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(Interviews) Industry Response: Revolution Controller (A TON of industry folk here)

Yeah, you guys are very right.

Most third parties are motivated by what's selling at the moment. The only way for Nintendo to encourage third parties to develop for the Rvltn is to make it a mainstream seller.

If Mario 64 had been a bomb, d-pads would've lasted a hell of a lot longer.

So, Nintendo needs to make some games that make masterful use of the Rvltn's features, as I said here: http://forums.gaming-age.com/showthread.php?t=63368
 
teiresias said:
Certainly offering calibration options is possible, it just seems like requiring players to go through some calibration and having to make control choices runs contrary to everything Nintendo is seemingly trying to accomplish with this setup - namely make the controller less complicated to use. I get the impression Nintendo expects people to just pick the controller up and start playing the game with no interruption from power-up to gameplay.

Also, not replying to Juice here, but I find it arrogant for anyone to assume gaming is no longer creative unless Nintendo forces a new controller on the industry. New genres emerged this generation, on non-nintendo consoles I might add, and to presume that creativity is tangibly tied to the controller is asinine.

Yeah, I think having a bunch of calibration stuff every time you set up the sensor for a new TV runs COMPLETELY counter to the GameCube mantra they ranted about, "just throw it in your backpack and take it to your friend's house!"

With the Revolution, it already seems like you'll need to take it to your friend's house and plug it in like normal, but additionally:
- set up a (wireless?) sensor on top of the center of the TV (which would be just about impossible for mounted TVs or fancy thin-screens)
- Adjust where you're seated to maximize your range on that screen (depending on how much the game relies on your position, hopefully this isn't common)
- Since the console probably won't auto-detect it's in a new TV unless it goes by not having power, you'll probably have to go into the BIOS and find the calibration setting (just like you would on the DS, which has a standard-sized screen, but still requires calibration on first use)
- Do the calibration to the new screen, which would probably just involve "point to this corner, click. This corner. This corner."
- It might additionally want you to calibrate your distance from the couch, "Now walk up to the TV about a foot away and click. Now go back and sit down and click."

But don't worry kids, Nintendo All Access Wireless is going to have your ass COVERED when it comes to wireless internet connection. Unless you have a WEP. Then you'll have to point at the letters as you type that in too.

It won't be a problem at all, I wouldn't imagine. But the thought of taking my Revolution to a friend's house to show off how easy it is would be completely undermined unless Nintendo does a miraculously easy job with the calibration process. Maybe if they make it look like a little game you play while the game initially loads? :lol

To briefly reply to your comment about innovative control: I don't think there's anything preventing new genres from opening up with the traditional controller at all, you're right. Having 14 buttons, two joysticks, and a D-pad should hardly ever warrant being called "limiting" in terms of the level of control you'd be able to emulate in a variety of situations. New oddball games like Katamari Damacy and Frequency showed that well this generation. I also thought Halo and Metroid Prime made really good use of their respective controllers for control.

But I think the reason people are excited about the Revolution is that analog sticks (the most accurate immersion device in a controller, aside from a trigger used as a trigger or gas/brake pedal) weren't designed to immerse the player through completely natural movement. Obviously, for Mario 64, having 255 different indicators as to which way and how hard he was moving made control a lot easier than 8, but it has nothing on the ability to literally move and grope your hand around and see that action very closely mimicked by a character on screen. I mean, I've never played a game with an analog stick where the movements of my thumb corresponded to the movement of a thumb on the screen, except for during controller setting windows (and I always found those to be really entertaining for some reason).

Aside from the introduction of player movement that emulates in-game movement, that level of sensitivity is going to see another cubing to a ridiculously high number of unique inputs recognized by the controller.

For that reason, I really feel like the "this is going to open up new genres and redefine gaming!" arguments are justified. It can't really be used to directly knock the current pads, other than to introduce the first new thing we've had to compare to them in nearly a decade now.
 
catfish said:
I'm really excited about it, but its almost guaranteed to suffer the early games with DS situation, not much content for the games designed around the interface.

Of course if they release a killer FPS at launch (metroid with no lock on should do nicely) and the control system works wonderfully, jackpot!

True to a degree (especially in terms of things such as the depth and tilt options)..

..but if devs wanted to get some software out quickly then I can see no better place to start than to look at their DS games.

