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Forums - Gaming - Motion Controls should slow down the action.

What I mean is that no matter how good the motion sensing hardware, or how good the game coding, the Square Cube Law means that moving our arms mean moving a lot more mass than just pressing buttons, which just moves the thumbs and fingers, or even wiggling joysticks, which involve smaller motions with the arms and wrists.

So again, no matter how good the controller or game code, there will be some lag compared to traditional controllers, and also a greater risk of repetitive motion injuries.

Now workable motion control gaming is still young (not counting non working controls of course, like Mattel's Power Glove), so this is likely something to learn from. Developers seem to be learning that you can't just swap any button press with a motion, just those that the gamer isn't likely to use as much or as rapidly. But games like Red Steel 2 show that even trying to imitate something like swordplay can't be done like actual swordplay, or even the flashy Hollywood Errol Flynn style swordplay. Plus even prop swords will be heavier than a Wiimote or Move. So only someone really practiced can move that fast in real life, and again, people aren't practiced are more likely to sprain their muscles first.

So though it seems to go against a lot of what is learned in gaming, motion control should actually slow it down. Note that in Wii Sports, Boxing requires the fastest motions, and is also noted as the least accurate and more likely to cause strain.

Or with a swordfighting game, focus on accuracy of movement, in either attacking or parrying, to win the battles. And if someone insists on flailing, do like Anthony Hopkins in The Mask of Zorro and have the opponent just knock the sword out of that knave's hand.

Any other thoughts and ideas for how to make this work?



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

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that's an interesting theory



 Been away for a bit, but sneaking back in.

Gaming on: PS4, PC, 3DS. Got a Switch! Mainly to play Smash

mysticwolf said:

that's an interesting theory


It's not a theory, since strain from players is a common complaint among a lot of these games. Games that slow down the action, or limit the motion, solve that problem,



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

Did you base your theory on how swordfighting works in Wii Sports Resort? Since what you described really sounds like how i've dealt with wagglers in that game before, and it encourages you to be more deliberate.



Monster Hunter: pissing me off since 2010.

LordTheNightKnight said:

What I mean is that no matter how good the motion sensing hardware, or how good the game coding, the Square Cube Law means that moving our arms mean moving a lot more mass than just pressing buttons, which just moves the thumbs and fingers, or even wiggling joysticks, which involve smaller motions with the arms and wrists.

So again, no matter how good the controller or game code, there will be some lag compared to traditional controllers, and also a greater risk of repetitive motion injuries.

Now workable motion control gaming is still young (not counting non working controls of course, like Mattel's Power Glove), so this is likely something to learn from. Developers seem to be learning that you can't just swap any button press with a motion, just those that the gamer isn't likely to use as much or as rapidly. But games like Red Steel 2 show that even trying to imitate something like swordplay can't be done like actual swordplay, or even the flashy Hollywood Errol Flynn style swordplay. Plus even prop swords will be heavier than a Wiimote or Move. So only someone really practiced can move that fast in real life, and again, people aren't practiced are more likely to sprain their muscles first.

So though it seems to go against a lot of what is learned in gaming, motion control should actually slow it down. Note that in Wii Sports, Boxing requires the fastest motions, and is also noted as the least accurate and more likely to cause strain.

Or with a swordfighting game, focus on accuracy of movement, in either attacking or parrying, to win the battles. And if someone insists on flailing, do like Anthony Hopkins in The Mask of Zorro and have the opponent just knock the sword out of that knave's hand.

Any other thoughts and ideas for how to make this work?

While I agree you have some points. Especially with greater motion of movement over small motion. Though I disagree with some of your points.

Yes the initial reaction to Wii boxing is to strike as fast as you can. The idea is to widdle down you opponents health. However if you spend the time to learn your attacks and timing you can Knock down an opponent in 4 hits. Do that twice and the match is over. The boxing trainer shows that if you time your alternating attacks each blow get's more powerful. Do that to the head you win.

As for swashbuckling. So doable. I've written a number of times how the basic Wiiremote motion IR pointer can be used to mimic good sword fighting without requiring 1:1. Though I have never seen company implement it that. With the MP it's likely it can even be better. Since I've already posted my design layout 4 times on the internet i'm not going to again.

So I agree with the area of motion and distance. I do believe that Errol Flynn swashbuckling can be achieved. The problem is the nature of concept that movement in real life is as fast as it is in video games. I think your right though. We are in the infancy of Motion control. By the end of next generation when all companies have to have will be motion control and developers will have no choice but to advance input experience. Will we ever see the immersion of play.



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But still, moving as fast as buttons is not a doable, again due to the square cube law. The arm is more massive than a thumb, or even a whole hand and wrist.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

Why not just use standard controls. Problem solved.



ǝןdɯıs ʇı dǝǝʞ oʇ ǝʞıן ı ʍouʞ noʎ 

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Time for hype

leatherhat said:

Why not just use standard controls. Problem solved.


Ignoring the millions of people who've shown the like motion controls IS the problem that too many developers have had. So acting like just dropping this is a solution just shows you are part of that problem.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

Well to be honest I suspect the right developers haven't been put in the right places to really make the most of the new controllers. We probably won't see much real innovation until the whole industry gets behind it.



Tease.

LordTheNightKnight said:

What I mean is that no matter how good the motion sensing hardware, or how good the game coding, the Square Cube Law means that moving our arms mean moving a lot more mass than just pressing buttons, which just moves the thumbs and fingers, or even wiggling joysticks, which involve smaller motions with the arms and wrists.

So again, no matter how good the controller or game code, there will be some lag compared to traditional controllers, and also a greater risk of repetitive motion injuries.

Now workable motion control gaming is still young (not counting non working controls of course, like Mattel's Power Glove), so this is likely something to learn from. Developers seem to be learning that you can't just swap any button press with a motion, just those that the gamer isn't likely to use as much or as rapidly. But games like Red Steel 2 show that even trying to imitate something like swordplay can't be done like actual swordplay, or even the flashy Hollywood Errol Flynn style swordplay. Plus even prop swords will be heavier than a Wiimote or Move. So only someone really practiced can move that fast in real life, and again, people aren't practiced are more likely to sprain their muscles first.

So though it seems to go against a lot of what is learned in gaming, motion control should actually slow it down. Note that in Wii Sports, Boxing requires the fastest motions, and is also noted as the least accurate and more likely to cause strain.

Or with a swordfighting game, focus on accuracy of movement, in either attacking or parrying, to win the battles. And if someone insists on flailing, do like Anthony Hopkins in The Mask of Zorro and have the opponent just knock the sword out of that knave's hand.

Any other thoughts and ideas for how to make this work?

I'm not sure I agree with much of this.  Have you ever played RE4 on the Wii?  It is MUCH faster to aim and shoot than using analog sticks.  As long as the motion controls are used to be an extension of the way you naturally do something, it should make gaming much faster.  The square cube law just doesn't apply here.  Not sure why you think it does.

Moving analog sticks with your finger to aim something is definitely NOT faster than just pointing at it naturally.  If developers start forcing things into motions, something they may have to do with Kinect, then you may have a point.