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Forums - Gaming - Does the WiiU's Gamepad have more potential than the Wiimote?

 

Can the WiiU do more for gaming than the Wii in the long run?

Yes 69 69.00%
 
No 23 23.00%
 
See results 8 8.00%
 
Total:100

Hell yeah, its pretty much a regular control with a touch screen, I would go so far as to say a regular controller had more gaming potential than the wiimote(you could play virtually all genres with a controller, cant say the same for wiimote). I hear alot of people say that the potential for Wiimote was never reached, i say that it didnt really have that much potential in the first place, after the initial awe and shock wears off and you realize that the acutal motion tech behind it was kinda crap and inaccurate



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I think people are confusing what the developers used the wii mote for and not the actual potential of the wiimote and nunchuck.

As a person that has been using the traditional controllers for over 20 years I have to say that the wiimote nunchuck combo is superior in almost every genre bar some like 2d games, fighting games and probably fifa (I like traditional controls for fifa).

Aiming in 3d games have always been slow in dual analog, that's why developers compensate for it by either having that auto lock snap feature or as with most 3d shooters slow gameplay.
Are people really going to tell me RE4 played better with DA than on wii. Really?

Well FPS games are just better with wii and nunchuck. Most sports games are infinetly better with the wiimote and is more fun to play with it. Did anyone play Tiger woods with motion+? Have anyone ever played 2 player table tennis on wii sports resort probably one of the best games this gen(and that's a minigame).

And to the person about okami, that game was a lot more fluid with the wiimote and it improves the gameplay a lot as rol already said the problem was not the wiimote (as I already said developer misuse should not be confused with potential).

And think about it if developers couldn't use the wiimote properly or take full advantage of it, what makes you think they would use the gamepad to its full potential. Think about it



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Soleron said:
No.

The very first things that people thought of for a Wiimote have not been done to a high polish level. That being a flying game, swordfighting and a shooter.

We have examples of all of them, but they're either minigames with limited scope or feel like you're fighting the controls (or in Skyward's case, the game design) for a lot of the time.

The ideas for tablets have already been used on smartphones and tablets, the ideas for 2 screens have been done on the DS*. The only thing that's not been done is local multiplayer with asymmetric gameplay and I think that will be exhausted by Nintendo Land and not seen again.

*At launch: Oh wow endless possibilities!
Actual games: It's the map screen. Always.


That is my biggest worry as well, but I hope that since, as you say, devs have had a much longer time to adjust to the second screen/touchscreen, that the transition shouldn't be too hard...I hope...



 

Here lies the dearly departed Nintendomination Thread.

RolStoppable said:
kitler53 said:
HappySqurriel said:
The Wiimote & Nunchuck had a lot of potential (especially with Wii MotionPlus) but most designers failed to take advantage of it in an interesting way. A large portion of games only used motion controls as a way to trigger something that would have previously been done by a simple button press and, while the waggle was interesting at first, it got old. Creating a game where you draw Runes on the screen to cast magic is just one of hundreds of ways the Wiimote could have been used in interesting ways, but developers didn't seem to think of things like this.

I think the Wii U tablet has far less potential but, since developers are already very familiar with touch screens from the DS, 3DS and mobile devices, it will likely be used in far more interesting ways.

okami - and (imo) it didn't work out well.  even though the shapes were very very simple (circle, horizontal slash, vertical slash) it failed to either reconize anything or reconize it correctly. if the game didn't pause why trying to celestial brushing it would have been unplayable.  

That was a programming issue. On the PS2 you had to redraw stuff too, especially when possible targets overlapped.

no doubt you're right.  ..but i wouldn't expect another game to be able to fix that, not easily anyways.  assigning analog input to an absolute result is always hard.  for gameplay purposes, the more spells you have the more unique motions you need the more complex the problem becomes.  the tech would be okay if you have 2 spells but the game would be boring.  the game would be more exciting if you had 15 spells but technically would likely be a mess. 

i think it's kind of the same reason we never saw a game with "action buttons".  by that i mean like what you'd find in a game like WoW (bottom/left sides).

to work technicaly you'd need pretty big (therefore few) buttons.  to have fun gameplay you'd need the opposite.

 

i don't know if you read my post above but wii U's gamepad is going to be a better technical solution.  i think we'll see some good games (good to me i mean) from the wiiU.  it won't likely excite wii's expandaded audience but i guess i don't really care about that.



