-screen are always jerky and mechanical. Robotic. It's a grating difference from the much more organic WASD + mouse scheme.
Metroid Prime 3: Corruption is the closest to that organic movement I've experienced. It's still not perfect; the aim is a smidge twitchy, and it would be nice to be able to spin a bit more quickly. Those faults aside, it's deeply intuitive. No, it's not light-gun aiming, but neither is any other successful FPS scheme (rail shooters are the only games I've seen with light-gun aiming), so I don't know why anyone who's an FPS fan would complain about that. As I said, the slight jumpiness of the aiming means sniping isn't really do-able, but relative aiming is what anyone who has used a mouse control system is used to. Just hold the Wiimote at your side, where you're not tempted to look down the barrel, and let your wrist do the work...you'll adapt to it in an instant.
And yes, using the motion control for the grapple and combination locks and the like is *very* satisfying. Really, I highly recommend any FPS gamers out there to give this game a look. I think you'll like what you see.
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Forgive me for asking, but what's this great new dialog system in Mass Effect all about? We've been simulating dialog with NPCs for something like 25 years now, what's so new and special about Mass Effect? I haven't played a demo or anything so I really don't know. It's just hard for me to imagine that they could improve upon the system in, say, Monkey Island.
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Actualy, early Wii FPS games aimed very much like your average rail shooter. Basically, to turn you had to bring your redicle to the edge of the screen's bound box. Metriod still has to do that, they just made that box really, really small.
Super Mario Galaxy might be one of the few games I play again from start to finish. :-D
Video games have played with gravity in the past, but applying the concept of planetary gravity (with slightly non-realistic physics, but when you're orbiting around an ice cream cone, does it really matter?) to a 3-D platformer was the best idea I've ever played.
At some point I'm going to find the smallest, most isolated planet I can find and try to see how many times I can orbit it with a long jump.
That they did this without making me nauseous also deserves some sort of award. I seriously wonder how they did it.
-Rob
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Honestly, how in the hell can a graphics upgrade be innovative? I can think of at least a couple more innovative things in EVE, and I think the game is a total bore.
I'm sure other companies have thought of upgrading their MMO's graphics engine. I can't think of anything off the top of my head, but I'm sure other MMO's have at least improved some part of their graphics. I think this top 10 list will find it's way in to my top 10 list of "Most Poorly Thought-out Top 10 Lists of 2007."
Abaddon: An Xbox 360 Indie game
yeah uh, in case you didn't know, mario galaxy is just an expanded version of a couple of levels from sonic adventure 2
the only good levels in the game really, but it's been done correctly before
I have been dreaming of getting perfect head shots while using a tablet for years, but the games don't understand the input of a tablet and you typically end up lookng at the sky spinning in circles or looking at your feet doing the same. Then Wacom came out with the Cintiq http://www.wacom.com/pendisplays/index.cfm but to my knowledge they don't work either. This would be similar to Metroid Prime Hunters for the DS but you could be doing it with your other hand on the keyboard.
Whoa. Yep, that's a variant of exactly what I had in mind. Yep, I'd buy one of those if it were supported by console FPSs.
A polar bear is a cartesian bear after a coordinate transform.
>>That they did this without making me nauseous also deserves some sort of award. I seriously wonder how they did it.
Really? I've never gotten nauseous from any (non-VR) game before, not even from some of the weird infinite loops I'd fall into in Portal, but I actually feel sick to my stomach after playing Super Mario Galaxy.
"That they did this without making me nauseous also deserves some sort of award. I seriously wonder how they did it."
They removed some of the flexibility with the camera that Mario 64 enjoyed. With the camera more or less fixed, you didn't have to do a lot of mental compensation to figure out which direction to go.
(At least that's my humble observation...)
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> down the line I could see the Wii (or a console with Wii like controls) becoming the platform
> of choice for hardcore FPSers, even over the PC.
What part of "turn off head bobbing, set up a Thresh layout with one finger/thumb for each of the four directions, and grab the mouse with the other hand" doesn't he understand?
"Force feedback" on joysticks is a nice "wow factor", for that matter, but to even remotely compete with a "mouser", you have to turn it off.