I would assume that DS software such as Zoo Keeper, Meteos, Polarium and various DS card games could be converted very quickly and easily to the Revolution control system and sold at a budget price.
 
And that'll be the biggest hurdle Nintendo faces next Gen. How willing are publishers to invest in new and innovative ways of playing games on one system, that may have smaller user base, vs. the tried and true way that's already making them a mint, on two systems with a large market share?

That's why Nintendo's first party titles are going to be so important. They will show how this thing can be used. It's the combination of thinking outside the box and EXCELLENT internal development teams that enable Nintendo to get away with these things. Mario64 made the case for the analog stick and MarioRev will have to do the same for the remote.

[It better launch with a Mario, BTW]
 
David Perry
President, Shiny Entertainment


I've been fielding interview questions on this new Nintendo controller for a while now, and besides the obvious stuff, I've been personally hoping for Nintendo to offer custom game interfaces.

Meaning when a developer designs a game, they can very easily design their own interface at the same time. Their interface component would then (at a very low cost) be included in every game box. (Imagine a small "interface' block that clips in the front of a normal controller.)

The main controller (not looking like a remote control) would be designed so you simply plug in the component that came with the game.

Nintendo talked about controllers having too many buttons and turning off non-gamers.

Fair point, but if they honestly have a problem with too many buttons, then this solves that too. For example, on the faceplate that comes with a simple game, they could actually get rid of all unused buttons by not replicating them. If however I want a more complicated game with 10 buttons and a throttle slider on the faceplate for a Mech game, no problem.

This solution covers many needs.

The faceplate can also contain artwork (for that game) and tips, like "FIRE" written under the fire button. Trust me, that will help newbie gamers!

Can you imagine how excited, and then let down I felt when I found out Nintendo nearly delivered this!

I feel a lot of innovation in the original arcade games was increased by the freedom of designers to create new interfaces for their game at the same time. Think Pacman vs. Tempest vs. Missile Command vs. Star Wars vs. Lunar Lander. All radically different but the interface definitely added to the fun.

After toying around with this Revolution remote control, and after fighting my grandparents off it, my prediction is that people will be looking to buy a "normal" controller to plug in.

So thanks Nintendo for trying. I actually respect the effort a lot!

People that know me, know I love big thinking and I LOVE innovation, but I still dream of the day when hardware manufactures stop trying to surprise game developers and actually invite a group of them to brainstorm on the hardware.

It would be a great marketing scoop for them (being designed by the top ten game designers in the world), but it would also deliver a bloody cool console / controller.

Oh well, just five more years and we can try again.
If that ever happened, sure he´d be not invited. BTW, Nintendo already have some of the best game designers.
 
As I've said before, GET BLIZZARD ON THIS SYSTEM. This controller is perfect for RTS games! :D

Honestly I think Nintendo has a winner on their hands. And this is coming from a Metal Gear Solid, Resident Evil, GTA, blood obsessed, graphic loving freak. I simply can't wait to try out some new ways to play games and see what people can come up with.

If they release this thing at $200 with Mario and an online service that has access to a shitload of past gen Nintendo games they could very well become a threat to the PS3 and 360. Hell, with Japanese gamers eating up PS3 and Rev next year I really don't see where 360 fits in at all over there.
 
Juice said:
Yeah, I think having a bunch of calibration stuff every time you set up the sensor for a new TV runs COMPLETELY counter to the GameCube mantra they ranted about, "just throw it in your backpack and take it to your friend's house!"

Already been stated that no calibration is needed. Also the sensor bar has 2 sensors, a foot apart. But they can be detached and placed anywhere near the tv, on top, on bottom, at the side, on opposite ends etc.

No idea how it knows where your TV is so far. Even if it asks you to calibrate it, what are you gonna do? Point your remote at a target in some attempt to aim? There won't be a on-screen cursor or anything. Very inaccurate and could result in some very horrible set ups.

Also distance is set by the sensors.
 
borghe said:
(not to mention madden '56)

Now that'd be something to see. A Madden game that takes place a near decade before the NFL even got popular! Way the hell before the AFL merger!

