ghostlyjoe said:It will likely take much trial-and-error and some clever programming to make the Wiimote truly sing, but if your major criticism is that you can't circle-strafe with it, then you're just missing the whole fucking point altogether.
Edwood said:Get pwnd alot in real FPS games alot, eh?
\Krowley said:I agree with you on this to a certain extent but i can see where the other guys are coming from.
I understand the feeling of wanting to circle strafe and being used to that kind of gameplay, but i'm starting to get excited about the possibility of new kinds of tactics in online FPS. An online game with this kind of control scheme will be totally different than previous games and in some ways it will be more realistic.
Here's the thing, the inability to circle strafe doesn't make this method weaker than other methods. You lose certain tactics, and hopefully you will gain others. You can aim around the screen with this method much better than you can with a mouse. that means that if i'm good, i should be able to cap 5 people in the head, very quickly, without even turning. But it will take skill and a steady hand. Use of cover will become more important, because everybody will be able to aim very quickly. It should add a nice coat of realism to every FPS that's made for it.
Also, i wouldn't call the naysayers trolls.. they played it, and didn't like it... that's their perogative and i'm very interested in the different opinions of people who played these games since i wasn't there. You can expect many hardcore fpsers having a hard time getting used to this method. I think red steel will end up being a better example of this kind of gameplay when it's finished than Mp3. I have faith that ubisoft will release a polished game despite it's current state and it should be a more traditional shooter rather than an adventure game like metroid prime.. hopefully it will also have a fun competitive online mode.
ghostlyjoe said:\
That's a really nice post.
I haven't played the games, and I respect their right to form an opinion. I also respect that they have hands-on experience and I don't. But their arguments are weak, and they're tone is condescending. That's why I called them trolls.
Edwood said:You have no fucking clue what you are talking about, Pot.
But I don't mean no disrespect.
ghostlyjoe said:So you admit that you're a kettle?
Besides, I wish you'd actually address my points, rather than post backward insults. You obviously disagree with my assessment of circle strafing and FPS controls. Why?
I can't sit here and say that the Wiimote is the evolution of FPS. I haven't used the thing. I can only speak theoretically. But you've multiple posts in this thread singling out circle-strafing as a major flaw, and I disagree on a theoretical basis. If you care to challenge my points, please do so. That is the purpose of debate, after all.
Edwood said:I admit nothing!
Didn't you see my eraser phrase, after my insult?
How can I argue theoretically with you? I might as well bash my head into the wall. It's best to experience the Wii for yourself to come to a real opinion.
But in the interest of academics, let's first nail down the issue of circle strafing. Of course circle strafing is not a real military tactic, and neither is morphing into a ball and rolling around shitting bombs. The Wii-mote can be used for circle strafing, but not in how it was used in the MP3 demo at E3. I actually have less problems with the lack of proper circle strafing abilities than the gimped way of looking around in MP3. you have to move the cursor to the edges of the screen to look around, which makes turning around very slow compared to even dual stick control method. And yes, it's still slower in "expert" mode.
Circle strafing can easily be addressed by having a function of toggling between looking (locking crosshairs in the center), and aiming (free moving crosshairs).
Slow turning can be addressed by being able to jack up sensitivity of the Wii-mote even more (ultra "expert" mode), but would make aiming very difficult. As moving gets really jittery. You have to have a very steady hand.
Joe said:is the wii remote easy to pick up? what was the learning curve in terms of actually controlling most games?
my brother is handicapped and he currently owns a ps2. he plays it a lot but its hard for him to learn how to control games and it takes him a very long time to just pass 1 level. id say typical controllers have steep learning curves especially for someone handicapped.
hes not quick, his coordination is not good but im wondering if he can still use the wii? he wanted a ps3 but its too much money, and i think the wii might be better for him anyway.
Joe said:is the wii remote easy to pick up? what was the learning curve in terms of actually controlling most games?
my brother is handicapped and he currently owns a ps2. he plays it a lot but its hard for him to learn how to control games and it takes him a very long time to just pass 1 level. id say typical controllers have steep learning curves especially for someone handicapped.
hes not quick, his coordination is not good but im wondering if he can still use the wii? he wanted a ps3 but its too much money, and i think the wii might be better for him anyway.
John Harker said:There is a big learning curve.
I don't know how Nintendo can claim this thing is going to make everything in the world incredible simple.
I can say for a few games I had to take a minute or two just to adjust to getting started. Some games, like Tony Hawk, it took me 2 days to win a race, heh.
However, games like Wii Tennis and Wii Baseball and Wii Airplane are incredible intuitive.
But mainly, because control is so limited. I mean, you can't move in those games. All you can DO is swing. So in that sense, yes, its incredibly easy and completley natural. And a total blast to play.
But on the same token, games like Red Steel and Zelda, I mean, as gamers, we're just SO USED to playing it a certain way. Even with our hands just inches apart - just having my hands a solid foot apart took a moment to adjust to. But thats how I'm used to gaming, ya know? It could be totally different for someone who doesn't feel completely comfortable with a dualshock or something. So yea, it depends on the game and your level of familitarity.