Oh, sure, there's some mild competition from no-mouse keyboarders who have the turn rate and tilt set to astronomical, but that's a tough mistress to master just to come close.
Nah, "hardcore" = PvP = as few gimmicks as possible or you're on the ashheap. Waving a wand around just so you can point and shoot, well, hell, I'd bet a properly configured Dance Dance Revolution pad could outdo it.
Seriously.
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
i had the same idea, but only found 1 decent place for it: go to the 'Deep Dark Galaxy' in the garden. in the middle of the starting beach there is a cannon that shoots you to a planet with a firepower flower. instead of shooting there, aim at the green planet on the right. there is a screw that you unspin, and the planet will begin to shrink. if you do a few long jumps, eventually the planet will shrink enough that it sends you into orbit! that is until the planet disappears, and there is no more gravity - then you get sucked over to the brown planet that you were supposed to go to in the first place.
...or the Star Wars Playset plugin (yes, such a thing exists) for that matter.
The best long jumping that I could find was on the shrinking platforms that form a sphere around a black hole while using Luigi. Get rid of all the platforms and then long jump off the last one.
What's this about Eve Online doing an engine upgrade being an innovation? Dark Ages of Camelot & Ultima Online have done it already. As for giving hope that a game can go on for decades, Everquest has been going for 8 years and just released an expansion last month.
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Any infrared light source near the TV (or IRsensor on the Wiimote) could be disruptive. Lamps, Candles, and especially the Sun. The WiiMote uses the the sensor bar to triangulate position based on 2 steady points (provided by the sensor bar). If multiple sources are competing with the signal then it will confuse the Wiimote causing jitter. The Sun is the worse as it can blanket the Wiimote sensor with IR light making it impossible to detect the 2 points of the sensor bar among all the noise. So as an experiment you may want to close the curtains, blow out the candles, and turn off any lamps that may be near the TV to see if they are adding interference.
Another issue is distance, if you have a rectangular living room you may have issues with the Nintendo Stock sensor bar after 10 feet or so. (or if you are too close IE: less than 3 feet from it will cause issues)
I hope that helps.
Yes, It has that option if the thought of Shooters is too intimidating to you. This is on par with some of the "Auto-aiming" tricks used in other console and PC games to simplify it for a novice.
There IS a control option called "Advanced" that doesn't auto lock the reticle on enemies, but locks your camera, so you can "Free Aim, and Shoot your enemies with precision at a distance". It is very precise and works well. I suspect that those who are praising the control scheme played it this way.
Look up the definition of "seriously." It may help you stop from contradicting yourself again in the future.
People always prattle on about innovation, but in my world everything takes a back seat to fun. I don't care how "ground breaking" a game is, the big question is whether or not it's fun. So, if you want to talk about changing gaming and doing something new and different go for it, but just remember, it's still a game.
I'm not sure if it was a bad list or a bad year, but I wasn't really impressed with the innovations. Puzzle Quest and Portal (#1 and #2) were great, yes, but #10-#3, not so much. Graphical updates in MMOs have been done before. Line Rider isn't exactly far from Kriby's Canvas Curse for DS. I was excited about the conversation trees when they were demoed in Mass Effect, showed them to a friend, and was told "oh yeah, Bioware usually does that kind of stuff with conversations" (I haven't played most Bioware games, but he's a fan so I assume he's right).
Actually, I'm leaning towards bad list, because Super Mario Galaxy feels like it should be mentioned. The individual gravity has been done slightly before, but usually just with a single spherical world, not several you can jump between. The star bits I thought were brilliant--most people complain about collecting that you have to run all the way across the world and it's just a time-waster, whereas you could collect these without wasting any time at all (if you wanted). You also keep them even if you die, as long as you beat the level, which means that if a level is killing you over and over, then you get a massive payout for finally beating it. This in turn increases the "I'm going to finish this level before I stop" compulsion even more.
### the resultant motions on-screen are always jerky and mechanical. Robotic
Kind of like real soldiers, so I don't consider that a loss. Almost all FPS are utterly ridiculous in modeling a human being. They model a cylinder with a bit of wobble and a gun, thats it. No legs or stuff that actually matters a lot in actual movement. What WASD+mouse has going for it is that it doesn't have restrictions, you can turn as fast as you want, you are not limited by the game, only by your mouse skills. Which might be interesting for eSports, but for immersion I find it quite awful, since well, reality simply doesn't work that way and even SuperMario doesn't allow you to turn around on the stop, yet most FPS do.