Fuck, they could make it black and white with a film grain over it, just to play up the nostalgia factor to all of those disenfranchised 80 year old men who quit watching the game in the 50s.
 
sonycowboy said:
I think this gets to why many are skeptical. I expect 3rd parties to give it a good go, with varying success. However, they do have to make games for a ton of platforms (Rev, PS3, Xbox360, PSP, DS, PS2, GBA, PC), so how much attention and how many resources can they realistically give the revolution? Big budget titles, outside of Nintendo, seem like they'll be tough to come by. Not that big budget = quality, but it certainly affects marketing, sales, and overall consumer impressions.

With what the PSP and DS have gone through this year in terms of sparse releases, I am starting to wonder if developers can actually juggle this many platforms effectively.
I dunno... some of the most innovative/playable DS titles are coming from tiny Japanese developers like iNiS, Aki, Mitchell or Q Entertainment. It's just that Nintendo swoops in and picks them up. :)

That's a key advantage Rev should have as well. It'll be comparatively cheap to make games for, leveling the playing field a bit for the smaller, more innovative developers out there. This is a machine more for the Game Freaks of the world, not the Activisions.
 
norinrad21 said:
Rev is going down as the console that forced 3rd parties to be creative

That's a pretty bold statement. That's assuming that most 3rd parties feel like thinking outside of the box that they've been in this past gen. Sony and Microsoft are fielding much more conventional consoles (a bad thing perhaps) and given their share of the market, espcially Sony's, I'd be inclined to say that most 3rd parties could make more than enough profit of of just Sony and Microsoft, leaving Nintendo even more the odd man out.

Fishing, walking the dog and poking your friend in the eye are great, but they're not quite what the doctor ordered when you're feeling the need for a CTF run on Coagulation (or whatever it will be next time around) or you're really in the mood to play FFXIII. Will EA try and find a way for you to "throw" the Rev's controller so you can play Madden? They could, but it would mean quite a bit of effort and cost to support a console that might not be grabbing much of an audience.

If 3rd parties don't see the profit in developing for the Rev, then they won't. Especially if Sony and Microsoft grab up a good portion of the market anyway.
 
Shao said:
Already been stated that no calibration is needed. Also the sensor bar has 2 sensors, a foot apart. But they can be detached and placed anywhere near the tv, on top, on bottom, at the side, on opposite ends etc.

No idea how it knows where your TV is so far. Even if it asks you to calibrate it, what are you gonna do? Point your remote at a target in some attempt to aim? There won't be a on-screen cursor or anything. Very inaccurate and could result in some very horrible set ups.

Also distance is set by the sensors.

Just because something's been stated doesn't mean it's true. That sensor description then sounds absolutely haphazardous if it's actually going to measure something.

And how would there be "light gun" like games (e.g. Time Crisis or any FPS) where you simply point at the appropriate point on the screen to shoot at it without calibration? Since not every screen is the same size, you'd need to click the corners of the screen to calibrate it. It's not going to be able to figure out the size of your TV for you. And I doubt you're going to type in that you have a thirty inch widescreen, or whatever.

Who told you there was no calibration, and what does his daddy do?
 
who gives a fuck about calibration? not that you'll be changing TVs that much but shit something like that would take like 2 minutes. just put up the sensors, mario will tell you to point to the 4 corners of the TV, boom its done. Not really that big of a deal and knowing Nintendo it will be simple as hell.
 
I mean, I've never played a game with an analog stick where the movements of my thumb corresponded to the movement of a thumb on the screen, except for during controller setting windows (and I always found those to be really entertaining for some reason).

Maybe it's just me, and you probably didn't intend to, but that statement sort of stuck out to me for some reason, because it seems like you implied those controller setting windows were entertaining for the sole reason that the movement felt natural.

Or maybe it's just me over-analyzing things... >_> <_<
 
norinrad21 said:
Rev is going down as the console that forced 3rd parties to be creative

PLR1135.jpg


"Please add creativity to your game, LAST F'ING WARNING!"





Nikon-rifle-scopes-2.jpg


"Ok, now you have done it... FIRE!!!!"


"BE CREATIVE OR WE WILL MESS YOU UP!"



Hehe, hopefully Revolution will have some success at least so that gamers will ahve more options and we might see the innovation, if it prooves to be worth our while, transfer to console gaming in general.
 
i couldn't be bothered to read that article, but it was interesting to compare the relative head tilts of various industry figures. dave halverson tilts his head moderately, while cliffy b. executes an extreme head tilt of nearly 90 degrees. fascinating.
 
drohne said:
i couldn't be bothered to read that article, but it was interesting to compare the relative head tilts of various industry figures. dave halverson tilts his head moderately, while cliffy b. executes an extreme head tilt of nearly 90 degrees. fascinating.

