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Yeah, this is really accurate...
That's not even PS Move. It's a sponge ball on a stick with a PS2 and Eye Toy. GDC 2003 if memory serves me correctly.
Yeah, this is really accurate...
I'm not really in favor of anything, i'm more asking what the result from such policy will be. If its such a big hurdle, exceptions can be made. We'll see how things goes. Important thing is that developers say what they feel about the situation.Developers can't be reasonably expected to develop games in the hope they get the exception, what if they don't, then they have to redesign their game, spending a lot of money for a game that may not be as good as it could have been.
I don't know why suddenly people are all in favour of taking control over what types of games developers make away from developers.
You are not opening a restaurant and this is game development. There is always an exception, Nintendo developed a console that seemed to rely mostly on Wii mote but they gave alternate controllers. There are always exception, these games have not been released so we can't tell which are the exceptions.
It's going to wear off a whole lot sooner if the majority of experiences are just traditional controller-based games that you can now look around inside.
I feel I've made a pretty stong case as to why a game like Audioshield won't work with a controller. Job Simulator is another one. At some point you have to ask yourself "okay, at what point in my retooling this game to work with a controller am I losing the core of what makes the game unique and fun?"
Said nobody in this thread. So lets wait till a developer comes out and says "Sony wants us to add DS4 support but we don't and they won't make exceptions so blank game is not coming to PSVR".Developers can't be reasonably expected to develop games in the hope they get the exception, what if they don't, then they have to redesign their game, spending a lot of money for a game that may not be as good as it could have been.
I don't know why suddenly people are all in favour of taking control over what types of games developers make away from developers.
Said nobody in this thread. So lets wait till a developer comes out and says "Sony wants us to add DS4 support but we don't and they won't make exceptions so blank game is not coming to PSVR".
Do vive or oculus vr games mandate the option of keyboard only use? Or do some games only work with certain peripherals? Cause that would have the same limitations. Games that heavily rely on analog input or more precision than what wasd provides would be very limited by mouse and keyboard.
It's probably that simple to be honest. Simple doesn't get the juices flowing tho.I'm sure developers can just pick up the phone and talk to Sony about making an exception.
Because like controllers, mouse and keyboards have limitations too that could hinder gameplay if they have to be catered to. Analog input from things like triggers is lacking with a mouse and keyboard setup, and wasd has much less input options than a joystick.No...why would they?
Certain games lose their luster without 6DOF controllers. How many sales are they going to gain by shoehorning DS4 support? Enough to recoup the additional cost of development?It's about cost of entry for the system. Nobody is forced to spend on new controllers if they don't want to.
That is a question you should direct at Sony. But i think its because they are a company and they have to have rules in place, when a problem occurs based on said rule they can then modify it. I also think because PS4 comes with a motion controller and they want developers to make games that support it.If Sony are willing to make exceptions.. why on earth bother with this policy in the first place?!
Remember that the DS4 is positionally tracked by the PS4 camera too. So it's not an issue of dual analog vs motion controller. They're all motion controllers.
Because like controllers, mouse and keyboards have limitations too hat could hinder gameplay if they have to be catered to. Analog input from things like triggers is lacking with a mouse and keyboard setup, and wasd has much less input options than a joystick.
This was my first thought.
It's going to wear off a whole lot sooner if the majority of experiences are just traditional controller-based games that you can now look around inside.
Ok, that's fine. But why aren't developers allowed to decide for themselves what audience they target? They didn't do that for the Move on the PS3 and they're not doing it for the PSVR itself (why aren't all PSVR games playable without the PSVR?).
The big picture is you limit games design for a short term business decision. I'd say enforcing this mandate is not seeing the bigger picture and the harm it could do to VR games.
It's Move in 2011.That's not even PS Move. It's a sponge ball on a stick with a PS2 and Eye Toy. GDC 2003 if memory serves me correctly.
Whoops, I misinterpreted your response sorry.Right, so considering the large number of reasons that mouse & keyboard controls would be awful for a VR game, why would Steam make that implementation a requirement?
Sorry, we don't need to belabour this point, I just don't understand your analogy lol.
Whoops, I misinterpreted your response sorry.
Yeah I can understand why types of motion controls work well with vr and requiring other types of input would limit your options. But I think the reasoning is that vr is already expensive as fuck to get into so they dont want the barrier of entry to be even higher. But thar should be up to the developers to decide i think.
Because Sony doesn't want people hesitating to buy PSVR if they don't have the money for Move too. They don't want potential customers to think they will be buying a flawed product. For proof of the potential negative effect of this look no further than all the posts on Gaf from people saying they were going to drop consoles altogether because Sony and Microsoft were coming out with more advanced consoles. They didn't want to feel like they had the inferior one that would lock them out of future content.
Sony has rightfully combated that attitude by saying that all future games will continue to support the PS4. Sony is doing the same thing here but in the VR space. They are assuring customers that they won't be missing out if they just buy the PSVR without Move. That means more PSVR units sold...which means a larger market for VR games...which means that more and bigger VR games will be made. That is what VR desperately needs right now.
