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The Fall and Rise of Motion Control For Games

Eurogamer has a story about how the design of motion-control input devices has evolved over the years, ranging from the Nintendo Power Glove and Sega Activator up to modern devices like the Wii Remote and the upcoming projects by Sony and Microsoft. Now that the technology has caught up with the ideas, EA CEO John Riccitello said he expects motion-control gaming to rapidly expand, eventually occupying half the total games market. He said, "We almost invested to create a platform extension like that for some of the games we're working on. We're very pleased, frankly, that it showed up at Microsoft, because I'd rather them pay for that. They can leverage it better, and we can build software. But I felt the market wanted that technology and I'm glad it's coming."

131 comments

  1. I remember the power glove by the_humeister · · Score: 1

    not being all that useful. I'm sure glad the Wii controller is so much better.

    1. Re:I remember the power glove by Anonymous Coward · · Score: 1, Insightful

      Have you used a Wii controller? It sucks hard.

    2. Re:I remember the power glove by sonicmerlin · · Score: 1, Funny

      Not with the Wii Motion+ (my god that name is unwieldy and embarrassing)

    3. Re:I remember the power glove by bertoelcon · · Score: 2, Interesting

      The Wii controller is alot more useful than its given credit for, its a bluetooth HID and actually works really well on a computer, with a driver for it of course. I seen them used to control everything from WoW to a presentation.

      --
      Anything can be found funny, from a certain point of view.
    4. Re:I remember the power glove by Brian+Gordon · · Score: 3, Insightful

      Wii Motion+ seems to me like the kind of feature that the Wiimote should have shipped with in the first place. You shouldn't have to replace core functionality with better hardware halfway through your product's lifecycle.

    5. Re:I remember the power glove by beckerist · · Score: 3, Insightful

      Why not? If it wasn't ready then it's not like the original product didn't work. You choose if you want to upgrade by spending the money or not. I don't see why people don't PREFER options, vs. abhorring them.

    6. Re:I remember the power glove by PaintyThePirate · · Score: 4, Insightful

      Cheap MEMS gyroscopes didn't exist in 2006. They did as good as they could have for a consumer product at the time.

      It isn't an ideal situation, but it's better for Nintendo than letting Natal and the Sony wand completely obsolete the Wii hardware.

    7. Re:I remember the power glove by binarylarry · · Score: 3, Funny

      What?

      I love the powerglove. It's so... bad.

      --
      Mod me down, my New Earth Global Warmingist friends!
    8. Re:I remember the power glove by binarylarry · · Score: 0

      The new Xbox and Sony control gimmicks are just that, gimmicks.

      The games that really shine with the Wii remote are multiplayer games, which doesn't work well with a camera.

      The Wii remote *as is*, is far more accurate than any of these camera based alternatives.

      --
      Mod me down, my New Earth Global Warmingist friends!
    9. Re:I remember the power glove by StreetStealth · · Score: 1

      It's strange. Normally this kind of thing is avoided entirely by console makers in that it's not simply a nominally enhanced experience that isn't integral to the gameplay (see classic rumble packs), but rather it splits the functional requirements of the userbase entirely in two.

      It's really going to hinder the studio adoption of the tech, leading to either outright avoidance of it or including optional support in a way that isn't really integral to the game, making it a useless upgrade anyway.

      I'd wager right here that the only games to make any real use of MotionPlus will be first-party.

      --
      Your mind is clear / The things that you fear / Will fade with how much you / Believe what you hear
    10. Re:I remember the power glove by CecilPL · · Score: 2, Informative

      Except maybe the two games out right now that are bundled with it, Tiger 2010 and Grand Slam Tennis?

    11. Re:I remember the power glove by Dutch+Gun · · Score: 4, Insightful

      It's not that people abhor options, but you do have to look pragmatically at both the pros and cons of add-on peripherals in the console marketplace.

      From a simple numbers perspective, it means you've split your consumer-base. An add-on peripheral is never going to be as widely supported as original hardware. It also means that developers will be much less likely to *design* an entire game around the functionality of that new add-on, because they also have to think about how to make the game functional and fun for original Wii hardware.

      Unless it comes with EVERY Wii, new hardware simply won't be taken advantage of to same degree, and with the substantial improvements of Wii Motion plus, it just seems a shame it wasn't working like that to begin with.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    12. Re:I remember the power glove by aaptel · · Score: 1

      Indeed, the powerglove did suck.

    13. Re:I remember the power glove by dakameleon · · Score: 2, Insightful

      Intelligent developers would have a two-mode support - if you've got it, use it, but if you don't, fall back to the old method. It worked for Sony with the original PSX/PS1 controllers and their Dual-shock replacements with analogue sticks + rumble - by the end of the PS1's life, most games had support for analogue sticks, with fall-back to the d-pad (less ideal) for those who still had the original controllers. Helped that the dual-shock was bundled with the console shortly after its introduction too, though.

      --
      Man who leaps off cliff jumps to conclusion.
    14. Re:I remember the power glove by Anonymous Coward · · Score: 1, Interesting

      I've had the opportunity to play with Microsoft's Natal, and in short, no. There's no way the Wii remote even comes near. Wii Motion+ is more like it, but only the controller is tracked, as opposed to full body. I've seen Natal support 2 players. I'm not clear at all about Sony's technology, but with their tracking peripheral, there's absolutely no reason it wouldn't support multiplayer. At this point, both technologies are, IMHO, superior to Nintendo's. Only thing that remains is to see if they can do something with them at this point in the consoles lifecycle.

    15. Re:I remember the power glove by Dutch+Gun · · Score: 1

      Having to design for input peripherals with two different levels of capability would discourage incorporating a core game mechanics designed entirely around the new device without severely degrading the experience. They risk watering down what they *could* do with the new device, as well as the risk of people without the new peripheral passing on the game for fear they won't get the best possible play experience.

      Let's give a simple example: When the Wii and it's controller were announced, people immediately thought a Star Wars game in which you could wield and swing a lightsaber directly would be the killer game for the Wii. As it turns out, it wasn't very practical to do that with the standard Wii hardware. With Wii Motion plus, you actually *could*. Here's the kicker - the entire game would likely be based around the premise that you could swing a lightsaber and the game would track it with 1:1 accuracy. How exactly would you gracefully fall back to using standard Wii hardware? Would it be anywhere near the same experience?

      There's a reason many games using peripherals come bundled with them (or are first-party). That way, they can design the game around the use of that peripheral knowing the customer will always experience the full benefit of that device.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    16. Re:I remember the power glove by sonicmerlin · · Score: 0

      Uh...Red Steel 2? Prepare to drop your jaw to the floor when you watch the trailer.

