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archer9234 said:
tolu619 said:
archer9234 said:
tolu619 said:
Experimental42 said:
You could also just use Z-targeting and make the right analog stick act like the hf blade in MGR:R. Then you can control where link strikes with lightning quick speed and more accuracy. You get the same feel without the retarded arm flailing.


I knew someone would bring this up sooner or later. If they can actually pull it off well, then it means they'll be able to use all 3 control schemes. If that happens, everyone's happy and we can each stick to our favorite.

As for those asking why they can't just use all 3, I explained why in an earlier post. Many of the things the motion controls allowed woukd be impossible or frustrating to do with classic controls.

Not impossible. You have the team build all the mechanics for all the controllers into the game. You choose this controller. This version of the puzzle is used. Not - adapt the motion controlled puzzle to buttons. It requires extra diesgns for each puzzle. But Nintendo built the system to use 3 controller types. They have to deal with that.

Example: To get into a room with the Pad. You use the screen and accelrometer to aim and scan for things like cracks. Then use bombs. The Wii remote uses the Bow to hit moving targets. The Pro controller has to touch buttons in a certain order. Different puzzle types. Same thing to do. Open a door. The game has to be adaptable to alternate puzzles. This also adds replayablity.


If I were Nintendo, I'd be like y'all better buy the hell out of this game or we're never making THIS much effort to please all the different parties again! Actually, this sounds viable but I doubt they'd put in that much effort.

Than the system shouldn't support 3 control schemes. If they don't want to put in the effort.

Most of their games support 2 control schemes and many support 3 but that's because the level/tracks/combat or whatever is identical regardless of the control method the player chooses. What you're suggesting is actually making different puzzles or slightly different versions of the same puzzle for the different control methods. I've thought of a middle ground though. Games like Trine 2 usually have multiple solutions to the same puzzle. If they did that in Zelda U, but certain solutions are only available with certain control options, then I guess it wouldn't be so much extra work to support all 3 control schemes.



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