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

Forums - Sony - a good way to play RTS games on a console..playstation Move!

Playing R.U.S.E. With Playstation Move

I've played Ubisoft's real-time strategy game R.U.S.E. plenty of times with gamepads and keyboards, But this week was my first chance to check it out using the Playstation MOVE: And I loved it.

I'm already a fan of the streamlined war game that blends the typical strategy elements of resource gathering and unit production with the ability to use deceptive special moves to fool the enemy. But playing the game on a console can be a bit awkward at times.

The issue, as with most console-based real-time strategy games, is that you're forced to push the cursor around with a thumbstick or direction pad and it always feels too slow or too fast, or not precise enough. There's also the issue of the limited buttons available to you on a controller, forcing a gamer to rely even more heavily on that painful cursor control.

Enter the Playstation Move, with it's ice-cream cone motion controller and a barrel-shaped Navigation controller. While playing R.U.S.E. with Move, the motion controller acts as the mouse and the navigation controller as a sort of mini keyboard, allowing you to use it's many buttons and pads as short cuts and to help with menu navigation.

To play you point the main Move controller at the screen, moving the cursor around by pointing. Once you've targeted the unit or building you want to select you just push the Move button. You an also select units by holding in a button and "painting" an area with the cursor. You can also move the camera around and zoom in and out by holding the trigger on the controller and tilting the wand side to side or leaning it forward or backward.

A flick to the right with the Move wand opens the menu and a flick to the left closes it.

You can actually play R.U.S.E. with just the Move wand, but it's the same way you can play StarCraft II with just a mouse: it's doable, but not the most efficient control set up. I preferred to use the wand to zip around the screen and control the mouse and the navigation controller to move through menus and the nav controller's directional pad to hot select unit types.

After playing the computer to draw in the game, I found that the Move controller set-up was almost as natural feeling as using a keyboard and mouse. What worked best about the control set-up was the use of the Wand as a mouse-like interface, something that the controller seems to excel at. The least comfortable was using the wand to snap open menus with a gesture, but you can also do that with a button push, so that didn't bother me too much.

Send an email to the author of this post at editor@kotaku.com.

and here is a video of it being played with the Move...looks real fun

 



I AM BOLO

100% lover "nothing else matter's" after that...

ps:

Proud psOne/2/3/p owner.  I survived Aplcalyps3 and all I got was this lousy Signature.

Around the Network

look's like the "paint in troop command's" is one of the best uses for the playstation Move for RTS games , it makes playing the RTS type games on Game consoles it seem's to me by that video to be very Viable as an option instead of mainly a PC which i have alway's played my RTS game's. Though this look's to be very Good and fast to control the game command's I am quite excited to try out Move for RTS Game's.



I AM BOLO

100% lover "nothing else matter's" after that...

ps:

Proud psOne/2/3/p owner.  I survived Aplcalyps3 and all I got was this lousy Signature.

woah I knew Move would be a good fit but THIS GOOD for RTS? niceeeeeeeeeee



In-Kat-We-Trust Brigade!

"This world is Merciless, and it's also very beautiful"

For All News/Info related to the PlayStation Vita, Come and join us in the Official PSV Thread!

M.U.G.E.N said:

woah I knew Move would be a good fit but THIS GOOD for RTS? niceeeeeeeeeee

"But putting the Move controller's level of precision in terms most of the room could understand, Mikhailov said that they've been able to use the PlayStation 3 add-on as a device to control the PC version of StarCraft."

by what this demo has shown I think in my opinion

yea it seem's by the way you can operate command's and the button layout's that the speed and responsiveness of Move is very suited for RTS games, i think this bodes very well for playstation Move for RTS fans likemyself. When they mentioned that Anton Mikhailov played starcraft completely with The Move controller, i can see why.This i think shows a pretty good clear use for the playstation Move that i think kinda of offset's console game fans who wanted to play RTS games with a "game pad" like control's but did not like the IDEA to use a mouse an KB over a game pad, because they like game pads better.

But this i think blends in the best of both worlds for game playe's seeking that type of control scheme for their RTS games.It seem's to me this look's to control like the way's the Military controlled war game simulation's on map's at the Naval War College.

a good rea on the theory of wargame simulation progress is this by stanford:

http://www.stanford.edu/class/sts145/Library/Lenoir-Lowood_TheatersOfWar.pdf



I AM BOLO

100% lover "nothing else matter's" after that...

ps:

Proud psOne/2/3/p owner.  I survived Aplcalyps3 and all I got was this lousy Signature.

Cool footage, I think the Wii is capable of doing that, but it seems no one cared to try it.  I still want some big RTS on my Wii :(



Above: still the best game of the year.

