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Gaming "innovations" that went nowhere

The real time war from Chromehounds.

Made you feel like a multiplayer match was contributing to something. If you won you would further your countries occupation of a certain area of the map. The goal being for your country to take over the entire region. It made me feel so invested in what I was fighting for.
 
Sixaxis.

I don't think I've ever encountered a single game that used it as anything other than a dumb gimmick. In some cases, it even made certain actions harder to do using it (grenades in Uncharted 1).
 
Remember this?

virtuix-omni-gif.gif
 
Now, granted, I think the idea of motion control is awesome. Direct 1:1 control, immersing yourself into a game as your own skills and movements transferred to your in-game character. The actual reality, not so much. Flailing around front of the TV never seemed very appealing to me. The Kinect was probably the coolest and the closest to realizing what motion control could accomplish, but Wii Nunchucks? PS Move?

And now today: Kinect-less Xbox One; the Move is dead and as far as I can tell, not many games use the motion capabilities of the Dualshock; WiiU's focus is on touch and second screens.

Move is right up under people's noses & they don't even know it

doulshock_4_official_by_doublezz01-d62ee16.jpg
 
Motion controls or Wii U Gamepad are not valid answers in this thread.
First of all the Wii was huge and sold millions on the motion gimmick alone + motion controls are used in helpful ways in the Gamepad and 3DS. Not to mention Wiimotes can be used as controllers for many new games. It's easy to hate on waggle controls, but the technology did not go 'nowhere' ... :/
 
Sixaxis.

I don't think I've ever encountered a single game that used it as anything other than a dumb gimmick. In some cases, it even made certain actions harder to do using it (grenades in Uncharted 1).

Flower. Also, it's much improved in the DS4, and is great for gyrotype.
 
E-Reader.jpg


The technology was awesome, and what Nintendo used it for had some great ideas (Animal Crossing, NES games, Super Mario 3 Expansion, Pokemon cards, etc.) but was cumbersome and took too long.

I'd love to see a revival of something like this with an iPad Square like technology.
 
NURBS were supposed to be the future at some point.

NURBS are still used. Making a whole game out nurbs would have been stupid though.

-Voxels
-Raytracing
-Prerendered backgrounds
-"Physics Cards" - hardware accelerators specifically for physics/AI calculation. I remember this was gonna be the next "big thing"
-Megatextures (RAGE/iDTech)
None of these really went nowhere. The technology just wasn't there.
Voxels/raytracing are starting to make a comeback this gen and will probably be fully implented next gen. Pre-rendered backgrounds are basically pre-baked lightmaps today. The physics cards just got merged with GPU's. Megatextures also still exist (partially residential textures).
 
I'm highly skeptical of any wheel without a base. It'll never feel right.

And rightfully so, it's not a wheel imo, it's racing controller that is trying to provide an alternative to people that don't want a wheel but want to have the precision of a wheel or at least more precision than sticks on a pad. It gives you that, nothing more.
 
I expected the JRPG market to fill up with more open world exploration RPGs after FFXII but only Xenoblade followed on the formula.
 
Now, granted, I think the idea of motion control is awesome. Direct 1:1 control, immersing yourself into a game as your own skills and movements transferred to your in-game character. The actual reality, not so much. Flailing around front of the TV never seemed very appealing to me. The Kinect was probably the coolest and the closest to realizing what motion control could accomplish, but Wii Nunchucks? PS Move?

And now today: Kinect-less Xbox One; the Move is dead and as far as I can tell, not many games use the motion capabilities of the Dualshock; WiiU's focus is on touch and second screens.

while I don't exactly "love" motion controllers, the bolded part is one of the most intentionally uninformed generalizations I have ever read on NeoGaf.

It's not 2006 anymore.


E-Reader.jpg


The technology was awesome, and what Nintendo used it for had some great ideas (Animal Crossing, NES games, Super Mario 3 Expansion, Pokemon cards, etc.) but was cumbersome and took too long.

I'd love to see a revival of something like this with an iPad Square like technology.

Amiibos ;)
 
Transducers are huge in the flight sim and racing sim communities. Like standard equipment for a base rig. Ever heard of a buttkicker?


No, I can't say I have heard of a buttkicker. That's interesting to know though and makes sense for those genres.
 
I really think 3D was a big gimmick, with motion controls following behind a very close second. I think I've turned on the 3D on my 3DS like twice, and turned it off shortly after.

Motion controls, for the same reasons others have mentioned: it's repetitive and looks ridiculous in execution.

Moving forward I guess VR will be the next big thing, but I think it will have an awkward existence until they figure out how to make headsets functional and fashionable.
 
I remember the older Ageia cards that started popping up mid 2000s. Then they got bought by Nvidia a few years later and well, the rest is history.

