Author Topic: Wii controls vs. Traditional controls  (Read 16229 times)

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Offline NWR_insanolord

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RE: Wii controls vs. Traditional controls
« Reply #50 on: August 01, 2007, 12:50:28 PM »
I wasn't saying that's what Nintendo would do, I was saying that would be a way to make it a bit more traditional-friendly. I myself haven't run into a Wii game that really suffers from lack of buttons.
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Offline Kairon

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RE:Wii controls vs. Traditional controls
« Reply #51 on: August 01, 2007, 12:50:37 PM »
Let's not forget that one early idea for the wiimote was as a detachable unit from a more shell-like traditional controller. I can't help but wonder at the wide range of unanticipated possible solutions for marrying both control paradigms.
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Offline Ian Sane

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RE: Wii controls vs. Traditional controls
« Reply #52 on: August 01, 2007, 12:56:28 PM »
"Just because it is simple though doesn't mean it has to be limiting."

A rejection of complexity logically has to be limiting.  To FORCE things to remain simple suggests that simple is the ONLY way to do something.  That's limiting.  Plus Nintendo ran into a limitation on DAY ONE when free camera control was featured in the Cube version of Zelda but not the Wii version.  Why?  Because they had nothing to map the functionality to.  Launch day and already Nintendo demonstrated a need for refinements to their controller.  Enforcement is a limitation.  The second Nintendo makes a conscience effort to keep games a certain way, regardless of any good intentions in doing so, they put a limitation on game design.  It's good for them to add to and refine their controller just like they did with all their past consoles.  We used to all sh!t on Sony for keeping their controller largely the same.

Offline Mashiro

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RE: Wii controls vs. Traditional controls
« Reply #53 on: August 01, 2007, 01:03:41 PM »
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Plus Nintendo ran into a limitation on DAY ONE when free camera control was featured in the Cube version of Zelda but not the Wii version. Why? Because they had nothing to map the functionality to. Launch day and already Nintendo demonstrated a need for refinements to their controller.


A "limitation" maybe but look at Super Mario Galaxy. The lack of camera controls doesn't matter because their camera systems works perfectly fine without it.

It's not a necessity and by having a "gasp" good camera system there isn't a need for free roaming cameras. Thus keeping things simple but effective.

I'm not saying they shouldn't change some things with the Wiimote or let it evolve into something better, just saying more buttons isn't always the answer.

Offline Kairon

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RE: Wii controls vs. Traditional controls
« Reply #54 on: August 01, 2007, 01:05:02 PM »
Of course, sometimes limitations are natural progressions and worth it for the trade-offs... ooh, so exciting!
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Offline ShyGuy

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RE: Wii controls vs. Traditional controls
« Reply #55 on: August 01, 2007, 01:16:25 PM »
I welcome the elimination of camera controls. Giving the user camera control seems like an excuse to have a sucky in game camera half the time.

Offline NinGurl69 *huggles

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RE: Wii controls vs. Traditional controls
« Reply #56 on: August 01, 2007, 01:26:06 PM »
I happen to be an excellent camera controller.
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Offline NinGurl69 *huggles

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RE: Wii controls vs. Traditional controls
« Reply #57 on: August 01, 2007, 01:27:41 PM »
I happen to be a DOUBLE POAST TROLL
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Offline Ian Sane

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RE: Wii controls vs. Traditional controls
« Reply #58 on: August 02, 2007, 06:07:16 AM »
"A 'limitation' maybe but look at Super Mario Galaxy. The lack of camera controls doesn't matter because their camera systems works perfectly fine without it."

Who decides what goes and stays?  You can't make the assumption that camera control is no longer needed because you don't know how someone in the future may use it.  That has been one of Nintendo's problems with third parties for YEARS.  They design everything solely for their needs and certain games don't show up on their consoles or they play like crap because Nintendo failed to think beyond their own personal needs.  Nintendo thought the button layout and the tiny d-pad on the Gamecube was good enough.  Capcom releases Capcom vs. SNK 2 and it controls like sh!t and the fighting game genre practically disappears from the Cube altogether.  Why?  Because Nintendo doesn't make games like that, didn't take it into account, and thus their userbase missed out on almost an entire GENRE of games.  That's what happens when one starts dictating what is and isn't needed in game design.

The only person I would trust to decided what is or isn't needed would be some major game historian who had a huge knowledge of different game types.  I sure as hell don't trust Nintendo who historically has had huge genre gaps in their line-up do to limited design.  "We decide what people need" is why the N64 used cartridges and Nintendo fell off the top spot in the first place.  Several consoles with at least 8 buttons have existed and classic games have been designed that make full and logical use of all of them.  So right there I would say that you can't remove buttons willy-nilly because those games PROVE the practical usage and requirement of those buttons.  It's like how as great as the analog stick is it has never replaced the d-pad because it just doesn't work as well in many cases.  That proves the need for both.

Offline couchmonkey

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RE:Wii controls vs. Traditional controls
« Reply #59 on: August 02, 2007, 07:57:49 AM »
Disruptive technologies may not satisfy the needs of existing customers, indeed, existing customers may not be able to use them at all.

As time progresses, the disruptive technology fills the needs of existing users even better than sustaining technologies and the market leaders find themselves in trouble.

The next Wiimote may have a couple of extra buttons, but I think the basic nunchuck design is the future of game controllers.  Traditional "pad" controllers will take a seat next to joysticks in the accessories isle.
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Offline IceCold

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RE:Wii controls vs. Traditional controls
« Reply #60 on: August 02, 2007, 12:12:58 PM »
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If and when Nintendo updates the Wiimote for the next gen I think the way to go is leave the Nunchuk as it is, and change the Wiimote from a D Pad and one button on the face to 4 buttons, possibly arranged like the GameCube controller, where you still have a very prominent A button but also 3 buttons around it for extra functions.
If you look at the remote prototypes from way back when, you'd see that Nintendo already considered all of these options, and decided on the remote as it is now. Using it for the next generation would be a step backwards..

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Offline EasyCure

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RE: Wii controls vs. Traditional controls
« Reply #61 on: August 02, 2007, 02:42:56 PM »
Can you link to these prototypes? i've never seen then and i'm curious
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Offline trip1eX

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RE: Wii controls vs. Traditional controls
« Reply #62 on: August 03, 2007, 03:31:51 PM »
The controls aren't perfect, but I like 'em better.  The system has the Classic Controller also so, contrary to some thinking, Nintendo didn't abandon that type of control.  IT will be in SSBB right?

But for aiming the wiimote easily wins.  There's a mechanic the other controllers can't copy.  Fast twitch aiming.

The motion control also made all the WiiSports game unique and fresh and more entertaining.  Again unique.

I think for Mario Strikers, which is more traditional type of game, it wins too.  I like holding my hands apart for one thing.  That's big right there.  It's just more comfy.  Second the subtle Wii-specifc controls add a nice flavor to the game.  The jerking of the wiimote to tackle adds a visceral feeling to the game.  Pointing to block MegaSTrike shots is quickly understandable yet fast paced and challenging.  Jerking the nunchuk to distract the other guy doing a MegaSTrike or to switch PowerUps lets you perform these moves without taking your hands off the controls.

I did miss camera control in ZElda:TP.  But I got used to it.  I mean camera control is often a minus as much as a plus anyway.