    17. Re:I remember the power glove by rbarreira · · Score: 1

      The Wii Balance board is well supported by developers, and Wii MotionPlus already has more announced games from 3rd party developers than from Nintendo.

      The Wii has changed a lot of things in the gaming industry. The mantra that peripherals always fail is no longer true.

      --

      The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
    18. Re:I remember the power glove by beckerist · · Score: 1

      It doesn't change core gameplay. Did you buy the expansion pack for the N64? I did, because I wanted to play with bots, but my cousin never did because he only played when we came over (and therefore didn't need them.) The game wasn't changed, it was merely an option.

      The WM+ doesn't change how the game is played, it merely allows for greater precision. Some hardcore gamers care about this. Your local 6 year old relative will still bowl a turkey before you!

    19. Re:I remember the power glove by beckerist · · Score: 1

      Trivia (because I forgot to include it:) What N64 game am I talking about?

    20. Re:I remember the power glove by grepistan · · Score: 1

      That would be perfect dark I believe. So many hours wasted when I should have been studying :)

      --
      Real stupidity beats artificial intelligence every time.
      -- Terry Pratchett, Hogfather
    21. Re:I remember the power glove by Anonymous Coward · · Score: 0

      Yes, but then you also have games like Ape Escape, which was spectacular but never really got the market penetration it deserved because it ran ONLY on the analog controllers.

    22. Re:I remember the power glove by Anonymous Coward · · Score: 0

      An add-on peripheral is never going to be as widely supported as original hardware. It also means that developers will be much less likely to *design* an entire game around the functionality of that new add-on

      kinda like... ohh.. I dunno... Guitar hero, Rock band, and the upcoming DJ hero? Those peripherals seemed to do ok. Just sayin...

    23. Re:I remember the power glove by Anonymous Coward · · Score: 0

      Yeppers! Though it was also required for Majoras Mask and the DK Worlds (or something...) game.br--beckerist

    24. Re:I remember the power glove by democomputer · · Score: 1
      You don't have to make it fun(ctional) for the original HW, you just have to make a great game, require a new add-on, and profit.

      It worked with guitar hero and rock band, both games that suck using original hw.

    25. Re:I remember the power glove by Lord+Bitman · · Score: 1

      I would much rather they just not have released it until it could do more than "a button push, but you flail instead of tap a button". Yeah, we'd have waited even longer for project Natal, but I really don't think we would have missed vague family flailing for three years while the kinks got worked out.

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
    26. Re:I remember the power glove by Gravatron · · Score: 1

      What are you basing this assumption on? Sony's controller has been demonstrated with sub-millimeter accuracy in 3d space, and MS has been hyping up their systems high fidelity and multiplayer aspects.

      As is, the wiimote can't do half the stuff MS and Sony showed off, nor does it have any advantage I can see for multiplayer games.

    27. Re:I remember the power glove by KDR_11k · · Score: 1

      It's already been announced that Red Steel 2 would not work without the WMP and that's one of the first games to get announced using the WMP.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    28. Re:I remember the power glove by Clovis42 · · Score: 1

      That's a good point. For example the Wii Balance Board has been a complete disaster for Nintendo. And those crazy guitar shaped controllers also bankrupted their creators.

      Hmmm... oh wait, it turns out Nintendo makes a crap-load of money by creating new hardware to sell.

      --
      Clovis
      ^ Clovis, look! It's that guy you are!
    29. Re:I remember the power glove by binarylarry · · Score: 1

      The Wii Remote's position is determined almost entirely by physical sensors.

      The MS and Sony stuff uses heuristics... ENTIRELY.

      Let me know how reliably that text to speech application works out for you, vs a physical keyboard.

      --
      Mod me down, my New Earth Global Warmingist friends!
    30. Re:I remember the power glove by binarylarry · · Score: 1

      err, speech to text, my bad

      --
      Mod me down, my New Earth Global Warmingist friends!
  2. Motion gaming on consoles already is 50% by WiiVault · · Score: 4, Interesting

    I find it odd to hear EA talking about how motion controls will "someday" make up 50% of console gaming. Meanwhile the Wii has about 50% marketshare already according to stats put out by the big 3. Seems to me we are already at about 50%.

    1. Re:Motion gaming on consoles already is 50% by seeksoft · · Score: 3, Interesting

      Yeah, but what you must realize... all the consoles pushed.. maybe 20% still play the wii. Mine's been collecting dust as my brothers and my best friends wifes. She bought wii fit, played it for like 2 weeks then that fad wore off. I play my 360 4-5 times a week.. My wii gets used when someone comes over, and even then the fad has kind of worn off.

    2. Re:Motion gaming on consoles already is 50% by Nursie · · Score: 4, Insightful

      1. You ignore the PC, phone and handheld segments

      2. Whilst the Wii has sold well I'd be surprised (but I guess not too surprised) if it made up 50% of the living room console market when games are taken into account.

    3. Re:Motion gaming on consoles already is 50% by ColdWetDog · · Score: 5, Funny

      My wii gets used when someone comes over, and even then the fad has kind of worn off.

      You know, that happens as people get older. Nothing to be ashamed of. Get some Viagra if it bothers you.

      --
      Faster! Faster! Faster would be better!
    4. Re:Motion gaming on consoles already is 50% by rob1980 · · Score: 2, Informative

      Nexgenwars.com has the Wii at 50% of this generation of consoles - emphasis on this generation. The PS2 still has a pretty wide install base and is slated to continue receiving games through next year. The Wii doesn't have 50% market share.

    5. Re:Motion gaming on consoles already is 50% by Falkentyne · · Score: 0

      Take a look at: http://www.vgchartz.com/

      It gives you a rough idea of where the Wii is in comparison to current gen game system consoles. While living room consoles give it a 50% market share on this site, adding the handheld market brings that down quite a bit. As it only lists current gen, it doesn't show the PS2 which is still selling quite well.

      On the other hand - Microsoft is coming out with the Natal motion system and I wouldn't be surprised if the PS3 had something in the works too (does it??).

      And like somebody else said - you're forgetting the PC gaming market as well. Not a lot of motion controlled gaming in that area.

    6. Re:Motion gaming on consoles already is 50% by theaceoffire · · Score: 4, Insightful

      Yet most Wii games don't really use motion controls at all... They either ignore it, or convert "Waggle" to a button press.

