slowmo said:
That is why you're not a game designer, keep thinking in your clearly defined box. FPS games haven't always been the "most popular" games and they will not be forever either. I would also add that surely the 2 best selling games this generation aren't even FPS games?
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You might want to try reading that again. FPS were not extremely popular until relatively recently. This is absolutely true. That is also the point. It took them a great deal of time to figure out a control scheme that would work well despite the similarities in control schemes.
And no, the most popular games are not FPS. They more or less fit into newly defined genres working with a different controler to maximize the use of the particular strengths and weaknesses of it. Funny how that works out eh? The best games will be designed from the ground up with natal in mind, and, consequently, fit poorly into defined genres if they fit at all. There will be exceptions no doubt. Theoretically a racing game could work superbly well with this set-up. However, the very core of most games are built around the control scheme we currently have.
This is not about thinking inside the box at all. In fact, it is the result of the opposite. To think inside the box you would try to twist, turn, mold, and break a new system of input to merely replicate that which exists currently. Instead, I propose we move into new territory with new mechanics designed to take advantage of the unique strengths of the input method. This does not immediatly mean we exclude all the older genres. But it does mean we need a way to go backwards to them in order to maintain the quality of the games being made.
I'd highly recommend you go re-read both of my posts before replying to this one as well. You seem to have entirely missed the point of my statements. I don't really know what point you have imagined I am trying to make, but it doesn't seem to be anything remotely related to the words I have typed.