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GamePad 9-axis motion sensors in Mario 3D World = a new revolution in camera control

There's hardly a massive amount of time being saved by doing one over the other.

It never was about "saving time," it was about making things more intuitive, adding gameplay possibilities and eliminating control barriers.

That's the best they can come up with?

Yes, they sat there and thought "we need to do SOMETHING" and then they said "gyro camera" and everybody celebrated for weeks. /facepalm

It means I can't play Mario 3D World while laying comfortably in bed because the camera's going to be pointed up Mario's nose.

You could simply turn it off.
 
I use my index finger to move the right stick when my hands are on facebuttons all the time.

I guess the input lag is because of avoiding any shaky cam situations
 
I used the word revolution because such controls have :

1. not been implemented in such a genre before
2. not relied on such accurate technology
3. not offered a vertical axis to move camera up and down, on top of left and right

I can see the Nintendo Land metroïd mini game and Journey have been compared to this, so "revolution" might need to be toned down a bit. Yet the 3 points above remain unique to Mario 3D World, and putting a camera feature like this in such a high profile/mainstream game will probably influence camera setting in future titles, which will refer to this Mario as a template.
 
I hate using gyros for aiming anything. They always drift and lose calibration over time. I can never seem to get my Game Pad to calibrate 100% perfectly in the Nintendo Land plaza forcing me to tilt the Game Pad a bit to not get black bars all around my TV, and it gets continually worse after playing more mini-games. I can't even imagine how off it'll be when playing a long game.
 
It is sort of a neat trick, although the other posters are right, it's not new.

I did enjoy this sort of technique in Infamous w/Move and KZ sniping as others have said. Heck the KZ2 load screens had a bit of this parallax effect similar to iOS 7's background/tilt thing.

Anyone have a link to specifics on the Gamepad motion sensors? Would be curious to see exactly what's in there, how it differs from Wii Motion+ or Vita.
 
I would like optional motion controls for aiming in a lot of games. For example I got way more headshots thanks to it in Uncharted Golden Abyss than in any other Uncharted game. It was also awesome in Ocarina of Time 3D
 
Not only does it not look intuitive but it would be annoying to spin 360 degrees. I couldn't imagine doing this in a game like the last of us.

I like to veg out and lay on my couch sideways when I play games. Not sit up and worry about tilting a controller.
 
I don't mind gyro camera for minor camera movments or as an assist to analoge aiming but this needing to move your arms and body away from the screen is kind of impractical and uncomfortable.

You have to either stand or invest in a swivel chair for it to feel natural in anyway.

I don't think it's going be a heavily required feature though seeing as multiplayer uses wiimotes so probably won't be a huge issue in the end.
 
Not only does it not look intuitive but it would be annoying to spin 360 degrees. I couldn't imagine doing this in a game like the last of us.
In the Last of us you can already change direction back and forth using X and down on the pad. I'd welcome gyro movements to scan environments right and left though. Something very fluid like that would only serve the game.
 

Thanks. I guess the "9 axis" refers to 3-axis gyro + 3-axis accelerometer + 3-axis compass?

It's interesting that this chip seems to work better due to the physical girth of the gamepad (physically more metal to sense magnetic changes).

Although Vita seems to have "9-axis" as well, but they still term it sixaxis (+ 3-axis compass).

I do think these sensors are pretty important but not so much for the camera control example you listed, as for AR/overlay implementations. Those are really sensitive to lag.
 
I enjoyed motion controls done right on the Wii.
It's (mostly) pretty terrible whenever the gamepad uses it though. The thing simply isn't made for it.
 
I enjoyed motion controls done right on the Wii.
It's (mostly) pretty terrible whenever the gamepad uses it though. The thing simply isn't made for it.
I've found just about every game in Nintendo Land to be really good with it honestly.I haven't tried in Resident Evil yet though. I played the 3ds one with gyro aiming only, but I'm not sure how it translated to the Wii U. I think mostly any game that has it in mind from the start instead of applying it at the end should be fine.
 
Demon's Souls mapping action bittons to the triggers to free up your right thumb for camera was a revolution.

Yes it really helped with the immersion and combat in that game. This is why I'm kinda dissapointed in the new controllers for next gen systems. With the way most games are controlled now, with the thumbs constantly on the two sticks, I really think the trigger sides on the controllers should be different. Something like trigger on the left side but a trigger plus 3 or 4 small buttons on the right side to enable more game functions to be accessed without moving the thumbs from the sticks.

Glad to see Nintendo is at least trying something. I think their solution will be great for 3d platformers.
 