      --
      I steal signatures. This one used to be yours.
    7. Re:Motion gaming on consoles already is 50% by RalphBNumbers · · Score: 1

      Don't forget the mobile market.
      According to NPD, in April mobile sales were:
      1,040,000 DSes and DSis
      116,000 PSPs

      iPhones/iTouches weren't in that report, but going by the quarterly numbers apple releases, they sold 3,793,000 iPhones in the Quarter ending March 28. And they mentioned earlier that there were 18Million iPhones out of 30Million iPhones/iTouches, so holding that ratio constant, they sold about 6,321,667 iPhones/iTouches over a 3 month period, or 2,107,222 devices per month.

      Of course, the iPhone is a lot newer, and all the DSes and PSPs that have been sold still outnumber iPhones/iTouches by about 5 to 1, so it'll probably take a few years for Apple to catch up to their install base even with almost double their combined sales rate.

      Still, I think it's kind of strange that Nintendo and Sony left accelerometers out of the DSi and PSP Go respectively... don't you?

      --
      "The worst tyrannies were the ones where a governance required its own logic on every embedded node." - Vernor Vinge
    8. Re:Motion gaming on consoles already is 50% by Narishma · · Score: 1

      On the other hand - Microsoft is coming out with the Natal motion system and I wouldn't be surprised if the PS3 had something in the works too (does it??).

      It does.

      --
      Mada mada dane.
    9. Re:Motion gaming on consoles already is 50% by gilesjuk · · Score: 0

      Indeed, talk about sucking up to Microsoft.

      Nintendo took a huge risk and gamble with the Wii and such gambles are often prone to failure. It was a brave move given Nintendo had been the 3rd place console for a while.

      Typical Microsoft to big up the idea they borrowed. Just like they can't stop talking about multitouch being the future and yet as of yet has no commercially available product with it.

    10. Re:Motion gaming on consoles already is 50% by xouumalperxe · · Score: 1

      I've said it before, I'll say it again: The good Wii games don't use the motion controller unless it's the primary control system. They use the infrared pointer, and cry a tear of joy about having a gamepad and a mouse at the same time.

    11. Re:Motion gaming on consoles already is 50% by V50 · · Score: 1

      Yeah, and while having all three consoles (and many games for all), I play my Wii the most, both for Virtual Console, Gamecube and native Wii games. I love all my systems (ye gods, I sound like a parent with kids), but I play with my Wii the most. I usually spend some time playing with my Wii before I go to bed, as it's more relaxing and helps me fall asleep. My PS3 and 360 get more use when a big game comes out, but I find myself coming back to my Wii after some time passes.

      Your anecdote doesn't equal data, and neither does mine. Though, most of the sales data I see put Wii Fit, Mario Kart Wii, Brawl and Galaxy still among the top sellers, with Wii Fit usually in the top 5 and MK Wii in the top 10. If they aren't played, they sure sell well though.

    12. Re:Motion gaming on consoles already is 50% by Anonymous Coward · · Score: 0

      No, the iPhone and PC have motion controls, other cell phones have motion controls as well.

    13. Re:Motion gaming on consoles already is 50% by Rayonic · · Score: 1

      Yet most Wii games don't really use motion controls at all... They either ignore it, or convert "Waggle" to a button press.

      Punch-Out for the Wii supports both motion and button+pad controls. But to be actually successful at the game, you can't use the motion controls. They're just not responsive enough.

    14. Re:Motion gaming on consoles already is 50% by Anonymous Coward · · Score: 1, Funny

      I usually spend some time playing with my Wii before I go to bed, as it's more relaxing and helps me fall asleep.

      Yeah I find that too.

    15. Re:Motion gaming on consoles already is 50% by sonicmerlin · · Score: 0

      "I usually spend some time playing with my Wii before I go to bed, as it's more relaxing and helps me fall asleep." Sigh... CURSE YOU NINTENDO!

    16. Re:Motion gaming on consoles already is 50% by Nursie · · Score: 1

      And how many PC games use motion control?

      Unless you mean the mouse? Which I don't think counts...

    17. Re:Motion gaming on consoles already is 50% by Repossessed · · Score: 1

      Thats thanks to the game developers, not the Wii controls though.

      I would absolutely love to have almost any game I own on 360 for the wii instead, even with the weaker graphics, simply because point and shoot is so much nicer than trying to aim with a joystick. But aside from a few remakes (RE 4 on the wii is an incredible thing btw) all the Wii really gets is Nintendo games and crap.

      --
      Liberte, Egalite, Fraternite (TM)
    18. Re:Motion gaming on consoles already is 50% by pimpimpim · · Score: 1

      She bought wii fit, played it for like 2 weeks then that fad wore off.
      I think she misunderstood the purpose of wii fit. You're suppose to get rid of the fat

      --
      molmod.com - computing tips from a molecular modeling
    19. Re:Motion gaming on consoles already is 50% by Boom1208 · · Score: 1

      I sound like a parent with kids

      I would imagine that's the best type to be.

    20. Re:Motion gaming on consoles already is 50% by KDR_11k · · Score: 1

      Still, I think it's kind of strange that Nintendo and Sony left accelerometers out of the DSi and PSP Go respectively... don't you?

      There are some GBA games with accelerometers in the cartridge but overall motion controls on a system where the screen is attached to the controller just aren't a very good idea.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    21. Re:Motion gaming on consoles already is 50% by Chuk · · Score: 1

      I usually spend some time playing with my Wii before I go to bed, as it's more relaxing and helps me fall asleep.

      We already did all those jokes when the Wii first came out.

      --
      chuk
  3. Motion control doesn't work by Rik+Sweeney · · Score: 5, Funny

    I'm sure it's great for party games and other casual things, but I can't imagine playing a first person shooter, or, God forbid a fighter. Can you imagine the conversations you'd overhear?

    1st man : What's wrong with you?
    2nd man : I'm knackered, I was playing Gears of War for an hour last night, I had to rearrange my living room to make adequate room for the cover spots.
    1st man : Yeah, chainsawing is a bitch too
    2nd man : Hey, where's Billy?
    1st man : Didn't you hear? He was playing Street Fighter 4, did a screw pile driver and broke his Coccyx.

    1. Re:Motion control doesn't work by Faylone · · Score: 1

      Metroid Prime 3 says it can be done just fine.

    2. Re:Motion control doesn't work by Anonymous Coward · · Score: 0

      Clearly you never'ed played an FPS on the Wii. it works suprisingly well. Though, I agree with the fighters. I think a grand total of 3 people use the Wiimote in Brawl.

    3. Re:Motion control doesn't work by Colonel+Korn · · Score: 1, Troll

      Metroid Prime 3 says it can be done just fine.

      Metroid Prime 3 says it can be done just fine for very casual players.

