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.