Ugh....Ian, your not getting it...and really none of you are.
The controller is soppose to to creat options WHILE not restricting any game made today, in the past, or in the future. If you really read my description for this controller, you would understand that it is EXACTLY like the controllers seen today (two analog sticks/D-pad/face buttions/triggers) with a few major modifications.
It is a controller seen today, essentially split in two. So you can play any games seen today, but at a more relaxed state since your hands don't have to be so close to each other. Now the controller should connect to each other, but really only for charging the controller.
The reason why it is split into two is for the fact of successfully emulating arm/wrist movements....NOT HAND/FINGER MOVEMENTS. You can't emulate the individually finger movements unless you had a gyration glove of some sort. So every game that used the gyration that i'm decribing, would focus only on arm movements (bowling, bow and arrow, boxing). This opens many options of how to play games as well as what you play in those games. As KDR mentioned, a bowling game is now possible, but what about a golf game or even tennis. Does this constrict what is ported or even made for the REV.? Nope; not in the least bit. Why? Becuase the controller has the exact same configuration.
Now to deal with the camera issue. The camera in lets say Zelda should be exactly the same as it always was. It should be at a nice distance away so you can see around you, but it shouldn't be just above you (ala 2-d). It should be at an angle like it always was and dynamic. Now regarding coordinating your sword slashes with the camera, there is no need. When you slash, you slash forward....always. If you wanted to slash 90 degrees to the left (according to the camera view) you would point to the left with the joystick and slash with your arm forward. I don't know about the actually movement of the gryoscope, but it should be more than just a tilt, becuase chances are you'll be tilting like crazy without even knowing. A short quick shadow slash through the air should suffice. Now so there is no confusion, you can slash a little to the left as well as a little to the right. This is Link's range of attack. For example, Link has 3 enemy's in front of him. 1 is right in front, the other two 45 degrees to each side. Link can hit all three with out having to turn. You determine where to hit by slashing there. If on the foward-right, you slash forward right. Same works with blocking. Now you can't criss cross your arms becuase that would be ridiculous and maybe the requirement to slash should be extended to prevent this (so instead of slashing you hit your own arm, physically stopping you from slashing.) Like if you block left, and want to slash right, you can't. There isn't sufficient room to do so with your arm in the way. But who knows if that solves the problem. Of course Z-targeting could completely obliterate that idea, since Link never attacked multiple enemys before at once (except for the spin-attack), but it would still include the concept of slashing forward only.
What about GuitarSmashers mechanic to use the bow? I think it's perfect. There shouldn't be a target on the screen though, but it should show the bow over Link's shoulder. The horse/bow view should be different yet still as easy to use (maybe a target ridicule ((or what ever it is called)) could be used). It should be far enough so you can see alot of enemies. Also shooting an arrow shouldn't be like when standing, it should be mapped to a button. I know what your saying (Ian), and that it doesn't make it cooler or anything, and even maybe complicates the process when you have to immitate the process of firing an arrow. Well sure it complicates the process, but it's not like shooting an arrow was really fun in the first place. You aimed it at an Eye on the wall, you fired and it opened a door. Great. Really I mean it; great. But, it would just seem alot cooler if you had to aim your fire arrow yourself, pull back and release it so you can destroy that iced roped with the huge wieght attached to it, gaining you access into the hole that it breaks into the floor.
With a FPS, it might seem complicated in theory but I bet in practice it would feel very intuitive. Let's say you see a helicopter flying by you. You would essentially point at it with your left fist (not like if the helicopter was real). Your brain would automatically coordinate your fist with what you see on-screen, so if you are looking to low you would fix how your looking by lifting your fist upwards. Seems easy enough for me.
Now what if you see the another helicopter fly by. You would point at it with your left fist, then with your right fist you would aim your rocket launcher with the target ridicule that is independent of the camera (so you can aim at any thing on-screen and not just the center of the screen, then press the right trigger. Now both fists may be very close to each other, and that's okay, but that would only happen when you are looking directly at what your aiming at. Which of course might happen alot, but the fact that you can seperate the two adds alot of effects impossible in today's gaming world. Like shooting behind you.
It gets complicated with dual weapons. I think that if one weapon's target ridicule is the same as the camera's view, then it could easily be solved. So you can look and fire at something (ofcourse aiming as you would do today, with the target ridicule in the middle) but then also have a free arm with a gun that can shoot in any direction; anywhere, even behind you.
So why don't they just make it one handed play when you play with one gun? I'm sure they can make that an option, but people will opt for the freedom of aiming seperately from what you look at. Plus how cool would it be to crouch under something and shoot without looking? Damn cool.
This also frees up the right analog stick, which could be used for anything simple or even complicated. What if you plant a remote mine, and as your being chased, you turn around and start to fire with both guns ablaze. Now while your doing that, you simply with your thumb, flick the joystick (the right, becuase the left is for moving), instantly detonating the mine and killing a bunch of people. The right stick essentially becomes another button, but maybe with some clever thinking it can become a brilliant mechanic.
If you choose, there is an option making the controllers similar to Timesplitters or Halo (the left for moving / the right for aiming). So no contraints here. But you will be at a serious disadvantage. How you could shoot two different people with that setup? Now grenades and such shouldn't evovle you throwing them in real-life, it should be like it is now. It would be to hectic and wouldn't make sense really, since you have to aim with the arm your going to throw the grenade with.
What other type of contraint are you talking about Ian. I think I could go through every genre out there and show you how it could work without any fualts. Why? becuase it's exactly the same configuration (I don't know how many times I said that; alot maybe). What about fighting....it might be kinda icky if you control the punches, for the sole fact that using special moves could either be really hard to do or insanely cheap (imagine doing the Ryu hadoken, in real life.....now imagine someone doing that motion every second.) Maybe it could work with some well thought out contraints but who wants to jump in the air to do a Ryu uppercut? Stupid question. Also most fighting games have punches that are weaker but faster, then a medium punch, then a fierce punch. How would you emulate that?
A boxing game would be awesome though. Just think about actually beating up a virtual guy with no help from the middle man's techniques; all you. I think it should be even more simplied that you don't even move, except for dodge, step left/step right, kinda similar to Punch Out. And those movements could be controlled easily somehow. Blocking should be on you, but I don't know how well that would work. Multiplayer would be halarious.
How about a music game. Imagine having a bunch of drums available for you to "play". Even a drumkit. Now what about if you play with your friends? That would be hysterical. I would by that game in a second. Surely better than buying drums myself. They should include simple riffs resembling reggae or a flute or something to compliment the drumming. That's a game with a mass amount of replay. DRUM TRIP!
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