Sorry to be a naysayer, but you're completely wrong here. I've played and loved console and PC FPS games from Quake and Goldeneye to Crysis and Halo 3. The game that finally swapped me was Bioshock. Played it first on the 360, then over to the PC. It's not the console games that are twitchy, it's that damn WASD walking on the pc. In Bioshock on the pc, you are ether standing still or running. You'll literally miss half the game if you play it on the PC, with so many environments that must be strolled through to be enjoyed. Same thing with the aiming, sure you're going to be less accurate on a stick. Much less accurate actually. However, try and do a smooth pan using a mouse . . . impossible. Herky Jerky award goes to the pc again. Both reasons why I went out and bought a 360 wireless adapter for my PC to enjoy the superior graphics of a pc (projected up onto a ten foot wide 720p screen) combined with the superior controls . . . of a console.
Written much more about this below on my blog.
http://www.jakepcw.com/muyuubyou/?p=578
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Okay, so it's not Mario and not as good, but Solar Jetman did that with gravity a long time ago.
Granted, it mostly got higher at higher levels, but they DID have individual planetary gravity. Was a hard game, but fun.
I don't understand the logic here. Because a game lacks a feature, it suddenly becomes "better"?
Yes, this generation of game consoles are the first to really take advantage of online connectivity and do it well, but forcing gamers to go online just to even play your game isn't exactly going to sell games by itself. Look what happened to "Shadowrun" after gamers learned it was multiplayer only... it flopped.
Aside from that, did this author completely overlook the MMORPG genre? This is about the only game format that will survive being online only for extended periods of time, because that is the what the user is expecting from the start. But when you start applying this concept randomly to games that don't even need to be social events, you're effectively telling the user that your game has a limited lifespan based on however long it takes other players to get bored with it and move on. And, once you kill off the game server, the game itself ceases to have any value, since it can no longer be played.
Not all of us want to be (or can be) constantly online when we pop in a game, so a single player mode is vital for a lot of us. If I wanted my games constantly tied to an external server, I'd just go buy a Phantom.
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Contrary to popular wisdom, there are good, fun games that aren't FPS. Personally, I don't find any FPSes fun, but I'm prepare to accept they're quite popular. It just winds me up that the genre has to be the be-all and end-all of gaming - witness the endless "consoles suck because you don't have keyboard + mouse".
Metroid Prime, at least in its original incarnation (I've recently (finally) finished the first, but not played 2 or 3) isn't an FPS in any meaningful sense. It's a first-person explore / puzzle-solve / platformer, that sometimes has you shoot things. Calling it an FPS is like calling a 2D Mario a shoot-em-up because of the fire flowers. Good game, but too many buttons at the same time needed in places.
I actually get a better response from my Wii if I pull the sensor bar a bit over the top edge of my TV screen. Further out than flush seemed to make a big difference in my living room. I still can't reliably use the thing from across the room where I would like.
I've been waiting for a good 3rd party sensor bar that might actually glow a bit brighter. You mention the "Nintendo Stock sensor bar" and imply there are better sensor bars out there. Have you had any success extending the practical range of your Wii with a better sensor bar? Do you have any brands you would suggest?
I went to eat some animal crackers and the box said, "Do not eat if seal is broken." I opened the box and sure enough..
One more important thing: Christmas (or other holiday) lights.
You probably wouldn't think much about it, but those little bulbs are just about the same size (and IR intensity) of the sensor bar's IR LEDs. So, for the holidays, you'll need to be careful to switch off the tree/decorations before you load up a game. In our house, we just put the tree on a switch, as Mario Galaxy is getting serious playtime.
Happy Holidays!
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My living room isn't long enough for it to be an issue (it's only 15 feet long total), but I did end up getting one of these when I bought a projector. The cable for the WiiSensor bar is rediculously long (nearly 12 feet) for Entertainment center set ups where the Wii is near the TV, but not nearly long enough when they are across the room from eachother. This was one of the few that didn't run exclusively on Battery power, and has an AC adapter. The ability to plug it in and never think twice about it was important to me. The site claims it's good up to 30 feet, (and they may be right) but I never had to test the distance portion due to my setup so I can't vouch for it.
