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Forums - Nintendo - Zelda Undertracked

ganoncrotch said:

I can't comment on SS itself since I didn't buy it, I did buy twilight princess tho and while I don't mind motion controls in games, I'll be honest I didn't wanna be doing that for an Rpg using motion controls is grand in things like warioware smooth moves, kinect adventures even so far as the 5 min stages of child of eden, but a full rpg is just daunting having to be hoping about for it.

It's not an issue. You'll need a food, bathroom, or sleep break before your wrists get tired. Unless you get REALLY into the game, which can happen no matter what you're playing. Not really different from getting ocassional sweaty palms playing a difficult or competitive game.



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the_dengle said:

Some people are completely paralyzed to the point that they can't move their fingers enough to press buttons. Video games shouldn't require any physical input from the player because it alienates handicapped players.

The amount of "motion" required for Skyward Sword is very minimal, mostly in the wrists. It's okay to require players to use their thumbs, but not their wrists?

@bold. Oh my. One big problem with motion controls is that it breaks accessibility. It's so ironic that you would use that as an argument IN FAVOR of motion controls. EEnyways.

Another funny thing is that in the quote you brought out here, you failed to keep the single most important part of the quote:

"With the last game, Skyward Sword, that was a game where you had motion control to use your weapons and a lot of different items," explained the creator of the series. "And I thought that was a lot of fun, but there were some people who weren’t able to do that or didn’t like it as much and stopped playing partway through it. So we’re in the phase where we’re looking back at what’s worked very well and what has been missing and how can we evolve it further."

Goes to show how committed you are to what he actually said.



the_dengle said:
happydolphin said:

You can bend the truth whichever way you like to fit your viewpoint, one such way is to fit the operation rainfall numbers with the potential Zelda buyers.

A more intelligent way of reading the data is to say that 10mil people bought TP, whereas 3.5Mil bought SS, so there are probably 6.5 mil peple out there who weren't interested in the game most likely for the reason Miyamoto stated. Otherwise, why think back on the idea if it was a success. Well, it was not a success basically for the reason I just stated, thereby showing that my case holds together.

Your approach is far-fetched at best.

Hahaha. Who's bending numbers here? Nintendo commented on Operation Rainfall (which got even fewer signatures than Moonfall, thanks for helping me prove my point), and then they basically said, 'no.' We got Xenoblade and The Last Story eventually, but both Nintendo and XSeed have pretty much admitted that Rainfall played little or no part in making that happen.

As for TP and SS, wow. I've heard that argument before, but not used so poorly. Motion controls may have been a factor in Skyward Sword's sales, but it was not the only factor. The ratio of TP Wii to SS sales is actually more in favor of SS than the ratio of OoT to MM sales is to MM. How about some unbent numbers -- no second Zelda game on a console has sold as well as the first. This does not apply only to NES, N64, GCN, and Wii, but also to GB(C), GBA, and DS.

There was so much at play in the sales of Skyward Sword -- TP was a launch title. Its high sales are a result of selling well for years. They were aided by the tremendous amount of software support the Wii had throughout those years, something Skyward doesn't have the benefit of at all. In fact, Skyward Sword was still tracking ahead of Twilight Princess Wii until just a few weeks ago. Wii sales plummeted, so SS sales did, too.

 

DanneSandin said:

Well, either Link swing where you point him to swing, or he swing in the same direction and maner as you pulled your finger across the screen. So, if you draged/pulled/swinged your finger from straight up to straight down, Link would swing his sword from up to down. If you draged your finger from left to right, link would swing his sword in the same direction - it would be like motion controll without the motion... controll... :P

Whether not gamers wanna drag their fingers across the touch screen, I don't know... but it's an option to Wiimotes :P another option would be holding L1 or L2 and pressing X would have Link swinging from up to down, holding L1/L2 and pressing A would have Link swing from right to left. Hold R1/R2 and pressing X would have Link swing diagonally from Left Up to Right DOwn. You get the point ;)

How would you stab or do spin attacks? How about tricking out enemies by moving your sword around without swinging it?

Stabs would be easy as you only would have to point on the screen, kind of how you puch a button, and Link would stab. The spin attack could be done through the buttons you actually have, or by swingning the controller a certain way ;) And tricking enemies by moving your sword is easy; you simply move your finger on the touch screen in the same pattern you want the sword to move :P easy



I'm on Twitter @DanneSandin!

Furthermore, I think VGChartz should add a "Like"-button.

Roma said:
DanneSandin said:
Roma said:
DanneSandin said:
Roma said:
FrancisNobleman said:
Next Zelda gotta be a game that you can play either with the gamepad for classic-touch-enhanced control, and with wiimote, for Skyward Sword control.

You could engage in assymetric co-op to beat the game, or play all by yourself, of course the game is different depending the method you choose to play.

