By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Phenomajp13 said:

To be fair I did read your post but you are correct you have been mainly focused on separating gyro aiming and motion controls. I don't agree that they aren't related but I do understand why you feel that way. Gyro aiming is still just tilting the controller and it being sensed more accurately by gyroscopes but I can understand why you see a difference in controlling your aim with motion/tilting than just tilting to steer for example. Still can't see why we should hand that legacy to PS3 of course, I think this is another example of Sony seeing something for the tech vs Nintendo seeing something for the fun/gameplay. Sony also created more accurate motion controls with PS move.

curl-6 said:

Yeah agreed on that, the Wii U Pro controller and the Xbox to this day missing gyro was a major miss, don't get how/why they messed that up, even PS4/5 have it, though unfortunately it's not as well supported there as I feel it should be.

I do get what you mean, I just personally feel it all still falls under the umbrella of "motion controls." Whether I'm tilting the controller to aim in TOTK or swinging it to emulate a sword in Switch Sports, it's all part of the same broader category for me.

Simple actually, since I see gyro aiming as something that standard classic controllers with gyro do very well - and that's (more or less) about it when it comes to gyro in them. They are still just a standard controllers that have gyro in them to augment some of the gameplay, but for full motion control play, they are just plain terrible or completely unusable. So for me that's just standard gameplay + some.
Sixasis was made with this in mind. Sony indeed pushed initially for this (mentioned Warhawk (which is good), along with Lair (not that good), both from 2007, are examples of that early push), to drop it then, revive it on Vita with Uncharted and Killzone, and then again mostly forget it, then revive it again lately - they definitely have the problem to stick with what they come up with. WiiU Gamepad is just a standard gamepad with gyro (and screen obviously). Switch, when playing Doom, Sniper Elite, BotW, Splatoon (where all this discussion started) is, in effect, mobile WiiU Gamepad, or when disconnected from screen, just a standard gamepad with gyro. So that's why I see playing those and similar games with gyro aiming as something that goes way back to Sixaxis and PS3 that tried to establish gyro aiming as standard, albeit, with no great success.

On the other hand, Wiimote (specifically Wii Motion), Move, VR controllers...they are made to fully support motion gaming (especially in VR, with all the advanced trackings, body, fingers...) and are focused on completely different experiences than sitting and gyro aiming and thus are vastly superior for actual motion gaming.

Yes, gyro aiming is technically a subset of motion gaming, but one that is very small subset and that was tried to be standardized first on PS3 (again, with no great success), without making it about full motion gaming that Sony later jumped in with Move, directly influenced by the success of Wii. Hopefully, this makes it clear why I see them as somewhat different, especially when it comes to who did first attempts at codifying them as standards.