wow that was a long explanation.
ill simplify it for everyone
how sony move isn't a wii mote:
1) it is not a wii mote
wow that was a long explanation.
ill simplify it for everyone
how sony move isn't a wii mote:
1) it is not a wii mote
| dtewi said: I don't see any great differences. Except no wires. No wires is fun. Most of those points are superfluous anyway. One thing odd though, it says it's BETTER for having LESS motion control in the Nunchuck?? |
Yeah, that is what stood out to me too. Yes, more games that supported two wiimote use for one player would be interesting, but not having motion in my off hand because I need an anolog stick (thinking of Metroid here) seems a shame.
"You can never jump away from Conclusions. Getting back is not so easy. That's why we're so terribly crowded here."
Canby - The Phantom Tollbooth
This article highlights a bunch of superficial points such as less buttons, no wire, etc. This author is absolutely wrong btw about Wii not being good for FPS games. Metroid Prime Corruption is a fantastic FPS game and the controls work great. I don't get his whole point about SOCOM 4 because Wii already has smoothly running FPS games.
At the heart, Move is nearly identical to Wiimote in function. The only major difference is that Move lets video of the player appear on the screen with the game. There might be some differences in the technology that recognizes the signal, but the function is nearly identical. Even if Move is more accurate than WM+, it will not affect the overall gameplay that much. Nintendo has already discovered how much it has to streamline accurate body movements to make an enjoyable game. If a game required 100% accurate movements, such as Tiger Woods Golf, it probably wouldn't be that fun of a game.
As an owner of both the Wii and PS3 I was quite excited about Move/Wand/Arc. However, the demos showed today are just more of the same. I need to see something really different before I can jump on the Move bandwagon. For example, I would be very interested in a Move game that incorporates
I also own the 360, and Natal looks like a much more unique experience at this point. However, I won't be suprised if Move also incorporates some Natal-like technology in the future.
Most anticipated games of 2011:
Uncharted 3,Legend of Zelda: Skyward Sword, Rocksmith
Modern Warfare 3, Super Mario 3D
| Feylic said: Well, I think integration with a camera makes it vastly different then the wiimote, you don't even need any other features and it's already a totally different device. Then it can also measure distance from the camera so you can play in the z-plane, theres no strap between your right and left hand so you can use it more comfortably, and it glows, which has been pointed out to be pretty baddass. |
The Wiimote has used the Z axis since at least 2007. Wario Ware: Smooth Moves uses it. Repeatedly. I could name some of the miro-games it is used for if you like. The "strap" between the left and right hand is longer than most humans arms. Unless you are purposefully holding your arms out straight there is no meaningful strap.
You seemed to have completely skipped my question though. Not one new function is listed in your post. Saying it does this and that differently is nice, but ultimately irrelevant. If it cannot offer new functionality than it is not fundamentally different from the wiimote. This is how video game controllers have worked for decade though, so I am not certain why anyone has an issue with it.
IGN said its really 1-1 when playing that Gladiator thing, so superior it is.
I am a big Sony fan, and I have to say... while saying "rip off" might be going too far, the best I could offer is "inspired".
If you ignore the differences in technical functionality, the experience control wise they are delivering is very similar.
I must say it looks pretty sleek. Typical Sony with their small controllers.
| Hus said: IGN said its really 1-1 when playing that Gladiator thing, so superior it is. |
Wii mote with motion plus is also 1:1 so no not really they are pretty equal.





| Hus said: IGN said its really 1-1 when playing that Gladiator thing, so superior it is. |
http://www.vgchartz.com/forum/thread.php?id=103619&page=1&str=1605748976# - you didn't read the fighter preview?
The nunchuk has motion control, and is half the price of the wiimote, so you don't have to buy two wiimotes.
You have to buy two Move controllers to play Gladiator.
“When we make some new announcement and if there is no positive initial reaction from the market, I try to think of it as a good sign because that can be interpreted as people reacting to something groundbreaking. ...if the employees were always minding themselves to do whatever the market is requiring at any moment, and if they were always focusing on something we can sell right now for the short term, it would be very limiting. We are trying to think outside the box.” - Satoru Iwata - This is why corporate multinationals will never truly understand, or risk doing, what Nintendo does.
Gnizmo said:
The Wiimote has used the Z axis since at least 2007. Wario Ware: Smooth Moves uses it. Repeatedly. I could name some of the miro-games it is used for if you like. The "strap" between the left and right hand is longer than most humans arms. Unless you are purposefully holding your arms out straight there is no meaningful strap. You seemed to have completely skipped my question though. Not one new function is listed in your post. Saying it does this and that differently is nice, but ultimately irrelevant. If it cannot offer new functionality than it is not fundamentally different from the wiimote. This is how video game controllers have worked for decade though, so I am not certain why anyone has an issue with it. |
Yep, the thing about Z-axis was plain wrong. The IR bar is a bar instead of a point exactly to provide z-axis measurement. Of course in the Wii case it only applies when the wiimote is pointing towards the tv, but in the sony systm it works all the time unless you hide the orb.
So what does the move system seem to offer that is different from the wii motion controls?
1) absolute position tracking. That means more accurate tracking for translations. Might mean more accuracy for small, precise movements such as virtual inventory handling where you organize items in virtual heaps on your lap instead of using a pointer on-screen, or virtual object manipulation for puzzles(think the old building blocks demo). Might be helpful in games that require you to move around the place a lot. Think coop games or sport games where two players are on the left and right side but can swap positions. The camera will start tracking the positions right off the bat, with a wiimote you would have to tell the system who is on the right and who is on the left, and of course the moving around can't require the same precision.
2) camera image recognition and processing. Head tracking might be used in driving games. Faces, colored cards and objects can be used in party/educational/quiz with "augmented reality" mechanics.
utility of those two? I frankly don't know, it's all in the software I'd say.
PS: the wire of my nunchuck is about 90cm long. That's always been enough for the games I played, but it certainly won't be enough in some exercise/dance/martial art games, as with extended arms I can barely make a 30° angle between them. It definitely is not long enough for me to assume the actual position of archery.