Around the Network

I was expecting this for Wii. The same goes for shooters. No good shooters or strategy games, no Wii for me. To me, it's wasted potential, and Nintendo's own games aren't enough for me.

Anyway, nice to see them finally realize this usage. Move is really shaping up to be a good product.



Beuli2 said:

Actually, I think the Wii is capable of doing that, but it seems no one cared to try it.

no it's not to the extent that the Playstation move is the reason being there is no magnetic pointer sensor in the Wii to offset the level need to get to that precision. a great example of this is:

for one:

An internal magnetometer in the playstation move is also used for calibrating the controller’s orientation against the Earth’s magnetic field to help correct against cumulative error (drift) in the inertial sensors. The inertial sensors can be used for dead reckoning in cases which the camera tracking is insufficient, such as when the controller is obscured behind the player’s back.

here is a good example what exactly the Wii is missing:

Motus CEO talks Darwin motion-control

The success of the Wii has brought a lot of attention to motion-based game controls. Sony and Microsoft are undoubtedly working on their own motion-control systems right at this moment, but Motus, a company started by a team of MIT grads out in Cambridge, Massachusetts, has already demonstrated a...

The success of the Wii has brought a lot of attention to motion-based game controls. Sony and Microsoft are undoubtedly working on their own motion-control systems right at this moment, but Motus, a company started by a team of MIT grads out in Cambridge, Massachusetts, has already demonstrated a new controller that has the potential to bring motion control to any gaming platform.

The engineers at Motus were able to develop its Darwin controller relatively quickly because they spent years learning about motion-sensing technology while developing their first product, the iClub, a hardware and software package designed for golf instruction. The Darwin controller shares the familiar wandlike shape of the vanilla Wii Remote, but has more internal sensors that promise superior performance.

We had a chance to speak with Motus CEO Satayan Mahajan to find out more about the Darwin controller and the company's plans to bring it to market.

GameSpot: What exactly is the Darwin?

Satayan Mahajan: The Darwin controller is basically a motion-based controller that is competitive to the Wii, designed for the platforms other than the Wii--Xbox, PlayStation, and PC.

GS: What kind of hardware does the controller feature? Accelerometers, gyroscopes?

SM: It's both accelerometers and gyroscopes, and magnetometers. All three of those combined in very clever ways give us what we believe are better capabilities than the Wiimote.

GS: Nintendo recently announced the Wii MotionPlus accessory, which reportedly has three internal gyroscopes. Will the new add-on bring the Wii Remote closer to the Darwin?

SM: I think it should be a lot closer to the Darwin. It's still missing the magnetometers, so it's still a system that needs that IR strip to figure out where it is, whereas the Darwin is completely self-contained. If I'm not mistaken, there were a number of postings and blogs, and we've been hearing through our friends and family, so to speak, that the Wii MotionPlus was a response to the Darwin.

When a few people told us that, we thought, "How realistic is that? Here we are, this little company with 15 to 20 guys in Cambridge, Massachusetts." Oddly enough, blogs and little postings started popping up everywhere, and we thought, "Well, maybe there's some truth to it." Though it doesn't really affect us.

GS: We already know about accelerometers and gyroscopes, but what's a magnetometer?

SM: A magnetometer decides on its orientation and tells you its position relative to the Earth's magnetic field.

GS: How sensitive is it? Can it sense the movement of an inch?

SM: Sure. Yeah, it's very precise.

GS: How's the latency for the Darwin? On the Wii, there's a small but noticeable delay between moving the Wii Remote and seeing the onscreen response.

SM: Gamers that have been playing with [the Darwin] have had no visible latency. We have minimal latency because we come from a very different space where we were originally a sports product and technology company. In that space, where you're doing real-time athletic measurements, you really can't have any latency.

If you look at Motus' company, we were born out of this very high-end, scientific tool, and we brought it down the slope to gaming where the application isn't as, I don't want to say brutal, but I'm probably going to find out that it is, but just not as tough. At the high end you're taking tour athletes in golf and other sports and you really have to worry about their minute concerns, and it's a little less so in games, let's just say that.

GS: Would you say that the Darwin hardware would be less powerful or precise than your golf peripheral?

SM: No, believe it or not, it's the exact same stuff--it's very similar to what we've done in our golf technology applications. We've added buttons and created a new set of software, but it's based on similar technology.

GS: You must have a high polling rate on the controller to be able to accurately detect a golf swing.

SM: That's correct, the resolution is exceptionally high. Everything occurs in a second and a half.

GS: Could you bring that over to the consoles?

SM: It would be overkill for consoles, but, yes, you could. I don't know if people would want that granular level of data, but it's available to them if they want it.