IAWTP
 
drohne said:
i couldn't be bothered to read that article, but it was interesting to compare the relative head tilts of various industry figures. dave halverson tilts his head moderately, while cliffy b. executes an extreme head tilt of nearly 90 degrees. fascinating.

Good move. How could you make baseless generalizations and assertions about something if you actually knew anything about it?
 
HIDEO KOJIMA

via video at iwata's tgs speech:

hideo kojima said:
"you've done it! was my impression. this was totally unexpected. i was pleasantly surprised because the controller is quite comfortable, yet provides something brand new.

famicom defined the modern controller. it made us control games using the a and b buttons, holding the controller with both hands and facing the tv monitor. we have been doing this for 20 years and this play method will now be changed significantly.

even though it was a surprise to me at first, once i touched the controller i quickly understood how it should be used, much like a remote control for your tv.

this is exactly what i was looking for."
if i get chance i'll transribe kawasu and hori.
 
David Perry
President, Shiny Entertainment

I've been fielding interview questions on this new Nintendo controller for a while now, and besides the obvious stuff, I've been personally hoping for Nintendo to offer custom game interfaces.

Meaning when a developer designs a game, they can very easily design their own interface at the same time. Their interface component would then (at a very low cost) be included in every game box. (Imagine a small "interface' block that clips in the front of a normal controller.)

The main controller (not looking like a remote control) would be designed so you simply plug in the component that came with the game.

Nintendo talked about controllers having too many buttons and turning off non-gamers.

Fair point, but if they honestly have a problem with too many buttons, then this solves that too. For example, on the faceplate that comes with a simple game, they could actually get rid of all unused buttons by not replicating them. If however I want a more complicated game with 10 buttons and a throttle slider on the faceplate for a Mech game, no problem.

This solution covers many needs.

The faceplate can also contain artwork (for that game) and tips, like "FIRE" written under the fire button. Trust me, that will help newbie gamers!

Can you imagine how excited, and then let down I felt when I found out Nintendo nearly delivered this!

I feel a lot of innovation in the original arcade games was increased by the freedom of designers to create new interfaces for their game at the same time. Think Pacman vs. Tempest vs. Missile Command vs. Star Wars vs. Lunar Lander. All radically different but the interface definitely added to the fun.

After toying around with this Revolution remote control, and after fighting my grandparents off it, my prediction is that people will be looking to buy a "normal" controller to plug in.

So thanks Nintendo for trying. I actually respect the effort a lot!

People that know me, know I love big thinking and I LOVE innovation, but I still dream of the day when hardware manufactures stop trying to surprise game developers and actually invite a group of them to brainstorm on the hardware.

It would be a great marketing scoop for them (being designed by the top ten game designers in the world), but it would also deliver a bloody cool console / controller.

Oh well, just five more years and we can try again.

=

con_JaguarController.jpg


+

o_Doom_1.jpg
 
i think revolution shouldn't come with the standard wavebird type caddy controller, it would defeat the object. it should be packaged with the nunchuck combination, only.

developers should realise if they don't exploit revolution fully they're going to see low sales. this will create low 3rd party support, but what there is will be excellent.
 
^^^And multi-platform games go out the window?

Edit* Actually, now that I think about it, I wouldn't be suprised if Nintendo decided to release the standard controller separately.
 
Juice said:
Just because something's been stated doesn't mean it's true. That sensor description then sounds absolutely haphazardous if it's actually going to measure something.

And how would there be "light gun" like games (e.g. Time Crisis or any FPS) where you simply point at the appropriate point on the screen to shoot at it without calibration? Since not every screen is the same size, you'd need to click the corners of the screen to calibrate it. It's not going to be able to figure out the size of your TV for you. And I doubt you're going to type in that you have a thirty inch widescreen, or whatever.

Who told you there was no calibration, and what does his daddy do?

This is what confuses me too. But essentially they said all you do is plug it in, place the sensors and turn it on. Sounds stupid to me as well but this is Nintendo's usual philosophy. This would work if it was a 3D mouse, but it's not, very strange...

It was in the interview with Merrick.