      --
      "I zero-index my hamsters" - Willtor (147206)
    4. Re:Motion control doesn't work by Anonymous Coward · · Score: 2, Interesting

      A friend of mine once broke a leg and, when I asked him what happened, he replied "I fell off a motorcycle." Since we weren't old enough to ride motorcycles back then, I was very surprised. Seeing this, he continued: "A motorcycle at the arcade." This was in the 90's.

    5. Re:Motion control doesn't work by StreetStealth · · Score: 2, Insightful

      Metroid Prime 3 says it can be done just fine for very casual players.

      Very cute, but it's really not that different from a mouse-and-keyboard setup. Which, you know, those rather un-casual Counterstrike types tend to like.

      --
      Your mind is clear / The things that you fear / Will fade with how much you / Believe what you hear
    6. Re:Motion control doesn't work by Ross+D+Anderson · · Score: 2, Interesting

      I expect it will have best effect when used as a combination of the controller and the motion sensing, i.e. for motion sensing leaning round from cover could be done fairly trivially wheras it obviously won't cut it for running across a battlefield.
      How about casting spells in Oblivion style games etc. Having heard that Natal is capable of tracking 42 joints (or something) I don't think it's too hard to imagine casting different spells by using alternating hands and hand gestures. Maybe even something elaborate like drawing a shape in the air ala Black & White's gesture system for the more complicated to cast spells.
      What about using hand signals to command your squad like the real army do? e.g. halt, herringbone formation etc.
      I'm sure if I can churn out these ideas in just a minute of idle thought then they'll find some interesting ways of integrating them with FPS.

    7. Re:Motion control doesn't work by interkin3tic · · Score: 2, Interesting

      Metroid Prime 3 says it can be done just fine for very casual players.

      For the 1000th time

      -"Casual" is only an insult to immature gamers who take themselves way too seriously. Using it as an insult makes you and the gaming community look ridiculous. Trying to contrast yourself to "casual" gaming also is ridiculous.

      -"Casual" and "real/hardcore/super duper/other artificial term you come up with to make yourself sound better" are not mutually exclusive. It is actually possible to play wii fit and then play WoW or whatever games you prefer. The videogame police will really not come to your house and arrest you, your immune system won't kill you if you try to play the other game type.

    8. Re:Motion control doesn't work by Anonymous Coward · · Score: 0

      My problem with MP3 was that when you moved the wiimote it would move the cursor to a point then turn the head instead of having the head and cursor fixed so that moving the cursor moved the head and vise versa just like any mouse+keyboard FPS.

    9. Re:Motion control doesn't work by mobby_6kl · · Score: 1

      "Casual" is only an insult because you're making it one. All the GP post actually said was that it only works for people who play the game casually. In other words, those who don't take it too seriously or spend a significant amount of time on it.

    10. Re:Motion control doesn't work by grumbel · · Score: 1

      You can adjust the controls in MP3 to have a smaller center-area, the game plays then a good bit smoother then with the default. However that type of control setup you propose has one 'little' problem, it would make it impossible to hit something. The smaller you make the center-area the harder it is to keep the view steady, if you make it really small, it makes it impossible to keep your aim steady, so you would be constantly rotate around your target instead of actually aiming at it. The only way it works in MP3 is because you have lock-on and can thus stop the rotation from happening.

      I would love to see a FPS on Wii that uses the analogstick not for strafe, but for rotate (Doom1 style), that way you could do all the aiming with the Wiimote and leave all the rotation to the stick. Having rotation and aim on the IR pointer never felt all to comfortable a control scheme.

    11. Re:Motion control doesn't work by Anonymous Coward · · Score: 0

      "Casual" is only an insult because nearly every PS3/360 fanboy on the internet is making it one. GGP clearly implied that "casual" gamers are some kind of sub-human lifeforms who aren't worthy of the air breathed by the elite "hardcore" players.

    12. Re:Motion control doesn't work by BKX · · Score: 1

      The irony in this whole casual vs hardcore debate is that the casual gamers think the hardcore gamers are just as stupid and unimportant and the hardcore gamers think the casual ones.

    13. Re:Motion control doesn't work by genner · · Score: 1

      The irony in this whole casual vs hardcore debate is that the casual gamers think the hardcore gamers are just as stupid and unimportant and the hardcore gamers think the casual ones.

      I was going to throw down some nerd rage but I'll just post this instead.
      http://www.vgcats.com/comics/

      Arguing just cuts into my wow time.

    14. Re:Motion control doesn't work by Boom1208 · · Score: 1

      "Casual" is only an insult because nearly every PS3/360 fanboy on the internet is making it one.

      The fact that they are fanboys means their views are the opposite of truth. Hence 'Casual' is not an insult.

    15. Re:Motion control doesn't work by KDR_11k · · Score: 1

      Because Metroid Prime suddently became casual when it stopped giving you autoaim...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:Motion control doesn't work by Colonel+Korn · · Score: 1

      Metroid Prime 3 says it can be done just fine for very casual players.

      For the 1000th time

      -"Casual" is only an insult to immature gamers who take themselves way too seriously. Using it as an insult makes you and the gaming community look ridiculous. Trying to contrast yourself to "casual" gaming also is ridiculous.

      -"Casual" and "real/hardcore/super duper/other artificial term you come up with to make yourself sound better" are not mutually exclusive. It is actually possible to play wii fit and then play WoW or whatever games you prefer. The videogame police will really not come to your house and arrest you, your immune system won't kill you if you try to play the other game type.

      Why would you assume it's an insult at all? Most gamers are casual gamers. I'm a casual gamer at the moment and don't feel ashamed or anything. I know a few people who like MP3, and I know a few others who have more experience with fps games and didn't get into it.

      --
      "I zero-index my hamsters" - Willtor (147206)
  4. Daw... by buttfscking · · Score: 4, Insightful

    Does anyone else prefer just a standard controller?

    1. Re:Daw... by spire3661 · · Score: 2, Informative

      This is why i feel Sixaxis is so underrated. Its a great blend of regular controller with some light motion control when appropriate. The only game ive seen abuse the sixaxis is Lair.

      --
      Good-bye
    2. Re:Daw... by Nekomusume · · Score: 1

      Yes. Action games bore me. Action games where I have to actually DO the action actively irritate me.

    3. Re:Daw... by BoogeyOfTheMan · · Score: 1, Informative

      Its used in a lot of games actually. In Killzone for sniping, Uncharted uses it for aiming a grenade toss (and a few other areas), LBP uses it for head and body angle. Burnout used it for something as well, but I turned it off when I found the option so I am not sure what, exactly, it did.

