Chopper said:
Sounds like your own opinion to me.
He's already stated his, so that last statement can't possibly be true.
I had no problem shaking to spin in Galaxy. It seemed to make perfect sense.
I'm sure just the difference between your immediate access button press and making the waggle motion, however slight, would instantly make it less efficient. The difference would be tiny, sure, but it's built-in to motion controls, which is why I prefer motion controls when they're doing things explicitly that there would never be a chance to do with traditional controls. I want my controls as instantaneous and reliable as possible.
But for example, like I said the thing that excites me about Skyward Sword is not the motion combat - which, for my money, will probably distract me more than enhance the experience - but the motion
puzzles. Anyone who played Zack & Wiki understand the interesting aspects that come from playing around with puzzles in a 3D space, or even if they played one of my Wii favorites Boom Blox.
When you're doing things that cannot be replicated in traditional controls, to me it clicks. I mean the wiimote has built-in design flaws, but it's the way I would want motion controls on the perfect controller whenever that arrives. But when you're just doing silly 'additive' motions that would be quicker with a button and more reliable with a button, it fails to move me. It's not immersive, since the motions almost never accurately represent the real-life actions in question... so it comes down to simple time for me anyway.
Anihawk said:
when i played smg, i never knew you could spin in mid-air for a small save. so i played it pretty much as a straight-up platformer. as such, i thought the waggling was pretty stupid, since it pertained mostly to blasting off or damaging enemies.
then i played nsmbw, and i got basically what i wanted out of the motion controller and a 2d platformer. the mid-air save works here because it's the extension of that old-time reflex to make mario jump further.
I guess I never had that 'old-time reflex', because it just felt superfluous to me. It didn't make it bad or anything, since it worked and it worked well enough that it wasn't worth complaining about. But to me it was excessive, because a button would have been more efficient. The motion just seemed added because they could add it, not because it was fundamentally enhancing the gameplay. That's my take anyway.
And you already know my embarrassing SMG story... I knew about mid-air save. I forgot about using the long jump for the entire game and didn't even realize why I was having trouble in Luigi's Purple Coins until it hit me that I wasn't using the long jump lol.
It happens to the best of us!
MYE said:
I liked flicking the remote to spin because it was something that broke the chain of button pressing you would normally get in a normal controller.
Push analog forward > crouch with Z > Press A for long jump > and finish it with a quick physical flick for that extra jump length.
^ I really like this. So much that jerking the remote as a last resort to try and save myself from a failed jump is something i just naturally do since SMG.
I guess I can sorta see what you're saying, although I personally didn't get any reaction. I never feel like there has to be some reason to 'break the chain of button pressing.' Is button pressing suddenly a bad thing, especially if it works more efficiently than the alternative? I'll never understand this sort of thing, but then again I've never been bored with games and have never had a drive to have everything upended because of that boredom. I love button presses.