GS: But wouldn't it be nice to play a game of, say, Top Spin tennis where the game can actually detect your grip and model your swing perfectly?

SM: I think so. One of the nice things that we like about the Wii is that it's really paved the way for us to do this. We started in this space years ago, back in 2000-2001. We thought of a game controller, of a Star Wars lightsaber, but people didn't believe in it. Wii has done a fantastic job for us. Thirty million Wiis later and they've created a market, and now you're seeing some real response to what we're doing.

GS: One of the biggest challenges for any third-party peripheral manufacturer is generating software support. How do you guys plan on getting games to support the Darwin?

SM: Believe it or not, when we came into this space, it wasn't Satayan and his group of guys saying, "Hey, guys. The Wii has done really well. Let's start making game controllers." It was actually a phone call that we got from a publisher. They needed to convert their successful Wii titles over to other platforms, and they felt that the only way to do that was through motion. Almost a year ago to the day, they came to us and asked, "Can you build this for us?" And so, we will be launching a few titles with them over the next few years.

GS: Will you be announcing this partnership soon?

SM: I hope so. Everyone's chomping at the bit, and I feel really bad when I get these phone calls where I can't say anything. Obviously, everyone asks, "Are you working with Microsoft, are you working with Sony, are you working with this company, are you working with that company?" And I'm like, guys, I can't tell you because if I was working with them I'd be under a nondisclosure agreement. You know, we're just really happy to be in this space, and we're honored that people in the gaming industry would ask us to join and create something that I think everyone is going to be happy about.

GS: Many of the people who have played with the Wii have likely noticed that the controller tracking could stand to be crisper and more accurate. The Wii Remote was a good start, but it seems as though we'll need a more powerful controller to get the motion-control games we want to play.

SM: I'm honored that you feel that way. Everyone we talk to expects us to bash the Wii, and all I can say are good things about them. I think they've done so many wonderful things on so many wonderful levels. There are kids, American kids like myself, that now have a way to not be fat anymore, and that's fantastic. It's fantastic that you can get kids off the couch and get them moving. I think they've done a wonderful job. We're just ready to take it to the next level.

GS: You're not ready to talk about software partnerships yet, but can you talk about availability and pricing?

SM: We think that the target price will be between $79 and $100, and that will range a little based on what it's bundled with, and our launch goal will be this spring--again, it's going to be partner-dependent, where they see their games coming out, that sort of thing, but that's our goal here at Motus.

GS: Thanks, Satayan!

http://www.gamespot.com/news/6234451.html

the PS3's move not only contains

accelerometers and gyroscopes, and magnetometers.

but also the Playstation Eye to boot!

So

back in 2008

Motus, a company started by a team of MIT grads out in Cambridge, Massachusetts

states

SM: It would be overkill for consoles, but, yes, you could. I don't know if people would want that granular level of data, but it's available to them if they want it.

is OVERKILL

and since the Playstation Move has one better than this the Playstation Eye on top of the

accelerometers and gyroscopes, and magnetometers.

what do you call that..I would say One kick @ss motion controller!

..lol



I AM BOLO

100% lover "nothing else matter's" after that...

ps:

Proud psOne/2/3/p owner.  I survived Aplcalyps3 and all I got was this lousy Signature.

Joeorc knows his stuff alright 0_0



In-Kat-We-Trust Brigade!

"This world is Merciless, and it's also very beautiful"

For All News/Info related to the PlayStation Vita, Come and join us in the Official PSV Thread!

I have been saying this that Move (wand) would be  a good mouse subsitute for consoles . RTS on Wii would suck in SD. Higher resolution is very useful in RTS ... more infor, more units & greater view area on the screen at once.



joeorc said:
Beuli2 said:

Actually, I think the Wii is capable of doing that, but it seems no one cared to try it.

no it's not to the extent that the Playstation move is the reason being there is no magnetic pointer sensor in the Wii to offset the level need to get to that precision. a great example of this is:

for one:

An internal magnetometer in the playstation move is also used for calibrating the controller’s orientation against the Earth’s magnetic field to help correct against cumulative error (drift) in the inertial sensors. The inertial sensors can be used for dead reckoning in cases which the camera tracking is insufficient, such as when the controller is obscured behind the player’s back.

here is a good example what exactly the Wii is missing:

Motus CEO talks Darwin motion-control

The success of the Wii has brought a lot of attention to motion-based game controls. Sony and Microsoft are undoubtedly working on their own motion-control systems right at this moment, but Motus, a company started by a team of MIT grads out in Cambridge, Massachusetts, has already demonstrated a...

Lot's of tal later...

 

Too much infor for my mind to process. COuld you make a casual version of this article to me understand? Please?



Above: still the best game of the year.