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Forums - Nintendo - IGN gets their hands on MotionPlus…and loving it

ooo cant wait



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I really don't see how a sword fighting game can be done where your movement is accurately portrayed on the screen. It seems easy, but what happens when an enemy blocks your sword. In real life you followed through with the swing, now there is a disconnect between game and player. Not saying it cannot be done, but I don't see a way to map 1:1 movement in many game scenarios where a disconnect can occur. Maybe we would just have to deal with it and reset our stance or something.

If there was a light saber dueling game on the Wii that was done well and handled all issues, I would buy a Wii in a heartbeat.



I can't wait to get Motion Plus. I'm going to be purchasing EA Grand Slam Tennis....I think. I mean Virtua Tennis 2009 looks great too. I'll have to wait and see.



Currently enjoying: Monster Hunter Tri.

Crazybone126 said:
I can't wait to get Motion Plus. I'm going to be purchasing EA Grand Slam Tennis....I think. I mean Virtua Tennis 2009 looks great too. I'll have to wait and see.

Tennis would be very awesome with Wii Motion+, if it is a true 1:1 mapping.



JaggedSac said:
I really don't see how a sword fighting game can be done where your movement is accurately portrayed on the screen. It seems easy, but what happens when an enemy blocks your sword. In real life you followed through with the swing, now there is a disconnect between game and player. Not saying it cannot be done, but I don't see a way to map 1:1 movement in many game scenarios where a disconnect can occur. Maybe we would just have to deal with it and reset our stance or something.

If there was a light saber dueling game on the Wii that was done well and handled all issues, I would buy a Wii in a heartbeat.

On another forum I offered a design type to do good sword fighting using just the Wiiremote. Overall it was thought of as well designed, but you point out one of the addresed issues. I merged the flaw into the game play.

 

In some fighting games you can find that you can unbalance an attacker by timing a block/parry. So let's say you do a left to right slash. The opponent blocks the attack and your blade stops and bounces to the left a bit. Well at this point graphically/game state wise you are now unsynced and out of balance. You are unable to effecticly move or strike. You will not be able to block or strike until you resync your weapon. To resync you need move your weapon to the current graphical state. This would also be a sync state location so that calibration would also be built into the gameplay. If however you have good control over your weapon you won't over sync a block and then you can be ready to follow up with another attack. This offers interesting gameplay oppertunity since in say a multiplayer game another player could activly knock the weapon to the side forcing an unbalance. Then again the person could notice this and counter by already prepping a resync.



Squilliam: On Vgcharts its a commonly accepted practice to twist the bounds of plausibility in order to support your argument or agenda so I think its pretty cool that this gives me the precedent to say whatever I damn well please.

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.jayderyu said:
JaggedSac said:
I really don't see how a sword fighting game can be done where your movement is accurately portrayed on the screen. It seems easy, but what happens when an enemy blocks your sword. In real life you followed through with the swing, now there is a disconnect between game and player. Not saying it cannot be done, but I don't see a way to map 1:1 movement in many game scenarios where a disconnect can occur. Maybe we would just have to deal with it and reset our stance or something.

If there was a light saber dueling game on the Wii that was done well and handled all issues, I would buy a Wii in a heartbeat.

On another forum I offered a design type to do good sword fighting using just the Wiiremote. Overall it was thought of as well designed, but you point out one of the addresed issues. I merged the flaw into the game play.

 

In some fighting games you can find that you can unbalance an attacker by timing a block/parry. So let's say you do a left to right slash. The opponent blocks the attack and your blade stops and bounces to the left a bit. Well at this point graphically/game state wise you are now unsynced and out of balance. You are unable to effecticly move or strike. You will not be able to block or strike until you resync your weapon. To resync you need move your weapon to the current graphical state. This would also be a sync state location so that calibration would also be built into the gameplay. If however you have good control over your weapon you won't over sync a block and then you can be ready to follow up with another attack. This offers interesting gameplay oppertunity since in say a multiplayer game another player could activly knock the weapon to the side forcing an unbalance. Then again the person could notice this and counter by already prepping a resync.

