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Forums - Nintendo - Dual Analog Vs. IR controls

Recently, Mark Bozon (IGN) threw down the gauntlet to High Voltage Software in a NVC podcast, when suggested they should add classic controller support in their upcoming first person shooter (modeled after Left4Dead) called The Grinder.  In the podcast he says, "I invite Conduit [meaning HVS] to put dual analog support in Grinder...we'll see what happens...please do it...it would be awesome...I would love to tear some people up"  In essence, anyone who plays with dual analog against a player who is good with IR would be at a disadvantage.  Do you agree with this statement?

Also, what genres do you feel benefit the most from IR?  From motion?  Are best off left to traditional controls?

If you feel that a genre benefits from one control scheme or another, is it purely superficial (there is no competitive advantage but the controls are more fun), or is there a technical reason for your preference?

I have seen several threads where people claim that dual analog is superior to IR for FPS or another genre (I saw one today where a poster said he preferred DA to IR for Pro Evolution Soccer).  I am not trying to start a thread for trolls so if you can't keep it civil, or can't back up your opinion, don't bother posting.  If you are a multi-console owner like me, keep in mind that we are discussing control schemes only not graphics, AI, online infrastructure etc.  I''m trying to gage the general opinion on this topic, not start a flame war.

 

So for me, I agree with Bozon's sentiments that IR players would have an advantage over DA players in a competitive FPS.  Moreover, IMO the following genres benefit from IR and some examples are:

FPS (MP3, The Conduit)

TPS (Scarface, Resident Evil 4)... Survival horror falls in this area although not much has been done short of the flashlight mechanic in the upcoming Silent Hill and RE4...

Rail Shooters (HoTD Overkill, Resident Evil: Umbrella & Darkside Chronicles, Dead Space: Extraction)

RTS (Swords and Soldiers...Tower Defense I know but I think it proves the concept) Anno: Dawn of the New World was given as an example by hentai11 further down in the tread...I haven't played it yet though..

Strategy RPG (I don't have an example but I see no reason why IR wouldn't work for this genre since it will work with RTS, Fire Emblem should have had it IMO)

Point and Click Adventure (Zack & Wiki, upcoming Monkey Island Title)

Fast paced team sports games (PES, I could see this control method working in Basketball and Hockey quite well too)

Miscellaneous (Trauma Center, Boom Blox)

Also, I do find that IR typically would add a competitive advantage for players from a technical standpoint.  Playing an FPS with IR is faster and more accurate in my view and a good player should be able to beat a similarly skilled DA player.  The same should go for RTS, TPS, and team sports games similar to PES.

 

The following genres benefit the most from motion controls IMO.

Beat'em'ups (Godfather, No More Heroes, Bully)

Arcade Racing (Excite Truck, ExciteBots, and Mario Kart) but for online and in competitive play I think DA is better...

Flight (Warhawk on PS3 benefits from motion controls IMO, also I haven't played it yet but Sky Crawlers looks promising)

Individual/Wii Sports games (Wii Sports, Shaun White (balance board), Skate-It (balance board), Tiger Woods 10)

WRPG (I don't have an example but it is easy to imagine a Fallout/Oblivion style game benefiting from WM+ immersion)

Miscellaneous (Kororinpa)

One thing I have noticed is that unlike IR controls, motion controls may be fun but I many times I just can't see how they add any competitive advantage and sometimes hinder competitive play due to their inaccurate nature.  (Mario Kart)

 

and finally, I haven't really noticed a benefit to playing the following genres with either motion or IR so I prefer traditional Dual Analog support.

Fighting Games (Brawl)... although Punch-Out! has fun motion controls they are just too inaccurate for competitive play IMO.

Platformers (Galaxy)

Action Adventure (Zelda, Okami)

Turn based JRPGS (Arc Rise Fantasia... not out yet but I can't see IR or Motion adding anything...)

Competitive or Sim Racing (I don't have any examples but I can't see how a game like Gran Turismo or Forza would be better with motion unless the tech gets more accurate in the future).

http://wii.ign.com/articles/100/1001384p1.html (last 5 minutes of podcast)



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If they add classic controller support to the grinder it will lose at least 10% from its metacritic score. Many immature reviewers will blame HVS for the fact that the game will be too hard using the classic.



first make the game good, then worry about the controls.



Waste of time. Anybody who wants to shoot monsters with dual analogs can get a 360 arcade and Left 4 Dead for less than a Wii and Grinder.

Don't squander precious developer hours coding an auto-aim algorithm just so that somebody in love with last-gen controls can spend two hours playing it before realizing that his HD console has better graphics and online. Use that dev time for something more productive, like drinking beer on company time.



"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
*Image indefinitely borrowed from BrainBoxLtd without his consent.

Ari_Gold said:
first make the game good, then worry about the controls.

For a Wii game, controls are the most important part of the game.  IMO.



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Sorry double post...



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silentmac said:
Ari_Gold said:
first make the game good, then worry about the controls.

For a Wii game, controls are the most important part of the game.  IMO.

what kind of thinking is that? controls over everything else is pretty stupid.



Ari_Gold said:
silentmac said:
Ari_Gold said:
first make the game good, then worry about the controls.

For a Wii game, controls are the most important part of the game.  IMO.

what kind of thinking is that? controls over everything else is pretty stupid.

I guess I'm pretty stupid then

 

For me (from most important to least)

Controls = Gameplay = length > Music > Plot > Graphics

 



scottie said:
Ari_Gold said:
silentmac said:
Ari_Gold said:
first make the game good, then worry about the controls.

For a Wii game, controls are the most important part of the game.  IMO.

what kind of thinking is that? controls over everything else is pretty stupid.

I guess I'm pretty stupid then

 

For me (from most important to least)

Controls = Gameplay = length > Music > Plot > Graphics

 

We think alike, gameplay and controls are the most important.



silentmac said:

Sorry double post...


The best Wii games don't even use motion control in any significant way, though. Galaxy, Brawl and Zelda I mean. Unless the controls are completely broken they don't add or detract from the overall experience at all, really.

Edit: quoted the wrong the post >_>