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Forums - Nintendo - Miyamoto: give the Wii U time.

oniyide said:
Metallicube said:

I wish Nintendo would stop trying to break new ground with hardware innovation, and reinvent the wheel so to speak. Just focus on what you do best, GAMES.

They probably think (like most others) that the Wii success was because of the motion controls, but one only needs to look at the success (or lack thereof) of the Move to realize that's not the case. The Wii was successful because it brought gaming back to its roots of pure, arcade style gameplay, that is easy to pick up and play for anyone. The motion controls were merely a means to an end, not the end itself.


yeah because we know how motion gaming was always around back in the arcade days. And way to go comparing a console to a addon, terrible comparison. 

Uh, considering I JUST said that motion controls were NOT the reason for the Wii success, what relevence does this point make? If anything, you helped to prove my point..

Look at the most successful Wii games.. Mario Kart, NSMB, Wii Sports, Wii Play, SSBB. All share characteristics with arcade games, short burst, lots of action, fast reaction time, limited cutscenes, easy control schemes, easy to pick up and play. THESE are the types of games that sell, and by association, also sell consoles. This is the root of Wii's success. There's no great secret to it.

What's the difference if Move was an addon? It was still a motion controller, that was supposed to sell games, as well as consoles.



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curl-6 said:
Max King of the Wild said:
Aiming was not faster with the mote. I didn't play Mario so I can not comment on that. Flicking your wrist wasn't the point. It was suppose to simulate actually swinging a sword or bat so flicking is a negative in my opinion

Yes it is, you can point straight to your targets instead of tracking around the screen with analogue. Flicking is still more in line with a sword swing than just tapping a button. And its the movement that feels good; it conveys connection and impact, your movement affecting the game world.


Debatable. I found more disconnection with Wii-mote due to the latency issues highlighting that it was someone poorly mimicking your actions. At least with a pad where the latency is lower, there wasn't that level of disconnection due to delayed reaction on screen. 

Whether it's the press of a button or swing of an arm, unless it is preciesly and quickly tracked, both are movements and valid as one another. Flicking a wrist and pulling a trigger are one of the same if the former isn't true to what is happening on screen.



Mazty said:
curl-6 said:
Max King of the Wild said:
Aiming was not faster with the mote. I didn't play Mario so I can not comment on that. Flicking your wrist wasn't the point. It was suppose to simulate actually swinging a sword or bat so flicking is a negative in my opinion

Yes it is, you can point straight to your targets instead of tracking around the screen with analogue. Flicking is still more in line with a sword swing than just tapping a button. And its the movement that feels good; it conveys connection and impact, your movement affecting the game world.


Debatable. I found more disconnection with Wii-mote due to the latency issues highlighting that it was someone poorly mimicking your actions. At least with a pad where the latency is lower, there wasn't that level of disconnection due to delayed reaction on screen. 

Whether it's the press of a button or swing of an arm, unless it is preciesly and quickly tracked, both are movements and valid as one another. Flicking a wrist and pulling a trigger are one of the same if the former isn't true to what is happening on screen.

In just about any quality Wii game, latency has been reduced to non-problematic status. Sure, there's crap like Red Steel 1, but every console has games with crap controls.

Pressing a button gives no immersion unless that's what your character is doing. A movement can have a more visceral connection.



curl-6 said:
Mazty said:

Debatable. I found more disconnection with Wii-mote due to the latency issues highlighting that it was someone poorly mimicking your actions. At least with a pad where the latency is lower, there wasn't that level of disconnection due to delayed reaction on screen. 

Whether it's the press of a button or swing of an arm, unless it is preciesly and quickly tracked, both are movements and valid as one another. Flicking a wrist and pulling a trigger are one of the same if the former isn't true to what is happening on screen.

In just about any quality Wii game, latency has been reduced to non-problematic status. Sure, there's crap like Red Steel 1, but every console has games with crap controls.

Pressing a button gives no immersion unless that's what your character is doing. A movement can have a more visceral connection.