How is movement of the controller detected?

We use Bluetooth technology to communicate between the controller and what we call a 'sensor bar', which has two little sensors on it that are maybe a foot apart. These sensors can be detached from the bar and they can be above the TV or below the TV - it doesn't really matter.

There's really no set-up other than just putting the bar by the TV. There's no calibration for size or type of TV or anything like that.

http://www.gamesradar.com/news/default.asp?pagetypeid=2&articleid=37344&subsectionid=2504
 
It's not very strange to me. The controller by itself can detect angular rotation while the the controller in combination with the sensors can sense translational (sideways, forward, backward) motion. The only thing missing, I guess, is Z-axis movement (up and down), but that might be handled by an algorithm that senses the inherent relative "rotation" simultaneously with the absence of translational movement.

It's all simple and logical, but it takes someone with creativity to put it all together.
 
Luscious LeftFoot said:
^^^And multi-platform games go out the window?

Edit* Actually, now that I think about it, I wouldn't be suprised if Nintendo decided to release the standard controller separately.
multiplatform games would be really unique on revolution, far more so than on ds, which would increase third party game sales, imo.
 
The Guivre said:
People are skeptical for a reason, generally that reason is because they're unsure if a certain idea or product will succeed in the real world. This is just such a situation, so hating on the skeptics isn't really neccesary.

That being said, I too am just a little skeptical. Sure, it's a great idea, yes it's even "Revolution"-ary. But as it was stated it's really a roadblock to 3rd party support. So I'd tentatively compare the Revolution, at least based on what we know now. To a very affordable and vastly more powerful NeoGeo.

NeoGeo brought the arcades of it's time to the home, much like the Revolution has the potential to bring all those "dog walking" and "friend poking" games home. But if someone is developing a game for the PS3, it's unlikely that the transition to the Revolution will be smooth, if possible. It's sort of a broad comparison of course but I think it works. So you're left with sort of a niche audience, only instead of being filled with hardcore enthusiasts it'll be filled with the much maligned "casuals" and of course the fanboys. And that's if the "casuals" Nintendo is sort of banking on even decide to buy one of those new fangled gamin' contraptions.

For Nintendo to put out another WaveBird like controller for the Rev would fix the 3rd party support side, but it would of course take away from the innovation side. So while the idea is good, there are a lot of potential snags that we'll only be sure about when the Rev hits homes.


Why do none of you realize a standard gaming shell is also included. You can play all those regular games too.
 
ziran said:
i think revolution shouldn't come with the standard wavebird type caddy controller, it would defeat the object. it should be packaged with the nunchuck combination, only.

developers should realise if they don't exploit revolution fully they're going to see low sales. this will create low 3rd party support, but what there is will be excellent.


As painful as this sounds, I agree. If a controller shell comes with the console, I can see devs bringing over a shitty port that uses the shell and doesn't make use of the 'revmote'. Then when said shitty port sells bad, they decide to not to support the console.

It would be better for them in the long run not to use the traditional controller as a crutch from the start. They might actually come up with a grand new idea.


EDIT: Also, if Revo really is the weakest of the two consoles in the graphics department, inferior ports will just make it look all that much more unappealing.
 
ziran said:
i think revolution shouldn't come with the standard wavebird type caddy controller, it would defeat the object. it should be packaged with the nunchuck combination, only.

developers should realise if they don't exploit revolution fully they're going to see low sales. this will create low 3rd party support, but what there is will be excellent.


That's suicide.
 
I don`t see why 3rd party games will be so hard to port, after all, they are going to have the GC plug-in thngy, and who knows, they might even get around to making a Dual Shock 2 or Con-S copy for the GC (a 3rd party pad) and it will work just perfectly for the games.
 
Shao said:
That David Perry comment is so retarded. He actually WANTED clip on buttons and interfaces which could be designed for every game? and then this would be manufactured and bundled with each game? Even the most retarded fanboys dismiss this idea, the 3D helmet is more realistic than this. Having to learn new button configs alot is very annoying for gamers, I guess thats why he's a games designer and not a hardware designer. Does he have the skills to design a mech interface and then have it manufactured? Or is he disappointed Nintendo didn't volunteer to do it for him?

