Author Topic: Developer discussion on sample uses of the "freehand" controller  (Read 3344 times)

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Offline Shecky

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Developer discussion on sample uses of the "freehand" controller
« on: November 25, 2005, 01:24:14 PM »
Good article at 1up... "1up Article"

Some excerpts:

"I think arm fatigue is easy to pick on, but the bottom line is if a game is fun, you will play it well past the point where it's causing you physical pain. I still have scars on my thumbs from the NES controller that prove that. And I think Guitar Hero and DDR show that gamers are more than willing to actually stand and/or move their feet when the game requires it."

"BE: I think we would have to experiment with multiple control schemes. We would probably want to have one in which the player used the "nunchaku" for traditional movement and the Revolution controller for attacks and special abilities, as well as for camera control. Then we would also want to start from scratch and see if there were any new and innovative ways to use the Revolution's controllers within new control schemes to make the game more fun to play. Different players prefer different control schemes and a good game will always offer as many as possible to satisfy as many as possible."

Hopefully the second point gets embraced by most developers (although with tight budgets and schedules... :-/ )


Offline odifiend

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #1 on: November 25, 2005, 05:47:38 PM »
Very cool.  I like that many developers seem to recognize that the Revolution lends itself to mini-games and that they seem determined to make products that won't bore people within a couple of minutes.
This article also made me realize that Nintendo is under a lot of pressure to set the standard here.  Many of the ideas thrown around can be likened to play-tv stuff that is on the market now, in that it is more simulator-like than game.  Nintendo reportedly giving 3rd parties help with mechanics and concepts I hope will keep us away from a library of simulator games.
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Offline NinGurl69 *huggles

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #2 on: November 25, 2005, 05:58:32 PM »
I want to cut people open under pressure RIGHT NOW.
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Offline nemo_83

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RE:Developer discussion on sample uses of the "freehand" controller
« Reply #3 on: November 25, 2005, 07:11:38 PM »
I've been waiting for this topic.

"The analog stick by comparison just has movement in two dimensions (x,y) and I guess you can factor in movement over time, but somehow swinging a sword fast by moving your whole arm is way more visceral than just whapping an analog stick fast over a one-quarter inch space."

I like that quote.
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Offline KDR_11k

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #4 on: November 25, 2005, 07:54:29 PM »
1up doesn't load for me. Ever.

Offline KnowsNothing

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #5 on: November 26, 2005, 08:42:53 AM »
Tomm Hulett, lead dude for Trauma Center, proves himself to be WAY cool in this interview, while at the same time more or less confirming aTrauma Center for the Rev
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Offline Griffin

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #6 on: November 26, 2005, 12:09:56 PM »
I would kill (...) for Trauma Center on the Rev.
INCONCEIVABLE!!!

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Offline KDR_11k

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #7 on: November 26, 2005, 09:12:19 PM »
Oh, just imagine what you could do as Faust in Guilty Gear Revolution...

Offline Bill Aurion

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RE:Developer discussion on sample uses of the "freehand" controller
« Reply #8 on: November 27, 2005, 10:22:58 AM »
Quote

Originally posted by: Griffin
I would kill (...) for Trauma Center on the Rev.

The irony, the irony!  But yeah, I'd love a Rev version as well...Err, animated, please...I'd rather not have super-realism... ^_^,
~Former Resident Zelda Aficionado and Nintendo Fan~

Offline ThePerm

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #9 on: November 27, 2005, 10:31:39 AM »
what if i had graphics like steamboy?
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Offline Ian Sane

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #10 on: November 28, 2005, 06:24:35 AM »
"This article also made me realize that Nintendo is under a lot of pressure to set the standard here. Many of the ideas thrown around can be likened to play-tv stuff that is on the market now"

I agree.  Those play-tv things don't interest me at all and the Rev has to provide something more substantial than that.  I find most of the ideas mentioned here have a "wow! neato!" factor but they aren't enough to make me buy a system.  They're the kind of thing I would pay a quarter or two to play in the arcade but not much more than that.  So Nintendo really needs a "Super Mario 64" for the Rev to steer third parties in the right direction and get them thinking beyond sword swinging.

Offline Spak-Spang

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RE: Developer discussion on sample uses of the "freehand" controller
« Reply #11 on: November 28, 2005, 04:24:26 PM »
The Revolution is kinda like the DS.  When it was first announced people were like 2 screens...cool.  Touch Screen neat.  But you can't do anything but mini games, and we have seen touch screen games before...they are nothing special.

It even took Nintendo awhile to really show the promise of the portable DS.  Now, a year later it is pretty much understood that the DS is the portable system to own for gaming right now.