So yeah. That. We made an FPS on PS1 that played great with twin sticks. Trouble is that that controller wasn't universally available (and not being 1st party, we couldn't just bundle a controller with it), so we had to support the original pad too. You m/k purists think controllers suck? Now remove the sticks. Digital only baby! Game was still playable, but it was a damn sight more fun with sticks. (edit, I played Doom without a mouse the first time around)
Life finds a way.
Said nobody in this thread. So lets wait till a developer comes out and says "Sony wants us to add DS4 support but we don't and they won't make exceptions so blank game is not coming to PSVR".
Guilty.Alien Resurrection?
Vive and it's controllers are the only true immersive way to enjoy vr. Having developers have to develop for a regular controller destroys their vision and will hurt vr as well
Certain games lose their luster without 6DOF controllers. How many sales are they going to gain by shoehorning DS4 support? Enough to recoup the additional cost of development?
This. The "choice will hurt game design!" is borderline FUD. Can anyone even give one example of this actually happening with motion controls or is this just people sliding down a slippery slope? Last time I remembered, GG basically shoehorned Move support into Killzone 3 and surprisingly it came out well.
This. The "choice will hurt game design!" is borderline FUD. Can anyone even give one example of this actually happening with motion controls or is this just people sliding down a slippery slope? Last time I remembered, GG basically shoehorned Move support into Killzone 3 and surprisingly it came out well.
You could apply the same logic to the PSVR itself. Maybe people will hesitate buying a PS4 if they can't also afford a PSVR which is a hell of a lot more expensive than a couple of Move controllers.
It could be applied to so many things that Sony go against, why all of a sudden are they going against it for this one particular thing and in the process harming game design? And you know what VR doesn't need right now? Game design being limited by a control method designed for traditional gaming. That'll harm people's perceptions of VR and do more long term damage than a few people feeling a bit inferior because they can't immediately buy a couple of Move controllers for games they don't have to buy.
That is not an accurate comparison. Playstation 4 is already a successful and established product with whole genres of games that have made money on it. The console does not need to entice developers to make games for the PS4. The PSVR has none of that. As I pointed out, third party developers are mostly lagging behind in supporting it. There has been no precedent set yet that a developer can look to for making money supporting PSVR. That needs to happen first before splintering the market. It is business suicide to split a market unnecessarily that you are in the process of creating.
Splitting a market is a potentially dangerous move. If you want to debate that then I suggest you read all the threads of people whining about the Neo splitting the Playstation market, even though Sony is taking great pains to prevent that from happening.
Who knows, maybe encouraging DS4 owners to try Move-supported games will make people quickly realize how much greener the grass is on the other side. Then Sony can end their DS4 mandate.
Who knows, maybe encouraging DS4 owners to try Move-supported games will make people quickly realize how much greener the grass is on the other side. Then Sony can end their DS4 mandate.
Yeah, wonder how that is supposed to work. Having games that that are move controller only would probably make a lot things easier for devsI don't think that's a good standard to adhere to.
I'm curious how Job Simulator will work on a dual-analog controller.
It won't be. The DS4 will likely be used as a move controller in some games that basically require the Move.
It's why the DS4 has a light bar.
Remember that the DS4 is positionally tracked by the PS4 camera too. So it's not an issue of dual analog vs motion controller. They're all motion controllers.
Are we the only ones thinking like this?
I have said many, many times the DS4 is a mash up of the Move and Vita. If PSVR games can be used with a DS4 I would assume they could use the light of the DS4 also...
Yeah, a DS4 can approximate one Move controller pretty well. The argument people are making is that a lot of VR games are designed with two motion controllers in mind (one for each hand). And now those games need to also accommodate a DS4, which is much more limiting in a number of ways.
Yeah, a DS4 can approximate one Move controller pretty well. The argument people are making is that a lot of VR games are designed with two motion controllers in mind (one for each hand). And now those games need to also accommodate a DS4, which is much more limiting in a number of ways.
Last time I remembered, GG basically shoehorned Move support into Killzone 3 and surprisingly it came out well.
This entire thread and the arguments being made remind me when Mario Kart Wii was released with both motion controls and classic controls, except people were arguing for the inclusion of classic controls.
Why do you think that?
If the games are made with two in mind then when one gets taken away then yes that is one less positional tracking. Doesn't mean you can't use two move controllers instead to get the full experience.
Hence why they state you'll get a better experience with move over controller in some games.
Why do you think that?
If the games are made with two in mind then when one gets taken away then yes that is one less positional tracking. Doesn't mean you can't use two move controllers instead to get the full experience.
Hence why they state you'll get a better experience with move over controller in some games.
Why do I think what? That it's limiting? Because it's true?
I guess my main thought experiment for the people who are seeing this simply as "Sony offering options" would be this;
Take the following three games; Audioshield, Job Simulator, and The Unspoken, and explain how they can be played on a Dualshock 4 without making massive sacrifices in the core game design (and more than that, how they can still be considered super fun games that someone with just a DS4 would want to play).
Remember, I know people aren't arguing that two motion controllers would be better, but I'm arguing that some games need those two motion controls to maintain what makes them them. And forcing devs to create a DS4 option would mean huge design changes.
However some game experiences will be enhanced with the use of peripherals such as Move or the recently announced Aim controller.
Because the game was/is well (arguably better) suited to those classic controls. How many people would argue for the inclusion of classic controls in Wii Sports? Wii Fit?