Conegamer said:
Soleron said:
No.

The very first things that people thought of for a Wiimote have not been done to a high polish level. That being a flying game, swordfighting and a shooter.

We have examples of all of them, but they're either minigames with limited scope or feel like you're fighting the controls (or in Skyward's case, the game design) for a lot of the time.

The ideas for tablets have already been used on smartphones and tablets, the ideas for 2 screens have been done on the DS*. The only thing that's not been done is local multiplayer with asymmetric gameplay and I think that will be exhausted by Nintendo Land and not seen again.

*At launch: Oh wow endless possibilities!
Actual games: It's the map screen. Always.


That is my biggest worry as well, but I hope that since, as you say, devs have had a much longer time to adjust to the second screen/touchscreen, that the transition shouldn't be too hard...I hope...


i think you just need to think of it like this.  wii didn't get a lot of multiplate and in no small part of that was their game couldn't be mapped to the wiimote.  that won't be a problem for the gamepad.  so you really ought to get those games even if they aren't doing anything special. 

then, in completely different games, you should also find some that are perfectly suited for the gamepad.  nintendo first party.  a fair amount of smaller budget/indie efforts.  a handful of bigger budget third parties.

you'll probably be satisfied with your wiiU.



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kitler53 said:
Conegamer said:
Soleron said:
No.

The very first things that people thought of for a Wiimote have not been done to a high polish level. That being a flying game, swordfighting and a shooter.

We have examples of all of them, but they're either minigames with limited scope or feel like you're fighting the controls (or in Skyward's case, the game design) for a lot of the time.

The ideas for tablets have already been used on smartphones and tablets, the ideas for 2 screens have been done on the DS*. The only thing that's not been done is local multiplayer with asymmetric gameplay and I think that will be exhausted by Nintendo Land and not seen again.

*At launch: Oh wow endless possibilities!
Actual games: It's the map screen. Always.


That is my biggest worry as well, but I hope that since, as you say, devs have had a much longer time to adjust to the second screen/touchscreen, that the transition shouldn't be too hard...I hope...


i think you just need to think of it like this.  wii didn't get a lot of multiplate and in no small part of that was their game couldn't be mapped to the wiimote.  that won't be a problem for the gamepad.  so you really ought to get those games even if they aren't doing anything special. 

then, in completely different games, you should also find some that are perfectly suited for the gamepad.  nintendo first party.  a fair amount of smaller budget/indie efforts.  a handful of bigger budget third parties.

you'll probably be satisfied with your wiiU.


Seems pretty reasonable to me, although the 3rd party issue existed far before the Wii...perhaps things will change. After all, there's a good selection available at launch, and the 3DS has a fair few as well...



 

Here lies the dearly departed Nintendomination Thread.

cyberninja45 said:
I think people are confusing what the developers used the wii mote for and not the actual potential of the wiimote and nunchuck.

As a person that has been using the traditional controllers for over 20 years I have to say that the wiimote nunchuck combo is superior in almost every genre bar some like 2d games, fighting games and probably fifa (I like traditional controls for fifa).

Aiming in 3d games have always been slow in dual analog, that's why developers compensate for it by either having that auto lock snap feature or as with most 3d shooters slow gameplay.
Are people really going to tell me RE4 played better with DA than on wii. Really?

Well FPS games are just better with wii and nunchuck. Most sports games are infinetly better with the wiimote and is more fun to play with it. Did anyone play Tiger woods with motion+? Have anyone ever played 2 player table tennis on wii sports resort probably one of the best games this gen(and that's a minigame).

And to the person about okami, that game was a lot more fluid with the wiimote and it improves the gameplay a lot as rol already said the problem was not the wiimote (as I already said developer misuse should not be confused with potential).

And think about it if developers couldn't use the wiimote properly or take full advantage of it, what makes you think they would use the gamepad to its full potential. Think about it

that makes no sense, the Wiipad is just a controller with a screen, think about it, you dont think that a regular controller has pretty much been mastered? Its going to be much easier to deal with than the wiimote ever was.

the sport analogy is all wrong, I dont count those mini game collections as actual sports. Those fall more in line with the minigame compilation. There are really only two sports that really take advantage of the wiimote. Tennis and golf. that is in no way indicative of the actual sports genre. What about the Maddens, Fifas, NBAs, the actual games that are popular?