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Was kind of hoping nextgen controllers would have some buttons on the back.

Souls games + the Batman games come to mind where i need to claw it all the time. On DS3 i find it pretty comfy but not quite so on the Xbox pad (don't really know why) which i play the Batman games with.
 
Nintendoland Metroid game plus office chair allows for sweet 360 degrees aiming, although if you combine it with the analog you can use it just to perfectly adjust the time.

Some few years ago, I did a small experiment with Unreal Tournament in the gamepad. I made it so that I was capable of immediately turning the camera while jumping. I could also switch weapons in an instant without stopping, but don't think that's in the video.
For the weapons switch I had the left thumb button bring out the weapon wheel, while the right analog stick selected the weapon. If take a Xbox360 controller note that you can press the left button in while holding it forward.

http://www.youtube.com/watch?v=6Otvrq_22EI

If you were to combine the Wii U gamepad with the right set of control system, you could make a fast paced FPS like Tribes for the console, without dumbing it down.

Oh and don't forget the office chair.
 
The very fact that you have to release the right thumb stick on a controller to do certain actions has always felt a bit awkward for me. It's not that big of a deal, especially the way games are designed in recent years, but it's still something that bothers me a bit.

Still, this has been possible on PC with a mouse since forever, just saying.
 
It means I can't play Mario 3D World while laying comfortably in bed because the camera's going to be pointed up Mario's nose.

First thing I thought too. It just seems extremely obnoxious. While its active you're not gonna be able to move around freely or the camera will freak out, which really freaking annoys me when I'm playing Super Mario 3D Land and looking through one of those binocular things.
 
...is there some challenge or shortcoming that I don't understand about camera control for modern games? It's called the right analog stick. This hasn't been a "challenge" in 3D games for almost a decade.

Please stop trying so hard to justify the WiiU Gamepad. It's very nice. I like it myself, but this is just reaching too hard to take seriously.
 
I can't watch the video, but this sounds cool. I have no problem using a 2nd analog stick to control the camera, but I know a lot of non-gaming types who are incapable of doing so. Hopefully, this will be more intuitive to those people
 
Nintendo being who they are, this is how they introduce the next big leap in camera control that is not called Octopus Rift:
http://www.youtube.com/watch?v=_1gmVg07VZo
OP you should make amendments to the first post, there's some factually wrong information that has been adressed by other users already. Leaving that aside:

Yes, Nintendo is kind of responsible to freeze these type of advancements witrh motion input when they opted to forgo the split controller configuration with the Wii U gamepad. This type of method for camera control would suit better a Wii Remote/Nunchuck type of controller setup. The amount of motion needed to control it is a lot less and more convinient. But there are some good uses for the gyro controlling the camera with the gamepad and Mario 3D World is not a good example i think.
While I don't think this system can completely replace the second analog stick's functionality, yes, this could be good as supplementary camera control in 2d and 3d action games. Third person and 1st person shooters wouldn't benefit as much, but it could easily be used as a "lean" mechanic.

It's true that it's annoying having to move the camera with the thumb that inputs actions, the old Halo control scheme where I had to take my thumb off the right analog stick to hit melee led to many whiffed attempts at smacking people, and there are many other examples I can think of. Extra shoulder buttons help, but don't entirely fix the problem.
Agree here, as a suplemetary camera control method it has applications, even more in a split controller. And the lean mechanic is a most i would say, it was fantastic in Call of Duty and is a simple intuitive gesture for the user to make that corresponds quite well with the ingame action.

In which case OP's stance is entirely invalidated due to taking your hand off of the button area to toggle off the camera for stability.

This is another one of those non-issues dreamt up in a desperate attempt to make Nintendo "innovation" look superior. As if the time it takes for your thumb to go from camera control to stabbing a button has been breaking games or keeping them super slow for years. Ignoring all the trigger buttons available at the same time as well.

I feel bad for you marc^o^. You've not been given much to work with for this year.
I think it has some potential when used properly, don't see 3D world as good case since you have the right thumb stick free for that already. And is not a game that demands for the player to have optimally both thumbs on the sticks.

For example, it would be great for an advanced control method in say the WInd Waker. Use the gyro for some camera control and free the righ thumb stick for sword fighting.
 
I don't like the part where he says 'find secret areas' or something similar. I didn't like that in luigi's mansion 2 or Jacob jones. Let me move the camera tonmakenitnmore comfortable for me to run rough the level. Don't force me to spin the camera around constantly in case I miss a gold coin or button that you deliberately hid off screen in normal camera angles.
 
