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

Forums - Gaming - Nobody in the industry gave motion control a real chance.

 

Was motion control a fad, or "the future"?

Fad 34 30.09%
 
The future 25 22.12%
 
Gimmick 14 12.39%
 
It was shunned so we will never know. 20 17.70%
 
I just wanna see the results. 14 12.39%
 
Total:107
Dr.EisDrachenJaeger said:
Mythmaker1 said:
Dr.EisDrachenJaeger said:
NightDragon83 said:
Mythmaker1 said:
Dr.EisDrachenJaeger said:
The funny thing is people who like to shit on Skyward Sword want hub world mario.

This one, I don't get.

LOL I'm with you here.  What does that even mean?  They're not even remotely related to one another.

Because The "overworld" in the game is pretty much a hub world type set up and people say they want to explore like in Wind Waker or Twilight princess but shit on every Mario game becaus they want a Hubworld like its a fucking Kingdom Hearts game

Is the idea here that this represents some kind of contradiction? Because it really isn't. Different design elements work better in different situations.


I dont understand why they want hub worlds really I dont.

You're comparing apples to oranges here.  For 3D Mario games (and 3D platformers in general), hub worlds are one of the key design elements through which the "levels" are structured and the games are progressed through, rather than in strictly linear fashion a la 2D Mario / platformer games.  This works well for the genre and is the main reason why fans prefer 3D Mario games designed like this.

Zelda games on the other hand are action adventure games, not platformers.  They're supposed to encourage exploration and instill a feeling of freedom to the gamer.  A "hub" world in a Zelda game (something akin to Kingdom Hearts like you mentioned) is counterintuitive because it goes against the very nature of the series.   Sure you could argue that in the classic 2D Zeldas "Hyrule" was basically just a hub world for all the dungeons, but after Ocarina, MM and Twilight Princess gamers want more open world exploration and non-linearity, and in a lot of ways SS felt like a step backwards in that department.



On 2/24/13, MB1025 said:
You know I was always wondering why no one ever used the dollar sign for $ony, but then I realized they have no money so it would be pointless.

Around the Network

They wanted an overworld teaming with shit to do. But Ill be honest. I dont like hub worlds in Kingdom Hearts, I dont like them in Mario either.



I think it works really well in some scenarios, but it's not right for all games, and there lies the problem of the Wii. Not everything should use motion.

Example of good motion:
Goldeneye(fps in general really)
Pikmin 3
swordplay in Skyward

These games had elements that were better because of motion.




You've never played Red Steel 2 or listened to the person who made it^

First person brawler man.

Infact I dont think you'll be spreading that shit about when we go into fully integrated occulus rift mode



Locknuts said:
Wii controls were basically broken at first. By the time Nintendo finally got them working as promised (via a peripheral) no one cared anymore.

Just so you know, WM+ wasn't an afterthought. It is what Nintendo originally wanted, but it was too expensive at first. 



Around the Network
IamAwsome said:
Locknuts said:
Wii controls were basically broken at first. By the time Nintendo finally got them working as promised (via a peripheral) no one cared anymore.

Just so you know, WM+ wasn't an afterthought. It is what Nintendo originally wanted, but it was too expensive at first. 

They should have waited IMO. Apart from pointer controls, the thing never worked as i'd imagined at first.



KylieDog said:
There isn't a single genre that benefited from the Wiimote.

Wii Sports is a perfect example of why the wiimote doesn't benefit, all it did was take several game types and altered them so basic motions would allow the game to work, but at the cost of all the depth the genres had.

In most cases the wiimote offered a more inaccurate, awkward or annoying way to do something, at best it offered an alternative way to do something. Never better. Some genres just do not work with it at all.


You (and many others) just don't get motion controls. It wasn't to make the controls "BETTER" as in more accurate or more diverse or more nuanced, but to make the games themselves more fun. 

Give me a round of Wii Sports Golf over any other golf game, any day.

