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cr00mz said:

i've never unsterstood why developers dont follow the PC example and keep it all fixed, so when moving the move/wiimote you move the entire screen and not just the gun.

Because the idea is that the move or wiimote will have you intuitively pointing at something to shoot in that direction. That means that you see something -say- in the top-right, point at it while the camera moves slower than your pointer and shoot, or you wouldnt' be able to point at all. You could achieve something similar to what you said by having a 0% deadzone, but you would be losing the 1:1 pointing and basically using the wiimote or move just like the right analog stick of a conventional controller.

On PCs mouse control is totally different because it's unbounded on each axis. You can move the mouse right, lift it, bring it to the left, put it down, repeat and thus keep turning to the right indefinitely, with a turning speed that maps the speed of the device. A wiimote or move is bounded because you only turn it up to a maximum angle from the central direction. This maximum angle has to provide at the same time 1) shooting towards the edge of the field of view to keep the 1:1 pointing experience and 2) turning of the camera with a speed that maps the angle/position of the controller, not its speed.

Different devices led to different setups for good reasons, basically.



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