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InvenSense: "Wii MotionPlus provides true 1:1 gaming"

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.
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.
 
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.

Me too, this could be in many games, especially sports, but Zelda is really not the kind of game that would benefit the most from MotionPlus.

Anyway, I said it before, but considering that few people uses the Wiimote in a decent way, I am afraid most people won´t use this either.
 
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.

First person Zelda would cause a bigger backlash than anything Anouma could ever conceive of. DO NOT WANT REALLY BAD.
 
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.
 
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?

This is only the beginning. In the next next gen, every game is gonna be 1:1 waggleriffic.
 
It's probably something like that. There are a bunch of games that feature some kind of rotation mechanic, but it's not very sophisticated, and most of it relies on the sensor bar.
 
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.

see post #34
 
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.

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.
 
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?
That actually sounds like it might work pretty well.
 
A game idea I've been kicking around in my head is now feasible With Motion Plus. I can't actually make the game but its nice to know it would work.

This thing will chew through batteries though. The Wii remote by itself is already a power drain.
 
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.

Fukken seconded.

Pellham said:
This is only the beginning. In the next next gen, every game is gonna be 1:1 waggleriffic.

Now you're playing with power... Super Power!

Replace power with waggle if you must, but the gears are in motion for a Super Nintendo Part 2 guys. You can't deny the evidence... :D
 
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.

THANK YOU!!!

I think they are going to use m+ for LoZ Wii because the dev stated that he wants to fully use the Wii features like they fully used the DS features back in his few talks about Wii LoZ.

My mind goes past "1:1 Sword combat!!!".

When I look at the doggy Wii Sports game I see the boomerang being whiped and you having a high amount of control over where it goes, how fare it goes and how hard it hits.

Maybe you can toss a bomb with 1:1 to w/e distance you want.

Maybe you can ride your horse (OR . . . your kick ass bike. . . Yeah, Im one of those people) the why you ride in the Wii Sports water skooter game, acting as if your holding the reins your self.

Puzzles that use these features like having 1:1 boomerang control as a means to actually have you complete puzzles in a much more immersive and refreashing manner.

I think that 1:1 is a big step towards making core fans happy that "hey! Look at the immersion of these controls!" and having new players say "Hey! This is cool! It feels so nature". Just like with PH.

LoZ aint all about sword fighting (Thats the area thats always been "hack and hack more". . .TP stepped it up in that respect imo atleast). It's about the crap load of items that Link uses to do the puzzles amoung other things.

Theres MANY ways that 1:1 could help in the respect of item use for items other than the sword.
 
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.


*Points to PH where the devs used all of the DS features*

Miyamoto has devs work on the LoZ series, he him self doesn't head ever team nor does he believe in forcing WiiMote controls into ever game "just because"..

And Miyamoto didn't force the devs to shoe horn un-needed Wii mote stuff into SMG and SSBB. . .so what?

With some of the things said in this thread I can see why Wii topics are soo crap-fulled. . . there are just some people who want to paint a bad picture for everything Wii related.
 
Death_Born said:
Woah.

I know kung-fu.
Nintendo shall lead us to the true Matrix.

. . . They have to. . . they are the only ones who can. 1:1 is just the start. . . .soon, once they have made the "make your body fit" pill and people don't need to move around with1:1 anymore Nintendo will come with the final blow. . . the Wii Plug(!).
 
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.
 
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.
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.
 
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.

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.
 
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.
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.

2. It was not possible back than. It's only now getting to a reasonable price to mass-produce and sell (Plus, they had to make sure that the thing didn't suck your power up in 9 hours of use. . .).

3. I think that this will attract MUCH more support and interest from devs than the Wii Board (which, in Japan, has a higher user base than the PS3).
 
Can't wait to see the stuff that uses this properly. Sadly that will probably be awhile.
 
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.

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.
 
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.

Interesting..
 
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.
You know that for speed you need acceleration right ?
 
Seeing as this isn't "Nintendo's" technology, its kinda unfair to blame them for not issuing it with the first Wiimote ...

It might be the first wiimote's arrival that ushered in companies creating similar tech to approach nintendo of different approaches.

Who knows... they sure are blatantly NOT talking about that in the interview
 
Chû Totoro said:
You know that for speed you need acceleration right ?

What's the derivative of velocity if velocity is a constant?

True, to move from rest you need to speed up, but if you only "measure"/capture that moment you are back at step 1: playing Wii Sports with your wrist only :).
 
Panajev2001a said:
What's the derivative of velocity if velocity is a constant?
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 ?
 
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.

You can calculate speed knowing aceleration...
 
I don't doubt that Nintendo will sell a billion of these, I just hope they realize that because right now, it's nearly impossible to purchase Mario Kart anywhere.
 
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 ?

Kind of, in reality it is quite hard that you will be able to really move at constant speed, still... accelerometers are much better at gestures tracking than motion tracking which is the point many here are making.
 
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 ?

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.
 
Starchasing said:
You can calculate speed knowing aceleration...
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.

It's right but I can't imagine anybody just start is wii and moving at a constant speed at the same time. It's a very strange case that would never occur. IMO
 
The next Zelda is going to be amazing I think that's one fact everyone has to accept.
 
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.
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...
We should ask Reggie :D
 
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.
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.
 
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