Fusebox said:
Well then can you or one of the other experts explain to dumb old me what would be involved in running from one cover point to another cover point while firing at guys along the left and right of you at the same time with the Wii?
zomg! how is this even possible with a mouse & keyboard or standard controller? brain can't grasp it
Fusebox said:
Sounds like COD3 isn't much of an indication of the controllers ability to control a true FPS title at all then imo.
yeah, CoD3 isn't really a FPS at all
santouras said:
There was a ubi interview where they said they tried heaps of fps setups with red steel and one very similar to how you said there. Their end conclusion was that it was counter intuitive and not fun, which I would have to agree with.
IIRC UbiSoft said that about an attempt to completely replicate mouse controls by having you "recentre" the wiimote (as you do a mouse when you lift it up) using a button that allows you to move it back to the centre without on-screen reactions.
What 666 said was making it that when you press the "aim" button, the bounded box of the game is expanding to let you shoot a bit more "lightgun-style" when looking down the sights, is a perfectly good and sensible idea that many people have suggested.
ZombieSupaStar said:
with a mouse keyboard you would just move and click hes dead with a wii there a chance you need to "move aim rectile to upper left to move view, then aim and click" that to me is where I dont like the setup for fps games.
I know what you're saying. I play a lot of CoD on the PC and I have some trouble imagining how my reflex shots could translate to a Wii setup - but you also have to remember the complexity of these PC actions and the conditioning it takes to get to this level of skill.
In CoD, for example, if you spotted someone in the top corner of the screen, a lot of experience with the game and the interface (let's not forget we spend HOURS reinforcing the ability to translate mouse movement into on-screen cursor aiming when we use a PC outside of gaming too) allows you to flick the mouse across your desk exactly the right amount, the right direction, the right speed, and timed perfectly with a right-click (aim) and left-click (shoot) in a tiny fraction of a second. That is a pretty complex set of movement that I'm not sure people would have imagined the PC interface could allow before these games were made. When you "spectate" someone new to PC FPS you can see that they are vaguely competant, not lurching all over the screen like console FPS novices, but it takes them a long time to turn, to line up their screen, to click aim, to try and aim precisely on a target (stationary or moving), and then shoot. People need time to develop the skills needed.
So for Wii, this is why I would like developers to also allow us to customise the controls (sensitivity, size of these invisible dead-zones and turning boxes) so that players can try and find a system their are comfortable with and allows for different skills. But let's face it, the wiimote is going to be much better for the kind of PC skills we're talking about than a thumbstick. I think there is a good chance or replicating in some form these kinds of reflex shots as long as the cursor is not allowed to move so much across the entire screen - otherwise you encounter the problem you suggested...having to turn the screen, recentre, and then aim.