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."
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%.
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.
Summation 2
Does anyone else prefer just a standard controller?
Replace "motion controller" with "virtual reality" and see if you can remember reading this same article circa 1990.
Dedicated Cthulhu Cultist since 4523 BC.
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.
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.
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.
God spoke to me.
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.
eclecti.cc
What?
I love the powerglove. It's so... bad.
Mod me down, my New Earth Global Warmingist friends!
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.
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.