BAM! Both audiences satisfied. And you get kinda 2 games in one.

again with this? its like making two games in one as it will need two sets of AI to react to either buttons or swings of the player

I disagree. You could use the touch screen on the controller to show HOW you wanna strike your enemy - kinda like in INfinity Blade (or whatever that iOS game is called by Epic). In both examples you'd swing; either with your arm or with your finger ;)

No no no! its a bad idea cuz umm I didn't think of it! -.-


it could work but how will the sword swing be? I mean will link swing to where you touch or you have to move the sword from one side to the other? I don't remember the name of that game :P

do players really want to work their finger around uhm the screen? most people just want to push buttons so they lose the least amount of fat as possible *trollface*

Well, either Link swing where you point him to swing, or he swing in the same direction and maner as you pulled your finger across the screen. So, if you draged/pulled/swinged your finger from straight up to straight down, Link would swing his sword from up to down. If you draged your finger from left to right, link would swing his sword in the same direction - it would be like motion controll without the motion... controll... :P

Whether not gamers wanna drag their fingers across the touch screen, I don't know... but it's an option to Wiimotes :P another option would be holding L1 or L2 and pressing X would have Link swinging from up to down, holding L1/L2 and pressing A would have Link swing from right to left. Hold R1/R2 and pressing X would have Link swing diagonally from Left Up to Right DOwn. You get the point ;)

haha that last part sounds like a nightmare especially when you have to do it quickly so you gotta have a good memory to remember all the combinations :P

but if gamers are willing to go through all that just to avoid motion controls then good luck to them

haha yeah, I'm just throwing around ideas :P but then again - if fighting games has certain combos for certain moves, why not action games? It would actually take skills, and it would definetly be more core!!



I'm on Twitter @DanneSandin!

Furthermore, I think VGChartz should add a "Like"-button.

DanneSandin said:
Roma said:
DanneSandin said:
Roma said:
DanneSandin said:
Roma said:
FrancisNobleman said:
Next Zelda gotta be a game that you can play either with the gamepad for classic-touch-enhanced control, and with wiimote, for Skyward Sword control.

You could engage in assymetric co-op to beat the game, or play all by yourself, of course the game is different depending the method you choose to play.

BAM! Both audiences satisfied. And you get kinda 2 games in one.

again with this? its like making two games in one as it will need two sets of AI to react to either buttons or swings of the player

I disagree. You could use the touch screen on the controller to show HOW you wanna strike your enemy - kinda like in INfinity Blade (or whatever that iOS game is called by Epic). In both examples you'd swing; either with your arm or with your finger ;)

No no no! its a bad idea cuz umm I didn't think of it! -.-


it could work but how will the sword swing be? I mean will link swing to where you touch or you have to move the sword from one side to the other? I don't remember the name of that game :P

do players really want to work their finger around uhm the screen? most people just want to push buttons so they lose the least amount of fat as possible *trollface*

Well, either Link swing where you point him to swing, or he swing in the same direction and maner as you pulled your finger across the screen. So, if you draged/pulled/swinged your finger from straight up to straight down, Link would swing his sword from up to down. If you draged your finger from left to right, link would swing his sword in the same direction - it would be like motion controll without the motion... controll... :P

Whether not gamers wanna drag their fingers across the touch screen, I don't know... but it's an option to Wiimotes :P another option would be holding L1 or L2 and pressing X would have Link swinging from up to down, holding L1/L2 and pressing A would have Link swing from right to left. Hold R1/R2 and pressing X would have Link swing diagonally from Left Up to Right DOwn. You get the point ;)

haha that last part sounds like a nightmare especially when you have to do it quickly so you gotta have a good memory to remember all the combinations :P

but if gamers are willing to go through all that just to avoid motion controls then good luck to them

haha yeah, I'm just throwing around ideas :P but then again - if fighting games has certain combos for certain moves, why not action games? It would actually take skills, and it would definetly be more core!!

fighting tiamet I think it was in darksiders on the 360.... had to be moving using both analogue sticks and holding about 3 of the shoulder buttons to lock onto him with his boomerang thing and lock onto the fires and then press a few face buttons to let it fly.... while holding start and select... okie maybe not the last too, but it was more finger breaking than most motion control fights :S I think if you want to get a "hardcore gamer" into motion control in lovely small doses for the wii anyways should have them try out Mad World, nothing like the feeling of ripping up a stop sign, jamming it into some guys head then lifting him up and impaling them multiple times on a bed of roses :D now that's motion control I can get on with.... and I think it sold about 10 copies...



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im playing SS right now
several hours into the game and the controls are easy, simple and perfectly functional, theres nothing wrong or unaccesible with them
grafix are beautiful, cutscenes, storytelling and story are great as usual, i cant put the game down, 7h into it and its a solid 9, and improving
just my opinion