If there is feedback, sure, but there isn't, so it's not really going to "connect" you as again it's a movement loosely tied to a reaction on screen rather than two actions being recreated if that makes sense?

The WIi mote on it's own I found to have noticable latency issues whether it was mario karts, wii sports, fit etc. 



Mazty said:
curl-6 said:
Mazty said:

Debatable. I found more disconnection with Wii-mote due to the latency issues highlighting that it was someone poorly mimicking your actions. At least with a pad where the latency is lower, there wasn't that level of disconnection due to delayed reaction on screen. 

Whether it's the press of a button or swing of an arm, unless it is preciesly and quickly tracked, both are movements and valid as one another. Flicking a wrist and pulling a trigger are one of the same if the former isn't true to what is happening on screen.

In just about any quality Wii game, latency has been reduced to non-problematic status. Sure, there's crap like Red Steel 1, but every console has games with crap controls.

Pressing a button gives no immersion unless that's what your character is doing. A movement can have a more visceral connection.

If there is feedback, sure, but there isn't, so it's not really going to "connect" you as again it's a movement loosely tied to a reaction on screen rather than two actions being recreated if that makes sense?

The WIi mote on it's own I found to have noticable latency issues whether it was mario karts, wii sports, fit etc. 

 I understand what you're geting at, though I tend to disagree, as I found 1:1 correlation wasn't necessary for me to feel like my movement was translating into the virtual world, they just had to be a visceral connection; for instance, in Donkey Kong, shaking to roll gave no connection, but shaking to bash up bosses and barels felt awesome.

With a lot of motion controls I've found action is triggered from the middle or end of a movement rather than the beginning, as by that pont the game doesn'tyet know what the full movement will be. Never bothered me, just something I noticed.



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Problem is i don't want to constantly look back and forth between my television and the gamepad while playing games.  I wish they would release version of wii u with console and pro controller, I don't want tablet controller.



Luther21 said:

Problem is i don't want to constantly look back and forth between my television and the gamepad while playing games.  I wish they would release version of wii u with console and pro controller, I don't want tablet controller.

What game are you playing where you constantly look back and forth between the controller and the television screen?

Also, if you had just the pro controller, then how are you going to navigate through the OS? It is like asking for a PC that doesn't come with a mouse, and that only the keyboard would work.



I describe myself as a little dose of toxic masculinity.

curl-6 said:

But its graphics and sailing rubbed a lot of gamers the wrong way, just like Mario Sunshine being about cleaning up grafitti with a watergun on a tropical resort, Double Dash having two characters per kart, and Starfox Adventures being a Zelda clone. In terms of appealing to mainstream gamers, Nintendo seriously dropped the ball with the Gamecube, hence its low sales.

I disagree completely. The software on Gamecube was perfect. Launching with a little purple box wasn't.



It's very possible that the two-screen approach might inspire hardware manufacturers and software designers in the near future, but we'll have to wait and see. From the short time I've spent with Wii U, I've been very impressed with the possibilities the GamePad provides: off-screen play, asymmetrical multiplayer, and general multi-tasking. There are revolutionary ideas at work with Wii U. The question is: will the industry join the revolution?

I'd guess not. No one really unlocked the full potential of EyeToy, or Kinect, or even the Wii remote. Even Nintendo, which had every reason to explore the technology behind its own invention, only demonstrated the extent of the Wii remote's capabilities in 2011 with Skyward Sword, five years after the Wii launched.



Mazty said:

The WIi mote on it's own I found to have noticable latency issues whether it was mario karts, wii sports, fit etc. 

Sounds like you had some IR interference.  

Average latency of the Wii remote is about 50 miliseconds.   Which is 3 frames.   On a 60 fps game, 3 frames is beyond our perception so you'd never notice any input lag.   That means you are experiencing perceptible lag, it's likely you have IR interference (which can induce signal delay) or your HDTV has a slow refresh rate creating display lag rather than input lag.



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