robzo100 said:
Mr Khan said:
robzo100 said:
TheGameFather said:
I think this particular issue is learning curve based. Once you own the device for a few months you`ll be in the sweet spot for good and will struggle to remmember why it ever caused you problems.
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If that truly ends up being the case then Nintendo will have a huge problem on their hands in terms of making this thing sellable to newcomers. No company wants that kind of learning curve for any of their products.
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Think of it like having to work out how to swing properly in Wii Sports Golf. That took a learning curve, yet did not detract from the appeal of the game overall. The problem of combining tilt controls with 3D is different, i'll grant, because it spans multiple games, but is similar in nature. This is part of the reason the analogue 3D slider is there in the first place, because they realized that different levels would be needed for different scenarios for different people.
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Besides that one fault you mention, Wii Sports games were all fun instantaneously within minutes - the experience was intuitive. If it was a bit awkward you could adjust and it could even be within the same play session that you fix whatever miscalcualtions there were.
This sweetspot is not intuitive and is actually not fun at all when it doesn't work (double vision). Wii Sports games were all fun because it was simply fun to do the intuitive gestures and recieve some level of meaningful feedback (the sweetspot is a bit black and white one could say). I am very eager to see how people react to the 3DS compared to the initial Wii reaction.
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Yes, having to adjust the position at start and then on the fly when you play with 3D and motion control together is neither part of the game nor of the fun. The fun thing could be for third people, though: if it's true that a partial solution is tilting the head while tilting the portable, after a while we could start to be able to spot 3DS hardcore users immediately thanks to the bull necks they'll develop.
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