      I agree with you about it though. As long as its just a here and there implementation and not the main way to control the game, it can be fun.

    4. Re:Daw... by Anonymous Coward · · Score: 0

      Now you've done it! Here come the WiiNazi police to take you in for not bowing to the same public opinion that made Titanic the highest grossing movie.

    5. Re:Daw... by whoop · · Score: 2, Funny

      They really need to add some more buttons to the Xbox/PS controllers to be usable to me. Until then, they are nothing but cheap knockoffs for keyboards. A keyboard has what, 100+ keys? Then you add in Shift/Ctrl/Alt modifiers, and that gives you like 5000 combinations. Give me a 5000 button controller, and maybe then I'll think about buying an Xbox, Playstation.

      And don't tell me I should conform to how Sony and Microsoft say a gamer should play games. I'll play them the way I want, or ELSE!! That'll show them. The customer is always right and all that jazz, ya know.

    6. Re:Daw... by arth1 · · Score: 3, Insightful

      Short answer: You're not alone.

      Longer answer:
      I think an ideal controller is one that makes up for all the things we CAN'T do well in meatspace, allowing us to do them in bitspace.
      Not one that favours the jocks, but one that favours the brains.

      The wii was destined to be a fad from the start, much like similar approaches in the past in the arcades. Sure, they attracted users due to the novelty, but pretty soon they'd going to discover that hitting a baseball with a make-believe and unresponsive/overresponsive "bat" in front of a computer isn't nearly as fun as doing it with a REAL bat and ball.
      And comparing games to games, they're not as fun in the long run as games where your decisions are more important than your physical coordination.

      Yes, physical controllers are a fad. A reoccurring fad. They have their place, but won't ever take over, because they will always be a poor facsimile for the real thing, and can't compete with the controllers that are designed to let you do MORE than what's physically possible.

    7. Re:Daw... by drinkypoo · · Score: 2, Insightful

      Not one that favours the jocks, but one that favours the brains.

      The reality is that current motion controller games fall into this category already; you need only apply your brain and your reflexes, which last I checked were not considered to be the exclusive purview of the jocks among us. Unfortunately, video games that don't expect you to move around at all truly do engender fat asses and poor muscle tone. Sure, not all gamers have a fat ass, but if all you do is play games you'll get that way.

      Yes, physical controllers are a fad. A reoccurring fad. They have their place, but won't ever take over, because they will always be a poor facsimile for the real thing, and can't compete with the controllers that are designed to let you do MORE than what's physically possible.

      You can do more than is physically possible without a controller, too. We're not talking about reality overlay games, you're going to be controlling a character just like always in most situations.

      Physical controllers ceased being a fad when the Wii came out with one in the box.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    8. Re:Daw... by CharityA · · Score: 2, Interesting

      The wii controller does not really require you to make exactly the same motion as hitting a bat with a ball or throwing a punch. It's a hybrid. You only need to flick your wrist. This does involve reflexes. It does not involve strength and to a lesser extent, stamina. It is still a lot of coordination. I think the old fighting games where you had to punch in a 10 button combination and get "nintendo thumb" is almost the same thing. The range of motion required for the wii mote is only slightly more than the old games. Sure, you can put more into it than that, but that is up to the user. If you do, you will become more fit and I think that was a little of the design behind the system. Plus you can get into it more. Have you ever seen someone playing an old nintendo game and lean back and forth with the controller as if it helped? With the wii, it does!

    9. Re:Daw... by citizenr · · Score: 3, Insightful

      Does anyone else prefer just a standard controller?

      No, I prefer keyboard and mouse.

      --
      Who logs in to gdm? Not I, said the duck.
    10. Re:Daw... by seebs · · Score: 1

      Lair's motion controls were awesome. It wasn't an abuse; it worked perfectly. There is just one limitation: You had to not be a fucking moron.

      But given that, controls were awesome.

      --
      My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
    11. Re:Daw... by grumbel · · Score: 1

      Which games do use Sixaxis for anything useful? By far most seem to completly ignore it, a tiny few are all motion controls (Rub a Dub, Flower) and another few do make very light use of it (MetalGear4). But overall I haven't seen a single game that uses motion controls for something that couldn't be done with an analag stick just as well. For me SIXAXIS looks like a solution waiting for a problem, but then I haven't seen all PS3 games so I might be missing something.

    12. Re:Daw... by genner · · Score: 1

      Which games do use Sixaxis for anything useful? By far most seem to completly ignore it, a tiny few are all motion controls (Rub a Dub, Flower) and another few do make very light use of it (MetalGear4). But overall I haven't seen a single game that uses motion controls for something that couldn't be done with an analag stick just as well. For me SIXAXIS looks like a solution waiting for a problem, but then I haven't seen all PS3 games so I might be missing something.

      Lair uses it quite a bit as well as every racing game I've played on the PS3.
      Would like to see more use for it besides turing the controller into a stearing wheel.

    13. Re:Daw... by Waccoon · · Score: 1

      Like he said... standard.

    14. Re:Daw... by Anonymous Coward · · Score: 0

      Keyboard and mouse is game controller perfection.

      With a keyboard, it is very rare to say "damn, I don't have enough keys", unless you're playing something like Microsoft Flight Simulator or Falcon. With a mouse you have fast, completely accurate aim with no lag (and if you have a mouse like mine, 11 buttons right under your fingertips).

    15. Re:Daw... by Anonymous Coward · · Score: 0

      Well, that and it was frustrating as heck to use it as a 'digital' controller for all the special moves. For just flying around it was great though.

    16. Re:Daw... by donaldm · · Score: 1

      Actually the first time I used the six axis for a grenade toss in Uncharted I ended up getting blown up. The next time I stood up and got shot to pieces. With a little practice I found that could use the six axis to lob grenades to great effect and when I unlocked "crushing" being able to rapidly switch between weapons and grenades was the only way I could make it through the "cistern". Balancing on a log felt "tacked on" but the grenade toss was really appropriate.

      While Killzone is not my type of game I did like Ratchet and Clank (ToD) and Folklore and IMHO the use of the six axis was not overdone. Even games like Grand Theft Auto IV do make use of the six axis but you are not forced to use this if you don't want to. There are plenty of other PS3 games that do make use of the six axis but do give you the option of not using it if you find it too hard or just annoying. I think Lair was the exception and forced you to use the six axis to fly (R&C ToD do this and it was IMHO very easy and relaxing to do) although this is not a game that I like I have seen demonstrations of using the six axis on this game that are quite impressive and very easy to do. After seeing this I question the skill of the reviewers and the people who panned the game.

