Kyros said: 1) Quality: Here keyboard/mouse definitely kill the Wiimote. I think nobody debates that a deathmatch mouse vs. Wiimote would result in utter ownage of all motion control users.
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Well now there is a good reason for that, people who play PC FPS have been using mouse and keyboard extensively and are therefore really good at it, people using a wiimote have little experience with it due to the Wii being new and the lack of well made FPS controls on the system.
I think if the movement controls on the remote/nunchuck were done well people using them would be a decent match for PC users....In the end the mouse would probably prevail due to being more accurate but the difference isn't as huge as you are making out. The main problem with Wii controls is the movement and not the accuracy of aiming, because that is just fine.
I think personally they should scrap having the "boundary box" thing being the only way to turn around.... use the control stick for forward/backward movement (as usual) but also for turning movement, preferably with a fast response so that if you tilt the stick a little bit you turn round slowly, but if you tilt it fully you swing around.
then strafing could be done using the tilt of the nunchuck, I am very impressed at the accuracy of the nunchuck tilt from playing SSX Blur, so for something simple like strafing (which you generally only need 1 speed for, and PC users only get one speed anyway) it would work well.
The boundary box would still be used of course so if you point off screen you look in that direction, but it would only be necessary for looking up and down.
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So a control scheme would be:
Aim: Wii pointer
Look: wii pointer using boundary box up/down, (left/right as well but wouldn't be the primary way to turn)
Turn: control stick left/right
Move:control stick up/down
strafe: nunchuck tilt
Fire: B trigger
Action: A button
Other buttons and motion controls can be used for anything else depending on the game (so some games need jump and crouch, some need zoom for snipers, some need secondary fire functions, all these things can be mapped to the c/Z buttons, d-pad, -/+ buttons or motion controls (perhaps flicking the nunchuck up jumps)
Also it would need custom options of course, like in Timesplitters where you can custom fit which action to which button, and some kind of adjust feature can be added for those that want 1:1 aiming (I don't because my TV is too small, but I could use it downstairs on that TV) as well as a sensitivity option for the boundary box turning as well as the control stick turning (so new players don't get flustered and start spining in circles when the tilt the stick)