So just because they didn't listen to him, he dismisses it before he's tried it. "I respect you for trying" he says as if they've failed and his respect somehow means anything to them. What a condescending arrogant prick. "Next time ask the top 10 game developers to design it (including me naturally)" hm. Doesn't he realise Nintendo make hardware first and foremost for THEIR (usually excellent) games?

I'm sure some meaningful companies like Namco could commission a lightgun attachment and get it done though, thats a form of customisation by expandability - not enough for the Perry it seems.

Anyone that thinks David Perry is a worthwhile game dev and his opinion should matter say "I"

*silence ensues*

Here's hoping he enters the matrix, and never comes back.
 
did anyone expect industry people & 3rd party developers to start trashing Nintendo here? LOL. These guys are professionals. They'll give a nice sound bite then just happily igonore the platform unless it offers them a niche title with easy sales to compete against 1st party heavyweights.
 
Razoric said:
who gives a fuck about calibration? not that you'll be changing TVs that much but shit something like that would take like 2 minutes. just put up the sensors, mario will tell you to point to the 4 corners of the TV, boom its done. Not really that big of a deal and knowing Nintendo it will be simple as hell.

I would bet anyone a dollar that the procedure is almost EXACTLY this.
 
snatches said:
I would bet anyone a dollar that the procedure is almost EXACTLY this.
Even though an informed Nintendo employee said there would be no such thing and is quoted a few posts up? You're on.
 
JasoNsider said:
Show of hands for those who suddenly got excited when reading Michel Ancel's response?

*raises hand*

I'm not sure exactly what it is, but his excitement is always really infectious. Listening to him speak about his inspiration through watching Grave of the Fireflies, for instance, was really interesting. This man has earned a great deal of my respect.

In Edge, a couple of issues back, he made some interesting comments that I took to relate directly to Revolution. I posted them back then too, but here they are again:

From: http://forums.gaming-age.com/showpost.php?p=1806702&postcount=132

Ubisoft intends to release the Xbox 360 King Kong this winter, simultaneouly with versions for current platforms (the handheld games are being developed seperately and have not been shown). Further next-gen ports are also planned, but not confirmed. By necessity the update will be restricted to an audiovisual spit and polish, and gameplay left untouched. "Working on these consoles for this game and for the time we have to develop it, it's quite cosmetic," says Ancel. "Which is important in this game, because shadows are so important, and sound... but I think on 360 and PS3 games are not going to be completely different because interfaces are the same. If interfaces could be different then really new gameplay could appear."
 
The proof will be in the pudding. Developers express their support by what games they release for the Revolution not these little sound bites.
 
I met Dave Perry at E3 1998. In the 'closed' Interplay booth with the free booze and the playable demo of the new Descent and the super-exclusive Messiah demo room.

The guy came across as a completely self-absorbed putz. Narcissus personified.

Now he wants me to play fucking Legos with my controller every time I switch games? And he thinks this will make him a better developer and will create better experiences?

Dave, dude, restrictive controls are not your problem. Look within.
 
teiresias said:
Well, let's say you're playing Metroid Prime 3 on a 52" widescreen TV and have to aim at an enemy on one side of the screen and an enemy on the other side of the screen. Now, let's assume you play that same scenario on a small 19" regular TV - and you're sitting the same distance from both TVs. To aim from one side of the screen to the other takes a much smaller range of motion on the 19" TV than on the 52" widescreen TV.

Not true. Size of TV makes no difference. Everyone is assuming this reacts with the TV somehow, it has NOTHING to do with the TV, and everything to do with the sensor bar. Hell, you could put the sensor bar at the other end of the room and as long as you're pointing at it, your movements would be reflected on the screen in the same way.

Your movements are based on how the sensor bar detects them, THEN they are translated to the screen. For example, lets say you move your hand one inch to the right. Now, lets say that one inch of hand movement = 200 pixels of on screen movement. As you can see, it won't matter how big a TV you have, as your one inch of hand movement will always equal 200 pixels of screen movement regardless of TV size. Since a bigger TV is simply blowing up the same size res, the movements are the same!! Simple!
 
if the revomotroller can act like a lightgun -- and there's a demo in which it does -- the size of the tv has to be relevant. pointing at the top right corner of a 20" screen and pointing at the top right corner of a 60" screen would not entail the same motion.
 
vitaflo said:
Not true. Size of TV makes no difference. Everyone is assuming this reacts with the TV somehow, it has NOTHING to do with the TV, and everything to do with the sensor bar. Hell, you could put the sensor bar at the other end of the room and as long as you're pointing at it, your movements would be reflected on the screen in the same way.

