TheSteve said:
What I have said is that the implementation of SixAxis has been pointless... I have yet to see one person in this thread name an example of SixAxis implementation that DIDN'T feel like a tacked on bit of nonsense for little other reason than providing a chance to say "it's used in this game!! Remember? You turn that one valve with it!! I can nod my head on Little Big Planet!! You control ONE power on InFamous with it!! You use it in ONE level on Heavenly Sword (also, you can move things after you throw them, but people probably already realized that really WAS a worthless application of the tech)!!" I equate it with "Rumble Massage" for the Community Games thing on 360... If that was the ONLY example I could give of rumble being used in a game, it would be pretty friggin' pointless. Instead, we have it as a semi-immersive bit of force feedback that some like, some don't. SixAxis has made small cameos in a handful of games, and apparently has had a PSN title or two based around it. That's not useless, but it IS pretty irrelevant. That's my whole point. |
In that case, we will never agree. My whole point is that they do not feel tacked on, if a developer does them right. Just like some control schemes are bad, some games have bad Sixaxis controls. None of the things you mentioned are there because the developer "could", they are there because the developer wanted them. Sixaxis controls were tacked on in Lair, but few games have them tacked on these days.
In LittleBigPlanet, you can already move your arms around with the analogue sticks, and since Sixaxis allows you to move your head and your hips, it adds to the silliness. It's not a useful game mechanic, but it adds to the fun.
In InFamous, you're controlling one power that makes sense for it.
All of these things are "useful" motion controls, because they add to the games. When done right, Sixaxis controls are as irrelevant as any other button on the controller.







