Using the Revmote as a State-switch + Fighting/Action Game IdeaSometimes we make things too complex to see simpler, more elegant uses of technology. For example, the revolution controller doesn't need to exactly mimic a game-world-object: it doesn't always need to be the handle of a sword, or a ski, or your gun. It can be something a little less complex, but in my estimation, more elegant.
The revmote, because it knows its location in 3D space, can act as a simple switch to change your game state. It can be used to contextually change what different buttons or inputs mean for tha game. For example, considering this game idea:
Untitled Weapon-Based/Martial Arts Combat GameThis game would be in the genre of either a weapon-based/martial arts fighter, or a weapon-based/martial arts action game. It will use a third person camera, and be played with the freehand and nunchuck.
The key to this game is using the freehand to contextually change the fighting stance of your character. Depending on the position of the freehand in 3D space, your character would be in a different fighting stance and thus, your inputs would make the character do actions of slightly different natures.
This would also imply that by moving the freehand controller to different positions DURING COMBAT your character's fighting style and tactical options can change on the fly.
Nunchuck:
Analog-Stick: Movement
Z1: Action 1
Z2: Action 2
Freehand:
A-button: Action 3
B-button: Action 4/Environmental Response
D-Pad: Grab
Gyroscopes: Stance-switch
shoulder-level: High-Response Stance - Doesn't move into stance fast, so only good at starts or lulls in battle. Good Stance to execute moves from.
chest-level (normal): Combat Stance - Balanced stance and transitions easily into other stances
cross-chest-level (backhand): Backhand/Special Stance - Special/Offhand/Backhand attacks
side-dropped-level (relaxed to main-hand side): Strong-Attack Stance - high attack power low defense
dropped-level (relaxed): Defense Stance - High Defense, low atack power
Despite there only being 4 action buttons available to you, the 5 stances give you 20 effective moves, all meant to flow from one move to another, one stance to another, such that the player can string moves through small yet graceful re-stancing of the freehand. This gives the game not only its unique gameplay, but its essential depth in choice of stance to use, choice of attacks to string together, and on-the-fly tactical judgements.
Hopefully that game idea demonstrated how using the Freehand for state-switching, in this case, changing the state of the character so that the action buttons would mean different things, can be fluid, intuitive, and a non-complex way to bring game innovations using the revolution controller.
~Carmine M. Red
Kairon@aol.com