I can say, it didn't make Zelda easier. And I beat the whole demo. It was more difficult sometimes, I felt, to go from shooting your bow to attacking to backflipping to aiming your arrow - but after a few minutes, you get used to it. Maybe a bit longer than normal - but don't let that confuse anyone, its INCREDIBLY comfortable and natural to hold. So physically using it is easy, but getting over the initial resistance your hands and mind have from being separated doesn't make things simplier for the player.
you got that right. should work well for the wii.Pedigree Chum said:What Ubi needs to do for Red Steel's aiming to be intuitive is this:
1) make a certain amount of real estate in the middle of the screen a "dead zone" that you can aim around in without moving the camera.
2) Make it so that aiming in any other part of the screen will move the camera around.
This is what Lost Planet does and its absolutely fantastic. It would adapt well to Red Steel or just about any FPS on Wii.
Pedigree Chum said:What Ubi needs to do for Red Steel's aiming to be intuitive is this:
1) make a certain amount of real estate in the middle of the screen a "dead zone" that you can aim around in without moving the camera.
2) Make it so that aiming in any other part of the screen will move the camera around.
This is what Lost Planet does and its absolutely fantastic. It would adapt well to Red Steel or just about any FPS on Wii.
Why is this slow(er)? Pointing to the edge of the screen can't be it. Or do you lose the cursor if you flick your wrist too fast? Beyond the edge it's up to the software which turning speed is applied, so no problem here. Or is the pointing range not wide enough? <- That must be it. When pointing off-screen there is perhaps not enough range left to control turning speed well.Edwood said:you have to move the cursor to the edges of the screen to look around, which makes turning around very slow compared to even dual stick control method.
Avutta1978 said:you got that right. should work well for the wii.
In essence this is the same method MP3 is using with the difference that the dead zone is the whole screen there. There must be some thought put into determining the size of the dead zone to reach the sweet spot, also one of the many parameters I came across when thinking about the topic. It would be nice if many of them were customizable. I think it's fun to play around with them.Pedigree Chum said:1) make a certain amount of real estate in the middle of the screen a "dead zone" that you can aim around in without moving the camera.
2) Make it so that aiming in any other part of the screen will move the camera around.
Avutta1978 said:if you beat the whole demo in zelda, then i would say the controls setup makes it easier, for the fact that zeld ais a game that gradually builds and teaches and shows you new items. you were thrown in with a bow and arrow and were able to use it without much practice.
i meant that a game like zelda, you don't just start of at the beginging with a bow and arrow, the game is a learning process all the way and by the tim eyou get all your equipment, it woul dbe natiral to use it the way you are intended to. so you jumping into a stage at E3 and being able to use it as it was intened in your 10min demo, seems to suggest that the controls are intuitive and can be grasp easilyJohn Harker said::lol what are you talking about, wouldnt I know since I was the one playing?
ghostlyjoe said:That's more like it. Anyway, those sound like fair criticisms, but they don't really indict the hardware. Some will argue -- and have argued in this thread -- that "jittery" is a realistic effect and that aming would be a more refined skill in Wii FPS games. I'm not sure if I wholly buy that. I'm more interested in the games being enjoyable than ultra-realisitic. But I'm really curious about the precision of the controls, and as such I find the contrast you've drawn between aiming and turning quite intereting.
If I'm reading correctly, what you're saying is that those two distinct actions require two distinct levels of sensitivity to perform each optimally. That makes sense. You seem to imply, though, that the hardware is adaquately sensitive and scalable, which lays to rest many of my personal fears about the Wii.
Do you believe the Wii contains the potential to progress FPS controls? Of the three interfaces in question, the Wii is the most accureate representation of the real action of firing a gun -- at least on the theoretical level. I'm still not sure I fully understand how your software complaints lead you to dismiss the Wiimote's FPS potential. You even offer a software-based solution for the problems you outlined. What about your experience indicates that the Wiimote falls short in terms of hardware?
?Edwood said:I don't like playing with myself.
But I sill still play with my Wii.
stop thinking highly of yourself shog, you are as good as you avutar.Shogmaster said:JESUS FUCKING CHRIST. This thread is now a clusterfuck thanks you lack of understanding and misinformation about how Wiimote works. Give me few hours and I will try to put together some visual aids to explain how it works. Hopefully then, we can start discussing things on the same page.
Avutta1978 said:stop thinking highly of yourself shog, you are as good as you avutar.
awwww shogmaster i feel hurt :lol :lol :lol :lolShogmaster said:I'm not thinking highly of myself. I just think lowly of you.
You really think so? For someone with speed and coordination trouble, a varied and fast-paced game like WarioWare sounds like a poor match to me.cvxfreak said:That's actually a good question. I assume if his arms don't work well, then he probably won't like the system. He can probably learn to play Wario Ware, though.
Shogmaster said:I just don't see how with the IR/sensor bar. It's definitely not ideal for FPSes. It's much better suited for point and click adventures and things like strategy games where a fast free moving cursor is needed.
JoshuaJSlone said:You really think so? For someone with speed and coordination trouble, a varied and fast-paced game like WarioWare sounds like a poor match to me.
Shogmaster said:I'm not thinking highly of myself. I just think lowly of you.
Shogmaster said:I'm not thinking highly of myself. I just think lowly of you.
yoopoo said:
SpoonyBard said:So they have at least one Pikmin inside handling disc ejection already.
yoopoo said:
:lolSpoonyBard said:So they have at least one Pikmin inside handling disc ejection already.
yoopoo said:
Aurora said:I'm not sure I like that. :/
would you rather have it shred up the discs or not eject them at all? or just an extremely thin tray mechanism?Aurora said:I'm not sure I like that. :/
Aurora said:I'm not sure I like that. :/