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Forums - Nintendo - Vitality sensor is nothing like motion control

I'm having a really hard time understanding how this innovation can be used for anything besides wii fit kin.

Some people seem to think that this is going to change gaming the way motion control did, with those same people calling it a "disruptive" force. (If you don't know what "disruptive" means, check out Malstrom)

I can't help but think that people are struggling to figure out how the sensor is anything but another peripheral aimed at the exercise enthusiasts, because while working out, having a heart rate within a certain range is important for burning as many calories as possible.

I've heard an idea about horror games using it to up the fear factor, but then what do you do to counteract it? Calm yourself down? How is controlling your pulse, in any way shape or form, an interesting game mechanic? Additionally, it is not a very accessible feat to perform. Does have a higher rate affect accuracy?

Also, the heartrate per person is wildly inconsistent at 60-100+ bpm at rest, so it doesn't make much sense to implement heart rate at all, because it is going to be innaccurate at deciding who is agitated, and who isn't.

If you disagree, please give me some examples of what you think the vitality sensor can accomplish.

 



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Nintendo's peripherals only serve to broaden the possibilities of development for 3rd party teams. Nintendo usually releases a title of their own to show it off, but they aren't taken super-seriously I don't think (except for the balance board). That isn't to say Nintendo doesn't care, but lack of peripheral support doesn't hurt them too much.

The Vitality Sensor will have a few Ninty games, but it is up to everyone else to decide if they want to do something with it. As far as I know, it is only being used to help people relax. Maybe an underwater game like Endless Ocean could do something.

IM the VGChartz user ' puffy ' for VS info.



Leatherhat on July 6th, 2012 3pm. Vita sales:"3 mil for COD 2 mil for AC. Maybe more. "  thehusbo on July 6th, 2012 5pm. Vita sales:"5 mil for COD 2.2 mil for AC."

puffy is the one that got me into this whole quandry in the first place.
I don't share his vision of how this will completely disrupt the market.



i have no freaking idea how they planning to use this add-on.

Then again, is Nintendo, they alway surprise us.



theprof00 said:
puffy is the one that got me into this whole quandry in the first place.
I don't share his vision of how this will completely disrupt the market.

I doubt it would do anything to disrupt the market. I don't see how it would be that much different from any other of Nintendo's peripherals. A few games made, then back into the bin at corner of your room.



Leatherhat on July 6th, 2012 3pm. Vita sales:"3 mil for COD 2 mil for AC. Maybe more. "  thehusbo on July 6th, 2012 5pm. Vita sales:"5 mil for COD 2.2 mil for AC."

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@saviorx
While this is a really great peripheral for a fitness game. It really has no other possible function for straight up gaming. On top of that, relaxation games aren't going to do anything either, because nobody cares what their heart rate is when they are trying to relax. Relaxing isn't supposed to provide unnecessary distractions. And who needs a machine to tell them they are relaxed in the first place. Nobody goes to yoga or meditation with the intention of monitoring their heart rate.



thanks rol, ill check that out.

EDIT: I just noticed that I posted in that thread as well. I completely forgot. I get it now. thx for clearing that up :P



theprof00 said:
@saviorx
While this is a really great peripheral for a fitness game. It really has no other possible function for straight up gaming. On top of that, relaxation games aren't going to do anything either, because nobody cares what their heart rate is when they are trying to relax. Relaxing isn't supposed to provide unnecessary distractions. And who needs a machine to tell them they are relaxed in the first place. Nobody goes to yoga or meditation with the intention of monitoring their heart rate.

Now that you bring that issue to the table, i can start to think that this peripheral might become successful, because they are aiming to another audience, that the videogames industry never put into consideration in the past. it can be just as succesful as the Wit Fit Balance Board.

I was comparing it with others add on like the E-Reader, which was a failure, but that was because it was aim to the core gamers, and they weren´t interested enough for it.

 

But this thing, now that I come to think of it, can be HUGE.....

 

Now you got me interested in playing Endless Ocean.



:P glad I could help.

However, the question is, would a sensor improve the quality of endless ocean?



Tetris 64

Tetris 64 offers a few variations on the original Tetris:

Bio Tetris - The normal tetris game using the bio sensor. The game is sped up or slowed down depending on the user's heart rate.

The bio sensor is a Nintendo 64 accessory produced by SETA and only available in Japan. It was sold on its own or packaged with Tetris 64. The bio sensor looks like a Nintendo 64 controller pak with a wire coming out of it with a clip on the end. One end of the sensor plugs into the extension port on the Nintendo 64 controller, and the other end clips onto the player's ear. The device measures the user's heart rate.

Is a bad example, but probably in the future more and more games will use this kind of tech to improve the level of interaction.



By me:

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