      --
      There ain't no such thing as proprietary standards only proprietary formats. Standards are by definition open.
    17. Re:Daw... by donaldm · · Score: 1

      Yes. Action games bore me. Action games where I have to actually DO the action actively irritate me.

      When you say this, please state what games you like so we the unwashed masses can abuse your choice in games :)

      --
      There ain't no such thing as proprietary standards only proprietary formats. Standards are by definition open.
    18. Re:Daw... by Painted · · Score: 1

      I know I agree with you completely. After hearing all the hype from E3, I finally watched the Microsoft videos for Natal, and couldn't believe that they thought this was a good idea to hype. It's an interesting product, definitely, but when I see the "happy family" with their improbably large living room (that is equally improbably empty of furniture), gorilla arming a driving game or leaping up to jab in space for a wheel change... Even the creepy kid demo looked like it would be irritating to stand and pretend play with for any length of time. To me, motion control stuff like this will always be a niche product that will have very limited application in everyday gaming. It will do well in certain areas, with games that are specifically designed for them (rather than tacked on), and with a certain segment of the population that like prancing about while gaming. Not me, that's for sure. Question is, how big is that segment? The Wii seems to indicate that it is a fair size, but I wonder how much of that is due to the Wii being inexpensive and novel; what happens when the novelty wears off?

      --
      http://marsandmore.com - Posters of space, spacecraft, and astronomy.
    19. Re:Daw... by KDR_11k · · Score: 1

      I think the Wiimote + Nunchuk can be a great blend of regular and motion controls too, provided the developer deals with it properly. The pointing feature is obviously very useful for many things and if it's just menu navigation and properly used the motion controls can add a nice bit to a regular game. It just tends to be used wrong with games getting designed around buttons and then using waggle to "press" some of them, in the worst cases the most common ones (like punching). Binding button actions to motions isn't always a problem if the motions in question are easily distinguished and the actions not that frequent (e.g. reload can be bound to motion controls just fine). Making the motions picky tends to go wrong, games that just use moving a controller part as an action tend to work fine while requiring a specific direction can go wrong (and is completely stupid if no other direction does anything). Death Jr's use of motion directions for the various special attacks worked perfectly for me though despite sounding terrible in theory...

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    20. Re:Daw... by KDR_11k · · Score: 1

      It is pretty easy to miss a button though and often when a game really needs most of the keyboard (outside of text input) something went wrong anyway.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. I don't know about this... by east+coast · · Score: 4, Insightful

    Replace "motion controller" with "virtual reality" and see if you can remember reading this same article circa 1990.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
    1. Re:I don't know about this... by Anonymous Coward · · Score: 0

      *Real* "virtual reality" was cool, I'm played a few games in a exhibit. I thought and really hoped it was the future. And I think it would of been had the technology at the time not been so damn expensive. Now the technology isn't so expensive but it's now has this stigmatization of a failed consumer technology, that consumers don't want. But I maintained consumers would want it, just not at 90's prices.

    2. Re:I don't know about this... by Gravatron · · Score: 1

      The problem with VR was it never got cheep enough to head to a home console. The consoles, at the time, couldn't recreate its graphics, and there was no way to get a cheep head-mounted display, nor the required motion controls. By the time the tech had caught up, people had already adapter the better parts of the idea to other media.

  6. I want a kunfu game where I really fight stuff by CrazyJim1 · · Score: 3, Insightful

    I want a kunfu game where my actions dodge or hit the enemies. And I don't want it to be cheesy where my moves are interpreted into a set move that could have been done with a joystick or keyboard. I want my punch's(or kick) velocity and hit placement to determine the damage dealt.

    1. Re:I want a kunfu game where I really fight stuff by Anonymous Coward · · Score: 0

      And what are people who don't know Kung Fu supposed to do? Now they'll suck at fighting in real life and video games.

    2. Re:I want a kunfu game where I really fight stuff by Epistax · · Score: 2, Informative

      Learn to play the game? Oh noes.

    3. Re:I want a kunfu game where I really fight stuff by am+2k · · Score: 1

      I guess the inherent lack of proper force feedback would be a big problem for this. You can't really punch someone when you can't feel it when you hit the face.

      Same goes for swordfighting. You can't really fight with a sword when you can't feel it when the weapon hit something (like another weapon).

    4. Re:I want a kunfu game where I really fight stuff by Anonymous Coward · · Score: 0

      Unless you're actually a martial artist, you won't do too well. And the number of gamers that are also martial artists is too low for a game like this to be feasible. Game designers need to make money, too.

    5. Re:I want a kunfu game where I really fight stuff by donaldm · · Score: 1

      I want a kunfu game where my actions dodge or hit the enemies. And I don't want it to be cheesy where my moves are interpreted into a set move that could have been done with a joystick or keyboard. I want my punch's(or kick) velocity and hit placement to determine the damage dealt.

      Err won't it be better joining a Kung Fu group or club. The exercise and immersion not to mention the forced feed back is to die for :)

      --
      There ain't no such thing as proprietary standards only proprietary formats. Standards are by definition open.
    6. Re:I want a kunfu game where I really fight stuff by greed · · Score: 1

      I'm not entirely sure, but I've got this suspicion that Wii Sports Boxing only works if you pull your punches. That is, you need a sharp stop to your punch.

      If you would normally rely on a heavy bag or opponent's face to stop your punch, it's not going to work in the game.

      And you're not supposed to punch your friend in the face playing Wii Sports Tennis but I did anyway. So much for the big warning screen.

    7. Re:I want a kunfu game where I really fight stuff by Anonymous Coward · · Score: 0

      That's be a cool game. Could be the next UFC title!

      "Okay so here's the current build, you guys will be testing the game play. Now remember, your actions determine where the blows land, how much damage you do, and how you move controls the damage you take! Your opponents are the most detailed reproductions of the some of the world's top fighters! Get to testing!"

      3 hrs later:

      "Sir, all of the testers are lying on the floor of the break room out of breath and avoiding eye contact."

      "Err everything okay?"

      *Embarassed silence*

      *testers* "Is there an easy setting? Some of us managed to land a few punches in the first 5 minutes but that didn't do anything."

      "Mmmm, come back next week."

      To the developers: "Okay guys, the first version was too hard, lets make the opponents slower, weaker and less damage resistant!"

      *Several iterations later*

      "Okay welcome to the current beta test of the new UFC game. We'll be using full motion game play to determine where you hit, how hard and how you block! Go have fun!"

      *later listening to people at the break room*

      "Look I'm not sure why we were fighting 3rd graders, but man I kicked that fat one's butt!"

