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nordlead said:
Slimebeast said:
jarrod said:

There was wireless interference during the presentation.  It's not exact 1:1 either (that'd be borderline unplayable really) it's basically approximated like Wii Sports Resort into a more comfortable "game" ratio.

But how on earth can exact 1:1 be borderline unplayable?

1:1 is the videogamers wet dream, but in reality it is incredibly hard for multiple reasons.

1) if the person isn't skilled in that area they will suck. Tennis, fencing, sword fighting, etc... all take real life skill that most people will not be able perform adequately

2) collision detection isn't possible or is very tough. You swing the sword and it hits the enemies shield and bounces off. But you swung through in real life. Now what do you do? does the sword quickly jump? But what if you already swung the opposite direction? what now? With no physical force feedback the player looses connection with the game and the immersion is broken

There are more complications along the lines of: did you move the sword or swing to hurt someone? If you don't swing hard enough does the sword not cut the enemy? if you make it too easy to cut, then really slow slices do mega damage to the bad guy right?

what people want is an approximation of real life. Something they can achieve with minimal investment in the game. They can quickly learn the controls and master them. They feel like they are doing it in real life even if it is just an approximation. You create a suspension of belief so that people enjoy the game rather than get frustrated with it.

I don't want true 1:1. What I want is controls that feel like I'm doing it, but make it easy to control and the gameplay fun.

That was a great explanation. I'm finally starting to get it.