What I can vouch for is it's ability to work exactly like the WiiSensor bar, and I am able to get good and smooth movement from the remote whenever I use it. If you have a projector setup, I highly recommend it.
I feel almost certain that this will do the trick! Thanks for your feedback, every replacement bar I have seen so far plugs into the Wii itself -- which I assume will be no more powerful than the stock sensor.
This sensor with its AC adapter should be able to provide a brighter IR signal for better long-distance remote control. I've got it on order, thanks again!
I went to eat some animal crackers and the box said, "Do not eat if seal is broken." I opened the box and sure enough..
The 'herky jerky' isn't in the mouse, it's your hand. I played through Bioshock on the PC and strolled around marveling at the richness of the environments. Each game experience is what you make of it. Also, my midrange PC is more than capable of 720P. Perhaps you're simply letting your bias show as I am?
Any infrared light source near the TV (or IRsensor on the Wiimote) could be disruptive. Lamps, Candles, and especially the Sun. The WiiMote uses the the sensor bar to triangulate position based on 2 steady points (provided by the sensor bar). If multiple sources are competing with the signal then it will confuse the Wiimote causing jitter. The Sun is the worse as it can blanket the Wiimote sensor with IR light making it impossible to detect the 2 points of the sensor bar among all the noise. So as an experiment you may want to close the curtains, blow out the candles, and turn off any lamps that may be near the TV to see if they are adding interference.
There's a helpful tool somewhere in the Wii configuration menus that makes debugging this kind of problem easy. I honestly can't remember what it's called or where it lives... But what it does is show you what the IR Sensor is seeing and what it thinks its reference points are. It will show a grey box with a white dot on it everywhere the software is seeing an IR signal. There should be exactly 2, for the two points on the sensor bar, and if there are more or less then the pointing is going to be screwed up.
This is how I discovered that having the blinds on the window behind the entertainment center half open during the daytime was being interpreted by the Wiimote as about 7 different IR sources. Heh.
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Isn't Puzzle Quest simply the fantasy version of Puzzle Pirates? That was my impression anyway. I haven't played Puzzle Quest, and I don't doubt it's brilliant, but is it really that innovative compared to Puzzle Pirates?
The article describes Portal's mechanic as something never before seen. But Mario was jumping down warp pipes 20 years ago, and Pac * Man has a warp on one side that comes out on the other.
Portal is very original, sure, but the concept of warping around isn't completely inprecedented, in fact it's been pretty common in video games!
I was playing on a midrange pc the second time through, with a 360 controller.
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I've played Metroid Prime: Corruption, I've played Bioshock, I've played Gears of War, and all around the same period of time. As for control, there's no question in my mind that Wiimote + Chuck is better than double-analog. But will the FPS community be able to put aside their prejudices against Nintendo and roll with the flow? It's going to be an uphill battle, I think.
Nintendo has always positioned itself in the market as the "anti-PC", with a lot of attention to infrastructure (in marketing, distrobution, security, and game design requirements), commonly targetting casual gamers, and being the last to jump on online bandwagon. They also take the philosophy that "a game is what the creators want it to be" and have never openned up their software to modding or alterations (and I personally agree with their choice on this).
For these reasons, PC gamers, of which a large percentage of FPS gamers stem from, have always avoided Nintendo, feeling a bit squeemish about the institutionalism of it all. Even if the Wiimote becomes thought-of as a great FPS control device, even rivaling that of the keyboard/mouse, it will likely simply put PC and FPS gamers on the defensive.
While the XBox, and (though less so) PS3 have been courting PC and FPS gamers with online support, modding, and freer architecture (and the pitfalls that come with those things), Nintendo has always put their design philosophy first, which tends to conflict with PC gaming.
No matter how good the Wii becomes at FPS-style gaming, it will probably never win over the PC crowd. All the Mac users and long time console gamers love them precisely because of their elegant design infrastructure, but PC gamers typically tend to want LESS infrastructure.
Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
No Problem. I hope it works out for you.