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."
I completely disagree, my friend.
"was Metroid Prime 3 on the Wii really as good as a mouse-and-keyboard PC FPS?" This is an absurd question. The wiimote is twitchy as all get out. I know a bunch of people love Metroid 3, so I have to acknowledge that, even if I hate it, it's a successful and good product, but man that game is just not that good. I prefer the dual analog sticks, slow as they are, for moving about a 3d world, if I can't have a mouse. Also, the graphics on Metroid just seem pretty weak to me (and yeah, I know a lot of people think they are excellent).
I guess I may just have weird tastes in this, and more power to Nintendo for the new ideas, but I own Metroid 3 and most other major wii games (well, my kids do), and I really don't like them that much. They are basically obvious motion adaptations of well worn and nostalgic Nintendo greats. That's a solid biz model, but top design innovation? Well, ok, maybe it is, but only because there aren't many real innovations out there. This is like including the powerglove with all NESs. yeah, it's different.
And is a wiimote better than a sixaxis (granting that Sony gets no innovation points for knocking off the wiimote)? I guess. If you point it at the TV, it aims and twitches, and that's a feature only teh wii has, but is this a good feature or just a unique feature? Games like HVB are showing that the sixaxis can be pretty damn nice in the hands of a competent programmer (so sad that this is one of the best PS3 games, huh?).
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.
There are other solutions - including ones that keep the current twin-stick controller setup.
I've written a fairly extensive article on this at my blog: http://hansonvideogaming.blogspot.com/2006/10/levelling-playing-field-mice-and.html
In short, if the graph of rotational speed vs stick deflection looked like a U instead of the more common V, twin-stick players could get both the precision and speed that a mouse provides.
Anyone who's played a shooter on a laptop using the "eraser" pointer stick and with mouse acceleration on will have an idea what I'm referring to. I played through Half-Life that way and preferred it to a regular mouse.
Hans