Yeah, that is pretty much the only way I can think of doing it.  Resynching.  I, personally, don't think that is very intuitive, from either a graphical or game play standpoint.  Perhaps in reality, it might be a necessary evil for sword duels. 

You could do a lightsaber game, but just don't have lightsaber duels in the game.  That way, pretty much nothing can stop the blade.  Deflect lasers, kill Storm Troopers, throw it, cut off your own head by accident because someone bumped into your hand, etc.



JaggedSac said:
.jayderyu said:
JaggedSac said:
I really don't see how a sword fighting game can be done where your movement is accurately portrayed on the screen. It seems easy, but what happens when an enemy blocks your sword. In real life you followed through with the swing, now there is a disconnect between game and player. Not saying it cannot be done, but I don't see a way to map 1:1 movement in many game scenarios where a disconnect can occur. Maybe we would just have to deal with it and reset our stance or something.

If there was a light saber dueling game on the Wii that was done well and handled all issues, I would buy a Wii in a heartbeat.

On another forum I offered a design type to do good sword fighting using just the Wiiremote. Overall it was thought of as well designed, but you point out one of the addresed issues. I merged the flaw into the game play.

 

In some fighting games you can find that you can unbalance an attacker by timing a block/parry. So let's say you do a left to right slash. The opponent blocks the attack and your blade stops and bounces to the left a bit. Well at this point graphically/game state wise you are now unsynced and out of balance. You are unable to effecticly move or strike. You will not be able to block or strike until you resync your weapon. To resync you need move your weapon to the current graphical state. This would also be a sync state location so that calibration would also be built into the gameplay. If however you have good control over your weapon you won't over sync a block and then you can be ready to follow up with another attack. This offers interesting gameplay oppertunity since in say a multiplayer game another player could activly knock the weapon to the side forcing an unbalance. Then again the person could notice this and counter by already prepping a resync.

Yeah, that is pretty much the only way I can think of doing it.  Resynching.  I, personally, don't think that is very intuitive, from either a graphical or game play standpoint.  Perhaps in reality, it might be a necessary evil for sword duels. 

You could do a lightsaber game, but just don't have lightsaber duels in the game.  That way, pretty much nothing can stop the blade.  Deflect lasers, kill Storm Troopers, throw it, cut off your own head by accident because someone bumped into your hand, etc.

You can't do a 1:1 lightsaber game without having the opportunity for saber duels.  But there are ways that they can counter for the inefficiencies.

For a saber lock (when they are pushing the sabers against each other), they can just have an algorithm that 'pulls' the sabers together, and you must shake the Wii-mote harder than your opponent while pushing in the direction your saber is aiming (ie, down if your blade is on top).  This would approximatethe pressure of having another blade pushing against yours.  If you wanted to end the saber lock on your own, you could simply pull the Wiimote up.

For simple parrying, you could do the 'syncing' method, but after a moment of being disoriented, they could simply have your character move to whichever stance you're using.



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Will this work with all Wii games, or only the new games being developed for it. (please answer on my wall)



Everybody who doubt's the feasibility of a first-person swordfighting game with WM+ will either be vindicated or proven wrong when Red Steel 2 arrives later this year.

@ rafichamp

Only new games specifically developed to take advantage of WM+ will be effected by the device.



"The worst part about these reviews is they are [subjective]--and their scores often depend on how drunk you got the media at a Street Fighter event."  — Mona Hamilton, Capcom Senior VP of Marketing
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Really? I thought ALL games would take advantage by WM+, tha's a bad news (for me)! Wii Sport Tennis would be better with this support, it sometimes do the wrong movement, and also other games...why cannot they do it for all games, just adding better reading of movement?? It's a good thing for Wii but they could have done it better in my opinion...



CURRENTLY PLAYING: Xenoblade (Wii), Super mario 3D land (3DS), Guild Wars (PC)