This absolutely sucked in Journey, so much so that the bitching cause TGC to institute right-stick camera control.

There is absolutely no benefit to swinging around a controller to move the camera vs. nudging an analogue stick.
 
This absolutely sucked in Journey, so much so that the bitching cause TGC to institute right-stick camera control.

There is absolutely no benefit to swinging around a controller to move the camera vs. nudging an analogue stick.
You should read some of the examples by users in this very thread of some potential uses and why to implement this type of camera control in the first place.
I swear i've been doing this on my Vita with UCharted : GA and Little Deviants

Its called gyro aiming in these games .
And not even the Vita, Nintendo own 3DS had games and software with gyro camera control long before 3D World, but the OP just chose to ignore those with some comedics effects. Not to mention the Wii that used for camera control also, althought not that similar but i wouldn't be surprised if there was a game with similar setup that i don't know of.
 
I can't really see how this is a revolution or even particularly helpful. To be honest, Mario games are perhaps better with fixed camera angles. Super Mario Sunshine was absolutely terrible when it came to the camera, whereas the fixed angles in SMG made life way easier. Of course, there were still issues when navigating in a 3D environment when a point of orientation (such as a shadow on the floor) was missing. That issue can only be solved with stereoscopic 3D though, which Nintendo seems to hate on home consoles nowadays.
 

Taking discussion to new heights and representing GAF well. -_-


anyway,
I agree with OP. While it may not be readily apparent, being able to have full control over the action in a game and have control over the camera at the same time is huge plus for nearly every genre. More control is better. I think this is an ingenious solution.
 
First thing I thought too. It just seems extremely obnoxious. While its active you're not gonna be able to move around freely or the camera will freak out, which really freaking annoys me when I'm playing Super Mario 3D Land and looking through one of those binocular things.

You can just tap the screen to toggle it on or off. Options are good.
 
we have 7 years of gyro sensors in controllers already and not one developer has made them even remotely interesting, even with ports of mobile games that would make that control scheme a obvious choice.

I wouldn't be too hopeful even from Nintendo.
 
This feature was on the Wii, with the nunchuck controlling the camera. Lots of unnecessary camera spinning resulted.

I don't know how the WiiU pad works but the gyro on the nunchuk is so much worse than my 6 month old phone I don't see this as a compelling point.

Nintendo's advertising of 3D World has bothered me a lot and the OP makes an overall good point on one way they seemed to have botched it.
 
Great, a feature I need to turn off.

There's a similar thing in Luigi's Mansion that you can't turn off. The game was unplayable on the train.

That's a portable though, where your screen is ON the controller, which is where the problem lies.

Sure, in some other game with some other perspective being able to use the camera and the face buttons would be nice.It offers nothing to 3DWorld, though.

I think the draw here will be the unique sensation of controlling the camera without using face buttons, and without throwing your screen around as it is on 3DS. I think it will add a lot to the game. It will be one of those "feels", so to speak.
 
1. This isn't revolutionary. Journey had something almost exactly the same; people hated it.

2. More subjective, but that does not look comfortable or intuitive at all. I'm not interested in contorting and adjusting my entire body to move the camera around. I agree that for certain games the camera/action button set up is a bit clunky, but I'm just not sure this is a good answer to that or that its any less cumbersome.
 
OP is seriously grasping at straws to justify the wiiu gamepad.
To me it just looks like a workaround since using the stick for the camera would suck because the buttons are below it. I've tried that controller plenty of times, and it still baffles me why they put the buttons under the stick. I was in GameStop for a long ass time on the fence to buy a WiiU and ZombiU, but the more I played with the pad, the more it turned me off.
 
i'm not a fan of gyro controls at all. i hate the idea of looking around by having to move the entire gamepad around. it's nice at first, but get's annoying.
 
I can't really see how this is a revolution or even particularly helpful. To be honest, Mario games are perhaps better with fixed camera angles. Super Mario Sunshine was absolutely terrible when it came to the camera, whereas the fixed angles in SMG made life way easier. Of course, there were still issues when navigating in a 3D environment when a point of orientation (such as a shadow on the floor) was missing. That issue can only be solved with stereoscopic 3D though, which Nintendo seems to hate on home consoles nowadays.

i think it is just another play on the word 3D. except instead of having stereoscopic 3D be the 3D gimmick, this time the entire world is 3D and you'll probably be able to rotate the camera around, uncover hidden exits and alternate paths. sounds neat to me, a unique twist to 3d platforming
 
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