The problem was that most developers didn't get this either, they didn't develop with the fun aspect in mind. Games library all in all tho, the pointer of the wiimote was the biggest differentiator of the generation, not the motion controls, and how anyone could possibly prefer dual analog is beyond me, dual analog is completely unplayable to me.

Skyward Sword tried a little too hard and took some of the fun out of it, since it basically limited you to do one or two specific motions at specific moments, any other motion and your attack would fail, it was about timing and pattern recognition, not about real motion control.



pokoko said:
What I don't get is why people are telling me that I have to like Wii Bowling with motion controls or I'm afraid of change.

How about this--maybe I don't like bowling with motion controls all that much? Is that okay with everyone? Is there a reason why I have to like it?

Not everyone likes motion controls. Deal with it. No, it doesn't mean they have to be fat or lazy, that's just people attacking anyone who likes something different than they like, which is sad.

I've played motion controlled games and, for the most part, I didn't like them very much. The two big exceptions for me were Killzone 3, which did an awesome job, and Portal 2. Just as often, though, there were games like Resistance 3, which wasn't nearly as good as KZ3.

Regardless, these are the kinds of games I like, and they happen to work really well with a standard controller or a mouse/keyboard. Why that would bother anyone, I have no idea.

for the most part this.

motion controllers were a fun novelty in some mini games but for fully featured games motion controls was a hinderance.  i'd rather play on a standard controller than play a nerfed game with motion controls.   if motion controls worked well the market would have reacted differently but as they were at market,..  it was a distraction.

i will disagree about kz3 though.   it was kind of fun in single player on easy mode.   ..but for harder modes or online it was DS3 for me.  DS3 was just soo much faster and acurate that i couldn't use the motion controller for competitive play.



Locknuts said:
IamAwsome said:
Locknuts said:
Wii controls were basically broken at first. By the time Nintendo finally got them working as promised (via a peripheral) no one cared anymore.

Just so you know, WM+ wasn't an afterthought. It is what Nintendo originally wanted, but it was too expensive at first. 

They should have waited IMO. Apart from pointer controls, the thing never worked as i'd imagined at first.

THis, personally i never bought that it was too expensive argument, I think its just an excuse to try to pardon a device that sucked bad at what it was trying to do. Most of the work was done with the wiimote already so was it going to break Ninty's pocket by adding extra gyros? It makes no sense, and the fact that WM+ got abysmal support tells me it was an afterthought. 



ksv said:
KylieDog said:
There isn't a single genre that benefited from the Wiimote.

Wii Sports is a perfect example of why the wiimote doesn't benefit, all it did was take several game types and altered them so basic motions would allow the game to work, but at the cost of all the depth the genres had.

In most cases the wiimote offered a more inaccurate, awkward or annoying way to do something, at best it offered an alternative way to do something. Never better. Some genres just do not work with it at all.


You (and many others) just don't get motion controls. It wasn't to make the controls "BETTER" as in more accurate or more diverse or more nuanced, but to make the games themselves more fun. 

Give me a round of Wii Sports Golf over any other golf game, any day.

The problem was that most developers didn't get this either, they didn't develop with the fun aspect in mind. Games library all in all tho, the pointer of the wiimote was the biggest differentiator of the generation, not the motion controls, and how anyone could possibly prefer dual analog is beyond me, dual analog is completely unplayable to me.

Skyward Sword tried a little too hard and took some of the fun out of it, since it basically limited you to do one or two specific motions at specific moments, any other motion and your attack would fail, it was about timing and pattern recognition, not about real motion control.

there is nothing fun about playing a game and it sucking because the controls dont work, I dont even think you believe what you typed not fully. Again we are not talking about Wii Sports or those minigame compilations, those are cheap anyway, we are talking the full featured games. IE SW Force Unleashed, its frustrating that you cant pull off a 3 hit combos because the WIi is terrible at registrating quick movement.