Mind over matter?pewye said:2:1 is next
pewye said:2:1 is next
pewye said:2:1 is next
Ah, OK.Chris Remo said:I completely agree, but there's a HUGE amount of variety in the gameplay themes I mentioned. I just don't have any particular interest in 1:1 swordplay in a Zelda game.
Chris Remo said:I'm surprised multiple people in here want this in Zelda. To me Zelda has always been about the structure, the exploration, the growth--not about the second-to-second combat gameplay. It's hard to imagine how you'd integrate 1:1 fighting--which surely would be a pretty intensive thing--without having it tip the balance too far in the combat direction.
aeolist said:Ah, OK.
I guess I'm just thinking that an open-world first person Zelda is the optimum way for them to go and the least likely thing that'll happen.
RurouniZel said:I KNEW IT ALL ALONG!!!!
I'm game.
Eh, over the shoulder Zelda could be cool.agrajag said:First person Zelda would cause a bigger backlash than anything Anouma could ever conceive of. DO NOT WANT REALLY BAD.
Maybe if Link didn't use a sword all the time.Dolphin said:Eh, over the shoulder Zelda could be cool.
Dolphin said:Eh, over the shoulder Zelda could be cool.
Victrix said:I'm sort of tired of all the 'SWORD FIGHTING GAME LOL' comments.
For one, it's an almost painfully obvious gimmicky use that's been attempted (not well) a few times already. For another, any sort of 'real' sword fighting would be hard as hell. Consider how the barriers on most modern fighting games are for casual players, then imagine applying that sort of complexity, but possibly even more so to some sort of real 1:1 motion sword fighter. Yuck.
Will we see an inevitable light saber star wars game? Yes. Will it actually be something more than a horrid gimmick like waggle is in most games? Dunno. Could some sort of simplified sword combat be used in a game where that was the focus? Probably (Dragon Quest Swords? pfft).
Personally, I can't think of any brilliant uses for 1:1 motion, but I still haven't really seen any truly brilliant uses of the wiimote so far either. And no, cool as it is, getting all your non gamer friends and family to play bowling is not it (though it is for Nintendo's bank account).
Honestly, my favorite use of it so far has been as a simple elegant pointer device. It's just as, if not more comfortable than a mouse for pointing. It's accurate and fast. Where's our kickass RTS games on the wii? (with friend code matchmaking, ahhahahsdlkfhalkdf)
Meh. I'm on a low ebb about the whole motion control revolution innovation bit. Where are the games?
agrajag said:Only for the bow and hookshot.
Mardak said:Why does he say the Wii Remote couldn't handle rotation before? Games like Wii Bowling could apply spin depending on how you twisted the controller. Or Super Money Ball -- that's all about the rotation of the controller.
The only thing I can think of is that the added sensors measure rotation versus games calculating the rotation based on linear force measurements.
Dragona Akehi said:This is very true, Zelda has never really been about combat. You use your sword and whack-whack-whack. You could even stuff Zelda with Ys style combat, and the core gameplay would remain relatively the same. I suppose Nintendo fanboys just can't imagine another IP relying on such a thing.
That actually sounds like it might work pretty well.Toy Soldier said:I'd love something along the lines of Dragon Quest Swords, but with proper recognition of movement, rather than the sketchy gesture recognition that DQS had.
Ideally we could see some kind of first-person Elder Scrolls-esque experience with 1:1 melee combat, but I'm having a hard time picturing how you'd go from using the Wii's IR reticule to guide the character's eyes/direction, then instantly going into the Wii becoming the melee weapon. Perhaps the game would control like any other Wii FPS until you press B, then you lock on to your target and your weapon is drawn, leaving you free to use it like in Wii Sports Beach Resort?
LouieGeetoo said:I'm eagerly awaiting a MotionPlus-enhanced golf game. Please, Camelot: Mario Golf: Wii Tour with options for both MotionPlus and button controls. Thanks.
Pellham said:This is only the beginning. In the next next gen, every game is gonna be 1:1 waggleriffic.
TheGrayGhost said:When I say I'm eager to see the next LoZ support WiiMotion Plus, I don't mean in a combat capacity, but in how Link interacts with his surroundings and how he uses his items. Like Phantom Hourglass.
Kevin said:Would be a fine example from Nintendo but to be honest? I have a difficult time believing that the next Zelda will support Wii Motion Plus. I would love to see the next Zelda game utilize the Wiimote in innovative ways but Miyamoto hasn't really been embracing Wii controls himself other then subtle swings and what not. Super Mario Galaxy had only a couple of motion functions (same for Zelda but that was a GameCube port so I can understand that). Smash Brothers used no motion controls either.
Nintendo shall lead us to the true Matrix.Death_Born said:Woah.
I know kung-fu.
Sony!?!Andrex said:Indeed, PS9 is simply copying what Nintendo did the generation before.
Andrex said:Zelda now plz.
Yes but no. Wii MotionPlus is bundled with Wii Sports 2, which means it is likely to equip 20 million wiimotes in just few weeks = the x360 userbase. I would not compare it to N64 memory expansion at all. Heck, even WiiBoard which is less mass market has reached enough sales to see many games developped around it.R0nn said:The only gripe I have with this technology is that it will be another add-on to the Wii, which seperates the userbase (like the balance board did before it), which makes it less likely that developers (especially third parties) are going to use it in their games, seeing how they can't be sure about reaching the entire potential userbase of the system.