    8. Re:I want a kunfu game where I really fight stuff by nEoN+nOoDlE · · Score: 1

      I want a kunfu game where my actions dodge or hit the enemies

      You're the only one. Maybe you're a kung-fu master, but 99.999999% percent of people purchasing the games aren't, so why would they want their inability to actually fight affect their fantasy gaming? I don't want to undergo years of sword-fighting training just so I could play a lightsaber game. I don't want to have to spend weeks learning how to effectively use a whip in order to play the next Indiana Jones game. I also don't want to spend years becoming a guitar hero in order to play the next Guitar Hero. Games are a cheap reflection of reality in order to make the player feel more powerful - that is why people play games in the first place. If you want to actually do Kung Fu, then go and do Kung Fu - but leave it out of my gaming.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
  7. Agreed by StreetStealth · · Score: 2, Informative

    The Sixaxis, as utilized in the otherwise middling PS3 Super Smash Brothers clone Rag Doll Kung Fu: Fists of Plastic, does exactly what I'd hoped Nintendo would have done with SSB on the Wii.

    The controls are generally as you would expect, but there are some wonderful little motion-based touches: Want to try pulling off a particularly big whack? You jolt the controller in the direction you're punching. Ground-pound area-of-effect attack? Jolt the controller downward as you punch.

    Oh, and there's a "meditate" mode where you can float in the air, trading off becoming a sitting duck for some health regeneration -- you do this by flipping the controller upside down. Brilliant!

    --
    Your mind is clear / The things that you fear / Will fade with how much you / Believe what you hear
  8. Re:fp do7l by wampus · · Score: 1

    O RLY?

  9. No use for TBS games by macraig · · Score: 2, Insightful

    I don't see a very practical use for all this motion control in turn-based strategy games - you know, the sort of games that work the mind rather than the reflexes. I suspect that increased availability of these devices and the technology will make FPS and "arcade" style games even more dominant than they already are. They will entice kids to "think with their hands" instead of their heads. It may be true that the majority are already inclined or predisposed to that, but it doesn't help shift the Bell Curve when Big Business panders to the median for the sake of profit rather than trying to help shift the median to the right a little.

    1. Re:No use for TBS games by K.+S.+Kyosuke · · Score: 1

      I don't see a very practical use for all this motion control in turn-based strategy games - you know, the sort of games that work the mind rather than the reflexes.

      So you would prefer a WiiEEGmote? An interesting idea, especially for games with force feedback control.

      --
      Ezekiel 23:20
    2. Re:No use for TBS games by macraig · · Score: 1

      How would this "WiiEEGmote" work? If it lets me move the mouse and select/click items with a focused thought, that's a LOT more generalized than just a gaming device, no? Hasn't mouse tracking that follows the gaze of the human eye already been demonstrated, too? (Of course that's an error-prone and wasteful method, since you might look at something that you don't need to select or manipulate.) What else would this WiiEEGmote do?

    3. Re:No use for TBS games by Anonymous Coward · · Score: 0

      Stare at you relentlessly. 6_6

    4. Re:No use for TBS games by macraig · · Score: 2, Funny

      Oh, you said that just for the opportunity to use that emoticon!

    5. Re:No use for TBS games by kamapuaa · · Score: 1

      I don't see a very practical use for all this motion control in turn-based strategy games - you know, the sort of games that work the mind rather than the reflexes. I just have to ask, how can you possibly think turn based strategy games work the mind?

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
    6. Re:No use for TBS games by macraig · · Score: 1

      I can possibly think it because, not only is it possible, it's actually been and is. Obviously you've never played any of the good ones, if you have to ask that question, and your tone doesn't make me inclined to share, young man!

    7. Re:No use for TBS games by grumbel · · Score: 1

      I think that depends on the game. A game like UFO for example could certainly benefit from a controller that allows full 6DOF navigation, as navigating height is rather troublesome with a 2D device. And a a pointer like the Wiimote has is of course very welcome as well when it comes to unit selection and such.

      Even something like chess might benefit somewhat, with Natal for example you could map your opponent directly into the game. It wouldn't change the core game, but it would make multiplayer a good bit more interesting.

      Overall I don't think motion sensing can do any harm to turn based games or games in general when done right, as it would then be just an additional means of control not a necessary replacement.

      That said, I consider the focus on "no controller" to be a fatal flaw of Natal and even the Wiimote lacks some buttons and a second analog stick, which limits its usefulness in some games.

    8. Re:No use for TBS games by velen · · Score: 1

      how about running around your living room trying to hide from illidian's blast in world of warcraft? :)

  10. You are the world? by Anonymous Coward · · Score: 1, Interesting

    You must realize that you are just taking numbers out of your ass.
    Hey, its ok, Ive heard turds like Don Reisinger and Belmont (who works for PS3) say that the Wii isnt doing well about 18 months ago because 'the girlfriend' doesnt play it'.
    That's really scientific research.

    In our family, everyone uses the Wii.
    And my wife actually has gotten off her ass and used the damn thing... maybe you should find a less lazy wife?

    Most of the people that we know have Wii for one or two reasons:

    1.Everyone in the family can play, even the non-gamer. (When granparents come over they always play taht Spielberg Jenga clone with the kids and the other grandad is thrileld that were buyin the new golf game)

    2.Nintendo has the most non-killing games of any other console.

    You may not like Big Brain, Mario Kart, Mario Galaxy, Blox, Tennis, PingPong and others but some people also dont want every game to be realistic games about killing.
    Its a question of taste. I have some friends who think their youngs ones should play Smash Brothers brawl
    while our toddler loves watching his olderst brothers play Diddy Kong and that big fat pink round ball character.
    2 year olds love Mario as much as the 7 and 10 year olds..

    Its like being gay and saying that you wouldnt bang Jessica Alba.
    Yeah probably not buddy, but there is also many more who will.

    I dont mean to say that my view is more correct but out of the dozen or more friends that have Wii, none have abandoned it so personal experience can not be extrapolated.
    Oh yeah, all those people we know that have a Wii, all have kids under 12.

    Coincidence?
    I think not.

    1. Re:You are the world? by Anonymous Coward · · Score: 0

      Angry troll is angry!

  11. No harm to TBS games by Dr.+Zed · · Score: 3, Insightful

    I don't see a very practical use for all this motion control in turn-based strategy games - you know, the sort of games that work the mind, but not the reflexes. They will entice kids to "think with their hands" in addition to their heads.

    There. I fixed it for you.

