Author Topic: Iwata Interview with Venture Beat  (Read 8422 times)

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Offline KDR_11k

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Re: Iwata Interview with Venture Beat
« Reply #25 on: June 09, 2009, 11:06:15 AM »
I think there's no reason for now to abandon traditional buttons and the only one who's even attempting that is MS. The Wii works perfectly fine for FPSes.

As for "waggle", how about immersion? In Onslaught you have to make movements with your hand to have your character wipe his visor, throw a grenade he's holding, swing the beam whip or reload his gun. The gestures are perfectly natural and I can hadly imagine reloading in any way other than simply making a snappy movement with the remote (whatever gesture I prefer, e.g. a flicking motion like Serious Sam does with his colts or just lifting the remote up like the character does in the reload animation).

Offline DAaaMan64

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Re: Iwata Interview with Venture Beat
« Reply #26 on: June 09, 2009, 11:53:05 AM »
I have just one thing to say.  Motion control will never fully replace analog until some developer makes some way to play FPS with a motion controller.  I love FPS but they are terrible with motion control.  If they dont have an analog controller along with motion control with the next gen systems they will have made a big mistake.  Also there is a need for analog when you play things like the VC or sports simulations (aka madden).  I think the two controls will always be split 60-40 by usage, kinda like some people perfer PC games for their first person shooters.

This is simply false. I <3 Wii FPSes forever. LOVE the pointer controls to death. :)
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Offline NinGurl69 *huggles

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Re: Iwata Interview with Venture Beat
« Reply #27 on: June 09, 2009, 11:53:17 AM »
Yeah I have a hard time accepting what is "SKILL" and "IMMERSION" when a control scheme has training wheels built-in (and everyone doesn't realize it:  mouse/analog/brainwaves).

I like Wii Remote immersion factor.  Go beyond thumb-eye coordination and into body-eye coodination.  But alas that's too much for "gamers"...
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Offline tombo125

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Re: Iwata Interview with Venture Beat
« Reply #28 on: June 09, 2009, 12:20:29 PM »
I have just one thing to say.  Motion control will never fully replace analog until some developer makes some way to play FPS with a motion controller.  I love FPS but they are terrible with motion control.  If they dont have an analog controller along with motion control with the next gen systems they will have made a big mistake.  Also there is a need for analog when you play things like the VC or sports simulations (aka madden).  I think the two controls will always be split 60-40 by usage, kinda like some people perfer PC games for their first person shooters.

This is simply false. I <3 Wii FPSes forever. LOVE the pointer controls to death. :)

Wow maybe i just need to give them another try then.  I only played COD or MOH I believe.  I dont remember which one.  I hated it.  I like FPS best with a mouse.  I guess I thought everybody hated the FPS with the Wii remote.

Offline Stogi

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Re: Iwata Interview with Venture Beat
« Reply #29 on: June 09, 2009, 12:31:55 PM »
Well when compared with analog sticks, Wiimote is the hands down winner.
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Offline NinGurl69 *huggles

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Re: Iwata Interview with Venture Beat
« Reply #30 on: June 09, 2009, 12:37:14 PM »
The reality is somewhat twisted:  everybody generally hates the FPS's released on Wii cuz they were poorly made games released by publishers with poor intentions.  Only a handful or products stand out where the controls yield excellent results.
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Offline Ian Sane

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Re: Iwata Interview with Venture Beat
« Reply #31 on: June 09, 2009, 12:54:05 PM »
FPS is a genre with roots on the PC and with a keyboard/mouse control scheme.  FPS on the Wii is a natural fit because the remote effectively replaces the mouse.  Pro is dead on in that the only reason it hasn't taken off is because the Wii FPS games that have been released have been crap.  But Metroid Prime 3 had similar controls and was widely praised.

For me motion control has to have that clear 1:1 connection with the player.  With analog sticks it felt like I had complete control over the character's movement.  It wasn't just mapping "hold B to run" to the analog stick.  Wii Sports feels natural because you swing the racket and it appears pretty close to what you actually did.  Combined with the sound in the speaker and the rumble it all feels very immersive.  It's not perfect since I've had my Mii swing the **** out of his golf club when I was pulling back to start my swing but Motion+ should improve that.

But something like Warioland where I shake the remote to make him do a ground pound is silly and gimmicky.  It doesn't matter how hard or soft I shake he always pounds the ground at the same speed and force.  It is literally just a button push mapped to shaking the remote.  That's stupid.  The motion control adds NOTHING at all, it just makes it harder to do a ground pound in the clutch.  The only reason it is even in there is because turned sideways the remote only has two buttons and the game seems to need three.

That is what waggle is.  It doesn't add immersion, it's just trying to replace buttons that Nintendo didn't provide.  I think that has to go.  If anything it just hurts the concept and makes it look like a gimmick.  Motion control should be used in a way where there is no way you could do the game any way else.  We're not there yet.  We're still shaking for an on/off function.  When we're seeing that 1:1 connection between what you're doing with the remote and what the character is doing on the screen (or something close enough to that within the lmits of technology) then we've got a standard.
« Last Edit: June 09, 2009, 04:38:44 PM by Ian Sane »

Offline KDR_11k

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Re: Iwata Interview with Venture Beat
« Reply #32 on: June 09, 2009, 03:41:45 PM »
Pro is dead on in that the only reason it hasn't taken off is because the Wii FPS games that have been released have been crap.

You haven't played Onslaught then. Yeah, yeah, most of the reviewers were being idiots and rated it lowly for not being like Halo (OMG your health doesn't regenerate by itself!) but most people who played it loved it. You'll also see why I say waggle can improve the immersion.

WMP theoretically allows 1:1 but I think it's more of a game design hurdle that prevents using it fully. Having players just point the sword at the enemy and scribble their initials would be silly, the force involved would make it impossible to do for the character but obviously the player doesn't face that force. I think that's why RS2 takes control from you during swipes, because you aren't subject to the forces your character is and your character can't just stop or change direction mid-swing, he has to follow through with the swing. Plus it'd probably end up confusing players if the sword did no damage when moved below a certain distance or speed without a visual difference between not enough and enough.

Offline DAaaMan64

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Re: Iwata Interview with Venture Beat
« Reply #33 on: June 09, 2009, 03:55:02 PM »
I uhh am largely disappointed in Onslaught, the action is boring. The environments are too. And of course:


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