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Random_Matt said:
Hmm, have to try it to come to a good opinion. Sounds a gimmick so far.

I couldn't disagree more.

To me, a gimmick is something that's there but doesn't need to be there and doesn't add or take away anything from the core experience of a game. It could even be said that it makes a simple thing more complicated, convoluted or is redundant.

I can see meaningful ways that the haptic feedback and adaptive triggers can be used that could add a layer of immersion, feedback and mechanics to games that once done, would become industry standards or expectations. And that is in no way what a gimmick is. Eg. just off the top of my head...

  1. Jamming the trigger(s) when you are out of ammunition. This replaces the visual cue of onscreen ammo counts and removes the need for a player to have to visibly keep track of their ammunition. And instead uses a physical cue of having your trigger lockup so you know you feed to change your clip. This can be expanded into having games that don't even do the whole you have 30/120 rounds of bullets left. But instead does, you have 1/4 clips left, and adds a more sim like a mechanic for ammo reloads where you have to keep mental track of how many rounds you potentially have left I your ma and switch clips before it locks out mid-fight. And rather than have the trigger just lockout, your last 5 rounds can make the trigger "push back" serving as a physical cue that you are about to run out of ammo.

    This could've used for games with a  more sim like approach to gunplay eg. Rainbow Six...etc.


  2. Giving you physical cues as to where fire/enemies are by triggering subtle vibrations tied to the direction of the enemy. So you don't have to wait till you get shot, then see splashes of color on the side of the screen saying to you that is where the fire is coming from. Instead, your controller will just vibrate in a way that tells you exactly where the threat is.


  3. Power gauges or charge inputs. Rather than look at a meter on the screen get full, the haptics in the controller can simulate the effect physically in your palms. Eg. You wanna take a shot in a soccer game. Hold down the shot button to change your shot before letting it go. Now, once you hold down the button subtle vibrations can start from the opposite side of the controller, working it way towards where the button is being held to let you feel just how much power you're putting into that shot (or charged attack).


  4. Picking locks. Or things with a similar gameplay mechanic. Typically, this would mean you moving the thumbstick around and using vibration cues to know when you are about to snap your lock. Now, moving the stick around creates clockwise/counterclockwise vibrations in the entire pad. And at points where the vibration is stronger you an feel that there is a pin there to move.

  5. Driving games. Now grip and braking force can be simulated in the controller. Imagine taking Saturn and being able to feel via your controller which ide of the ar is having the most grip and which part isn't. Eg.. f you are about to spin ut and the vibrations are towards the front of the controller, you know the front has grip and using steering can course correct. If the back is vibrating you know steering won't save you and you are better off braking.

These are all just random examples off the top of my head and I am certain devs can do and expand more. But the point is, I can see a lot of ways that it would make the actual experience and mechanics of playing games better. The first time in COD when you can tell which direction a running enemy is coming from simply by your controller haptic vibrating in the direction of the enemy before you even see him on screen without having to use your map. Then this wouldn't be a gimmick anymore lol. It would even make people change how they play and not just run around all the time so as to not give away their position.