FPS is kind of hit or miss IMHO. Conduit did a good job, but GE? Not so much, had to do alot of heavy tweaking just so i could freaking turn quickly in an online match, which is ironic because it was supposed to be easier than DA



kitler53 said:
RolStoppable said:
kitler53 said:
HappySqurriel said:
The Wiimote & Nunchuck had a lot of potential (especially with Wii MotionPlus) but most designers failed to take advantage of it in an interesting way. A large portion of games only used motion controls as a way to trigger something that would have previously been done by a simple button press and, while the waggle was interesting at first, it got old. Creating a game where you draw Runes on the screen to cast magic is just one of hundreds of ways the Wiimote could have been used in interesting ways, but developers didn't seem to think of things like this.

I think the Wii U tablet has far less potential but, since developers are already very familiar with touch screens from the DS, 3DS and mobile devices, it will likely be used in far more interesting ways.

okami - and (imo) it didn't work out well.  even though the shapes were very very simple (circle, horizontal slash, vertical slash) it failed to either reconize anything or reconize it correctly. if the game didn't pause why trying to celestial brushing it would have been unplayable.  

That was a programming issue. On the PS2 you had to redraw stuff too, especially when possible targets overlapped.

no doubt you're right.  ..but i wouldn't expect another game to be able to fix that, not easily anyways.  assigning analog input to an absolute result is always hard.  for gameplay purposes, the more spells you have the more unique motions you need the more complex the problem becomes.  the tech would be okay if you have 2 spells but the game would be boring.  the game would be more exciting if you had 15 spells but technically would likely be a mess. 

i think it's kind of the same reason we never saw a game with "action buttons".  by that i mean like what you'd find in a game like WoW (bottom/left sides).

to work technicaly you'd need pretty big (therefore few) buttons.  to have fun gameplay you'd need the opposite.

 

i don't know if you read my post above but wii U's gamepad is going to be a better technical solution.  i think we'll see some good games (good to me i mean) from the wiiU.  it won't likely excite wii's expandaded audience but i guess i don't really care about that.

Just wanted to point out that this theoretical game has in fact been made.  It just never left Japan.

The entire gameplay of Takt of Magic was based on drawing runes to use in RTS battles.

 http://youtu.be/CnJb5EtrX90  (if someone could embed I'd be grateful)

http://www.gamefaqs.com/wii/954375-takt-of-magic/reviews/review-143661

Truely one of Wii's most underappreciated and overlooked games.



 

Gamerace said:

kitler53 said:

 no doubt you're right.  ..but i wouldn't expect another game to be able to fix that, not easily anyways.  assigning analog input to an absolute result is always hard.  for gameplay purposes, the more spells you have the more unique motions you need the more complex the problem becomes.  the tech would be okay if you have 2 spells but the game would be boring.  the game would be more exciting if you had 15 spells but technically would likely be a mess. 

i think it's kind of the same reason we never saw a game with "action buttons".  by that i mean like what you'd find in a game like WoW (bottom/left sides).

to work technicaly you'd need pretty big (therefore few) buttons.  to have fun gameplay you'd need the opposite.

 

i don't know if you read my post above but wii U's gamepad is going to be a better technical solution.  i think we'll see some good games (good to me i mean) from the wiiU.  it won't likely excite wii's expandaded audience but i guess i don't really care about that.

Just wanted to point out that this theoretical game has in fact been made.  It just never left Japan.

The entire gameplay of Takt of Magic was based on drawing runes to use in RTS battles.

 http://youtu.be/CnJb5EtrX90  (if someone could embed I'd be grateful)

http://www.gamefaqs.com/wii/954375-takt-of-magic/reviews/review-143661

Truely one of Wii's most underappreciated and overlooked games.

That actually seems really cool...shame about the Japan-only-ness though...tends to happen a lot with Ninty products.



 

Here lies the dearly departed Nintendomination Thread.

oniyide said:
Hell yeah, its pretty much a regular control with a touch screen, I would go so far as to say a regular controller had more gaming potential than the wiimote(you could play virtually all genres with a controller, cant say the same for wiimote). I hear alot of people say that the potential for Wiimote was never reached, i say that it didnt really have that much potential in the first place, after the initial awe and shock wears off and you realize that the acutal motion tech behind it was kinda crap and inaccurate

You cant play motion based games with a controller so no, and what are these genres that cant be done with the wii remote?