    But seriously, while I am disappointed the direction arcades, in general, have gone (all fps/racing/fighting; hardly any variation on themes), I don't think adding motion means that the games are going to be any more mindless. If you go from "A = Punch; B = Kick; C = Dodge" to "Thrust High = Punch; Thrust Low = Kick; Point up = Dodge", the game is just about as mindless, but it is at least more active.

    Motion sensing opens up a whole new range of game possibilities. How much they suck is up to the people who make the games and the people who buy them.

    I was playing a puzzle game on the Wii called Boom Blox. It's an idea similar to Jenga. You could have some something basic without motion sensing. But instead, you can have something with a rather impressive physics engine, such that understanding a thing or two about weight distribution and leverage can give you an edge. Here is a simple game where understanding and thought can give you a competitive edge.

    As far as turn-based games go, I enjoy them a lot. There is nothing in a motion sensing controller that would prevent someone from making a turn-based game, and there are turn-based games for the current motion-sensing platforms.

    As far as your subject, 'No use for TSB games'. There is still more possibilities with motion-sensing controls when it comes to giving your turns input. How much they make use of it depends on the developer and the game they are developing.

  12. PS2 by Alvare · · Score: 1, Informative

    Does anyone else prefer just a standard controller?

    The PS2 joystick is awesomely perfect.

    PS3's R2/L2 are too far from the plastic, reducing response, it's heavier, and the sixaxis sometimes bothers when trying to play and sleep at the same time.

    The XBox controller is a joke, it has SEGA like arrows, when you press right and it presses right+diagonals+up+down because of being physically connected, and playing Virtua Fighter is horribly difficult, even comparing to the PS2 joystick, and don't talk about the arcade version!
    It also has the left analog in a hard position to reach, making one touch the arrows (at random).

    The Wii controller is perfect for what it is for, Mario Galaxy, SSB, etc. But for action/RPG/FPS games is just dysfunctional.

    --
    4 - A robot may not masturbate, except where such action would conflict with the Second Law.
    1. Re:PS2 by Anonymous Coward · · Score: 0

      The PS2 joystick is awesomely perfect.

      Unless you have human hands. It's a SNES pad with two awkward lumps sticking out of the bottom. Games that use the analog sticks make my hands cramp up.

      The Wii controller is perfect for what it is for, Mario Galaxy, SSB, etc. But for action/RPG/FPS games is just dysfunctional.

      "Action" is a tad vague, but I can't imagine it not being just fine for RPGs and it's excellent for FPS games.

  13. Whatever by Anonymous Coward · · Score: 0

    Riccitello pretending to have foresight and camouflaging the fact that EA is being reactionary here.

    This is from the dude who's main idea is simply to pay top dollar for whatever was last year's hit.

    Whatever.

  14. Wiimote vs natal vs Sony wand, eyetoy and sixaxis by Chewy71 · · Score: 1

    In the fight between the three companies -The wii is well set up -Project natal certianly looks good -However I think that Sony's combination of the sixaxis eyetoy and wand will win over in the end.

  15. Re:Wiimote vs natal vs Sony wand, eyetoy and sixax by rbarreira · · Score: 1

    Why do you think Sony will win? They just have a prototype now, with yet a lot of time to go until the product and software come out. Then Sony has an uphill battle to get the userbase to adopt motion controls (with no guarantee the userbase will be interested).

    Nintendo already has the peripheral available at retail, some developed games launched and some waiting to be launched, a willing userbase, and a killer app to sell their motion controls with (Wii Sports Resort).

    Anything could happen, but most likely Nintendo's WM+ will be much more successful than Natal or Sony's wand.

    --

    The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
  16. You came late. by bronney · · Score: 1

    But I felt the market wanted that technology and I'm glad it's coming.

    Stop astroturfing and "pretend" it's something we are all hyping for. I would be glad it's coming too but the fact is thousands of us already came. We saw, we came, we even put the Wii away and went back to the PC already. Leaving the Wii sit idly in the living room to entertain guests occasionally when we're out of the basement. But generally we got the idea, shall I say, virgin no more.

    To beat the Wii remote, the giants needs something truly innovative, and not copying, tagging along, or improving chopsticks.

  17. I remember the Activator by seeker_1us · · Score: 1

    I found one on sale cheap. Tried it out. 8 infrared light beams that it would try to detect your hand or foot intercepting as a "high" or "low" event. Terribly useless. You couldn't play a game with it because trying to move your body to break light beams was so much slower than a handheld controller. Try to think about how fast you can move your thumb 1 cm compared to moving your your whole arm half a meter, let alone picking your foot up and moving it.

  18. Amiga had it first! by Knoman · · Score: 1

    Suzie chapstick pushing that balance board thingie Waa-aay back when... then LIVE! with it's attempt to tie your actions on the video to ringing a bell /gong/drums etc et al...

    --
    "It's an imperfect world,screws fall out..."
  19. Re:Wiimote vs natal vs Sony wand, eyetoy and sixax by Gravatron · · Score: 1

    Wii will win out in terms of sales this gen, but I think the tech sony is using may be the most cost effective in the long term. Natal's camera setup can't be cheep, and has an inherent tactile feedback issue. Nintendos is available now and works, but is costly as a setup, being $80 per player, for a full kit, and still isn't as capable. Sony's got the tactile response of Nintendo's, combined with the tracking/camera functions of MS.

    It won't outsell the WM+, but I think it will hold it's own on the tech front. Sony's biggest issue with mo-cap controls in the past was generating a lot of games for it. If they really put muscle behind this one, they might have a winner on their hands in the long haul.

  20. Touch screen by DrYak · · Score: 1

    Still, I think it's kind of strange that Nintendo and Sony left accelerometers out of the DSi and PSP Go respectively... don't you?

    On the other hand, DS has a touch screen which provide some (other) kind of natural gesture and point'n'click to the small screen configuration of a handheld screen.

    --
    "Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
  21. cause for great concern by sgt+scrub · · Score: 2, Funny

    I'm very concerned about the implications physical interfaces will have on future geeks. If game controllers evolve to the point where the user is running, jumping, swinging their arms, etc... gamers will start to develop physical attributes not conducive to the geek culture. Take for instance the young and unawares teen who plays first person shooters for two hours per day. That amount of physical activity would leave the poor individual thin and buff. A person in that condition would NEVER fit in with a crowd of today's geeks. I say ban these devices before any harm can be done!

    --
    Having to work for a living is the root of all evil.
  22. Re:Wiimote vs natal vs Sony wand, eyetoy and sixax by Anonymous Coward · · Score: 0

    I think that because the eyetoy and ps3/wand combination will give users the most precise and easily controlable environment without limiting the experience. However I agree with you that nintendo has a definate advantage due to already being established in motion control.