Your movements are based on how the sensor bar detects them, THEN they are translated to the screen. For example, lets say you move your hand one inch to the right. Now, lets say that one inch of hand movement = 200 pixels of on screen movement. As you can see, it won't matter how big a TV you have, as your one inch of hand movement will always equal 200 pixels of screen movement regardless of TV size. Since a bigger TV is simply blowing up the same size res, the movements are the same!! Simple!

But the "confused gamer" that can't handle buttons on modern controls isn't going to be thinking about pixels on their TV. If 1 inch of movement = 200 pixels absolute than that's not scaled properly with where you'll actually be pointing the device on the TV screen across different sized screens - ie. if the controller is "calibrated" for a 19" screen say 200 pixels is like 2 inches, then when you point from point A to point B you're physically pointing at a spot on your screen 2 inches apart and 200 pixels apart and your crosshair moves 2 inches, but if it's based on an absolute 200 pixel scale the minute you start using a 52" screen and move your remote 2 inches it's still scaled for 200 pixels, but on the 52" screen 200 pixels takes 2.75 inches and your crosshair no longer moves exactly where you're pointing the remote. The gamer wants to reference where he/she is pointing on the screen, not a pixel offset.

Please note, this issue doesn't hamper alot of motion, only the case where you're trying to explicitly aim at a specific spot on the TV screen - the Nintendo controller video demonstrated alot of control schemes that don't need an absolute position reference in which case the TV size is not an issue at all, but aiming in a fps will require absolute reference and the screen size will have to be taken into account.
 
Nintendo may have something big on thier hands here.


This is a NO SHIT story.

I visited my Parents yesterday. My dad having always been a big videogame(Nintendo) fan in general, was excited as hell when I showed him the controller, and explained what it could do. No big deal, knew that was coming.

Now my mother on the other hand, is the queen bee of hating videogames. Thinks thier childish, stupid, ya' know the typical videogame hating mentality. Looks at a controller and scoffs.("Stupid thing has 8billion buttons")

I showed her the Revolution controller, and she liked it . I almost fainted. I then explained to her how it works, and she said that sounds like fun . I nearly fainted again.

I really am just dumbfounded by how many people(My sister included) who NEVER touch videogames becuase of the controller are not just interested, but excited to try this thing.
 
teiresias said:
But the "confused gamer" that can't handle buttons on modern controls isn't going to be thinking about pixels on their TV. If 1 inch of movement = 200 pixels absolute than that's not scaled properly with where you'll actually be pointing the device on the TV screen across different sized screens - ie. if the controller is "calibrated" for a 19" screen say 200 pixels is like 2 inches, then when you point from point A to point B you're physically pointing at a spot on your screen 2 inches apart and 200 pixels apart and your crosshair moves 2 inches, but if it's based on an absolute 200 pixel scale the minute you start using a 52" screen and move your remote 2 inches it's still scaled for 200 pixels, but on the 52" screen 200 pixels takes 2.75 inches and your crosshair no longer moves exactly where you're pointing the remote.

You're right, it doesn't, because where the remote is point in relation to the TV has nothing to do with where the crosshair actually is on the TV. You aim the crosshair on the screen to where you want to shoot using the controller, you don't aim the controller itself in relation to the TV at all. Like I said you're not actually aiming at the TV, you're "aiming" at the sensor bar. That translates your movements to the crosshair, which is what you use to actually know where you're going to shoot. The TV has nothing to do with this.

That's my take anyway.
 
vitaflo said:
You're right, it doesn't, because where the remote is point in relation to the TV has nothing to do with where the crosshair actually is on the TV. You aim the crosshair on the screen to where you want to shoot using the controller, you don't aim the controller itself in relation to the TV at all. Like I said you're not actually aiming at the TV, you're "aiming" at the sensor bar. That translates your movements to the crosshair, which is what you use to actually know where you're going to shoot.

That's my take anyway.

For some games, yes, and that's how the ideal FPS configuration would work in my eyes.

But I think tei is referring to physical 'where it's pointed is where it shoots' configurations. You know, like Duck Hunt. Not every game is going to employ a cursor for positioning after all.
 
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