This technology should've been there from the start. This reeks like the N64 memory expansion.
marc^o^ said:Yes but no. Wii MotionPlus is bundled with Wii Sports 2, which means it is likely to equip 20 million wiimotes in just few weeks = the x360 userbase. I would not compare it to N64 memory expansion at all. Heck, even WiiBoard which is less mass market has reached enough sales to see many games developped around it.
MotionPlus is going to be huge. And by huge, understand HUGE.
1. Nintendo has big plains for this. They may pack it in with Wii Motes or build it into a New Wiimote to make it common. I could even see them packing it in with new Wiis at some point.R0nn said:The only gripe I have with this technology is that it will be another add-on to the Wii, which seperates the userbase (like the balance board did before it), which makes it less likely that developers (especially third parties) are going to use it in their games, seeing how they can't be sure about reaching the entire potential userbase of the system.
This technology should've been there from the start. This reeks like the N64 memory expansion.
Chris FOM said:Let me break it down this way. You're playing a game on the Wii where an on-screen character attempts to mimic your motions as accurately as possible. You start by holding the Wiimote straight ahead of you and then proceed to move it 6 inches to the right and stopping. You than turn your wrist 45 degrees to the right (so the Wiimote is pointing slightly to the right instead of straight ahead) and move it another 6 inches to its new right, so relative to you it goes slightly further to the right but also gets pulled slightly closer to you. Gives the current tech in the Wiimote, that rotational motion would be lost and your character would merely move the Wiimote 12 inches to the right while never bringing it closer to him. All the accelerometer knows is that it moves 12 inches to the right, but it doesn't realize that "right" changed directions halfway through. In addition, such a set-up would accurately measure either rotation or linear motion along the Z axis, but not both, since the accelerometers can't distinguish rotation relative to gravity from linear motion along that axis.
Motion Plus, by directly measuring rotation in all dimensions fully and independently from linear motion, fixes all of this, and allows the Wiimote to accurately track your every motion.
IGN: Is this InvenSense's first partnership with a gaming company?
Virginia: I can't say yes or no to that question. As you might imagine there are other gaming companies that InvenSense is working with. What we're proud about the Nintendo relationship is this will be, I do believe the first to market with our product, the IDG 600. But that is not to say this is an exclusive relationship. The IDG 600 is not a custom product, but it is a product that has been designed with Nintendo's specification in mind.
You know that for speed you need acceleration right ?pcostabel said:Actually, if you move the wiimote in any direction at constant speed, it will detect nothing at all. The accelerometer can only measure acceleration, so any movement at constant speed cannot be differentiated from a static state. In other words, even with the gyroscopes, the Wiimote cannot detect position or movement in space, only orientation and acceleration.
Chû Totoro said:You know that for speed you need acceleration right ?
I know that but to go from a place to another you must "initiate" your speed... and here comes the acceleration.Panajev2001a said:What's the derivative of velocity if velocity is a constant?
pcostabel said:Actually, if you move the wiimote in any direction at constant speed, it will detect nothing at all. The accelerometer can only measure acceleration, so any movement at constant speed cannot be differentiated from a static state. In other words, even with the gyroscopes, the Wiimote cannot detect position or movement in space, only orientation and acceleration.
Chû Totoro said:I know that but to go from a place to another you must "initiate" your speed... and here comes the acceleration.
But I think I didn't really get your point at first. Maybe you weren't talking about what I'm saying.
Edit : I think I get what you're saying.
You mean that if i walk with the wiimote in my hand at a constant speed and without moving my wrist then the Wiimote won't detect any speed ? Am I right ?
Chû Totoro said:I know that but to go from a place to another you must "initiate" your speed... and here comes the acceleration.
But I think I didn't really get your point at first. Maybe you weren't talking about what I'm saying.
Edit : I think I get what you're saying.
You mean that if i walk with the wiimote in my hand at a constant speed and without moving my wrist then the Wiimote won't detect any speed ? Am I right ?
Yeah but I think what is saying is that when you are a t a constant speed you have no acceleration so you can't calculate anything.Starchasing said:You can calculate speed knowing aceleration...
Sweet.Black-Wind said:I think alot of people would be better off just looking at this vid. . .
http://www.invensense.com/support/library.html
I don't get the error thing. Even if you are sampling at discrete intervals i don't think that one random player could go faster than these intervals. But you know it start to be a little too complicated for me...pcostabel said:Yes, the acceleration is 0 therefore the Wiimote cannot tell that you are moving. In theory, if you started recording from the rest position, you could integrate the acceleration to compute the velocity and integrate the velocity to compute the position in space. In practice, since you are sampling at discrete intervals, the error will accumulate very quickly and the position will diverge pretty soon.
So far 3rd parties put their B teams on Wii projects. But I think this will change. Not only because Wii's userbase is growing monstrously, but also because 1:1 controls are promised to be the future of videogames. 3rd parties cannot afford to treat it as secondary thing anymore.R0nn said:I hope you're right, because the possibilities with this technology are much greater and more interesting, especially for core games, compared to what was available before. Just imagine a game which combines MotionPlus with the balance board, like some crazy snowboarding shooter/brawler hybrid. SSX with guns and swords!
I actually wonder if third party efforts would've been as lackluster as they've mostly been up 'till now if the Wii had offered all these motion sensing options from the get go.