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Troll_Monster said:
Sqrl said:
Troll_Monster said:
While the Idea is cool, it would only really work for light gun shooters and not FPS, the reason I say this is that FPS need more freedom of camera so you can look around and shoot people that could be behind you, but like I said it would be good for light gun shooters since your camera is already limited in it's movements.

Just curious have you played MP3 or MoH:H2? Those games have already proven that this control scheme can work brilliantly in an FPS. The sensitivity settings have been the biggest complaints and can easily be left variable for the player to decide on since it seems like different people want different settings.

 


if you looked closely at the thread it's not about the wiimote for FPS, it's about that head tracking thing that the asian guy has made which the OP has put up a link too, that's what I'm refering to in my post as only being good for light gun shooters.


Uhm,  I am the OP.  And since I wrote the OP I know that my point was about the wii remote's use in FPS games.  The head-tracking technology was mostly an afterthought of "I would like it if they used this also".

On the subject of head-tracking in FPS I do think it can be utilized in a number of ways in FPS games.  Obviously it isn't going to work as the primary form of movement but using the analogue stick to move the character and letting head tracking determine lean would certainly work.  The real issue I think a number of people might run into is that utilizing head-tracking properly would likely require the player to be sitting in front of the screen, otherwise it might look strange if you were sitting to one side.

I think head-tracking has enormous potential in the FPS genre.  Just imagine its potential uses when used in conjunction with a cover system. 



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