The tech got integrated into the Nvidia GPUs. You can have two Nvidia GPUs in your desktop, one for graphics and one for physics. But games with physics that hugely demanding never took off, for reasons I'm sure we could all pontificate about.
 
No, I can't say I have heard of a buttkicker. That's interesting to know though and makes sense for those genres.

t5fHvmA.jpg


It's probably the most popular transducer on the market, to the point where, like q-tip and kleenax and (in the south) coke, its name has become synonymous with transducers in general. Typically, you say you're going to build a "buttkicker" not a transducer.

I myself used off the shelf parts to build my own, didn't buy the name-brand buttkicker. Funny enough, I used an Aura transducer in my rig.

Also, KOR-FX just shipped - exact same technology:

yWARTKm.jpg


The technology to direct audio is better these days, now, which is the big difference. really dedicated people will grab a second soundcard to drive the transducer separately from the main audio, and use a program like SimVibe to provide direction to the transducer. I've seen a rig with LFS that had 4 transducers in each corner with SimVibe driving each independently. Many racing games, like LFS, support SimVibe natively.

Ironically, because the Aura interact is the exact same technology, only 20 years earlier, these things are becoming popular again and their price is rising on ebay. Because it's much cheaper to get an interact than to buy a full transducer setup.
 
while I don't exactly "love" motion controllers, the bolded part is one of the most intentionally uninformed generalizations I have ever read on NeoGaf.

It's not 2006 anymore.
Knew that the OP would be a poorly disguised bash on motion controls.
My mistake. Literally the only Wii game I've ever played was from 2006. My opinion of motion controls was formed by Kinect and Wii Sports.

Personally I've never played a motion controlled game I enjoyed, but then again my experience with those games are very limited. I like the concept and Oculus Rift + RazerHydra looks awesome.
 
I always thought Kinect had a lot of possibilities, especially the Xbox One's. I'm thinking of it as a supplemental device, not a fundamental part of the game (like Sports Rivals).

Examples... refs reacting to the player cursing in NBA 2kX and issuing technicals, a horror game responding to the player's heartbeat, holding up your hand to do a thumbprint scan (much like how Second Son did it with the touchpad).
 
E-Reader.jpg


The technology was awesome, and what Nintendo used it for had some great ideas (Animal Crossing, NES games, Super Mario 3 Expansion, Pokemon cards, etc.) but was cumbersome and took too long.

I'd love to see a revival of something like this with an iPad Square like technology.

I think the E-Reader was a bigger hit in Japan. In the US it sort of fizzled out really fast.

And I like the Wii U tablet a lot, but mostly just for Off TV play.
 
On console, Sony was the only one sort of pushing it but it didnt last long.

On PC, like always, there are wrappers/fixers that people create to patch native PC games and emulated games, so hardcore fans have tons of content to enjoy in 3D but not supported officially.

Same thing with Triple screen setups.

iC6cgldVVv1FW.gif

Triple screen isn't an innovation, its more of a novelty.
 
Just like the rest of the fads (kinect, 3D Games..etc), it something you have to try it once in life. But never gonna replace the regular monitor/controller combo.

The only thing stopping me from having 3D replace all of my typical gaming experiences is support and PC power. I'm stuck on a 570 which can't push most modern games well enough.

When a game has well implemented 3D, it's nearly always preferable to 2D for me. So many people have this mindset of 3D as it is in the movies or on consoles, but PC 3D, rendering at 1080p (or higher!) at a full 60fps and actual depth, not the incredibly shallow and safe movie theater kind, is a profoundly impacting experience. It genuinely changes the whole feel of the game and makes it feel much more real and lifelike.

They wanted 3D to be the next HD but the benefit was never remotely as clear, hard to demo and hard to implement. Good VR should make 3D look like a joke anyway. Though those multiple viewing angles glasses free 3D TVs seemed mildly interesting.

I legitimately hope this is true and I've been really excited to try a Rift some time, but I've heard from many people who have tried 3D vision that VR just doesn't make anywhere near as big of an impact if you've been using good 3D already.

Most people didn't realize that one of the most impressive aspects of playing games on the Rift was the fact that you got actual good quality 3D, along with head tracking. If you're already used to great 3D, the big benefit is headtracking and that's not as monumental a leap as both together.
 
Lots of graphical ones. I remember the "detail textures" being used in the first (and second?) Unreal Engine. It would seamlessly fade in another texture layer as you got close to a surface in order to mitgate the blurriness. Didn't catch on. Two generations later and we still had a blurry mess when looking at things up close.

I'd rather hear more of these types of failed 'innovations' than this be a motion-controls-are-dead thread.
 
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