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Is anyone upset that there is hardly any focus on Motion Controls?

No more heroes and skyward sword made me a believer in motion controls. I imagine there won't be another Zelda like SS, so disappointing. All the next Zelda games will not match the experience that was SS due to the gamepad replacing the wiimote plus. my favorite would have to be using the bow. plus ir pointer > analog sticks. a real shame.

wii motion plus is supported by wii u but the gamepad is the main controller and as such will get the focus.
 
It's the best direction we can head in for gaming. I don't wanna be in a spot where I can't play the newest Zelda, 3D Mario, DKC, etc again like this gen because they're motion controlled poo.
 
Everything involving the pointer can be done with the twist of a wrist with higher speed and accuracy than a stick.

I disagree, based on the games I have played that used them, but even if this is the case for you, it is still far less efficient to move your upper body / arms that to push a stick your thumb is resting on. I guess I'm maybe not explaining myself well...

So like motion controls take more 'effort' if you like, for the same result that can be achieved with far less...movement :lol. It sounds lazy, but it isn't because of lazyness, but efficiency.
 
I wasn't going to jump into this thread but I read this one and had to respond to something...

I think the natural evolution of gaming is similar to what Xbone is doing. Forcing the Kinect on you means devs now have the option to build a game around both the Kinect+Gamepad together. Mass Effect 3 had the right idea on how a core gamer could accept gamepad+kinect together. It needs to be progressed further though. If I can eliminate certain inputs from the gamepad to the Kinect, it allows more depth for the game because the gamepad is being freed up for more options. I couldn't imagine the creativity they could do for core gamers.

At the same time, if devs do not feel comfortable building both together then they can just design a game around a gamepad and make Kinect an optional way to play the game. As most games do. Unfortunately, I doubt we see my idea come around much. Since Sony did not force their motion controls on the gamer it means all multiplatform games will be built around the gamepad and Kinect as an optional way to play the game. The only place we're going to see this innovation is through Xbone first-party games.
I really do agree with this. Some of the stuff they talked about with Kinect this week is the kind of thing I wanted from the beginning - head tracking, certain special move voice commands, etc, WITH the controller. But only with the controller, and only with very high fidelity motion tracking. Fuck jumping around and waggling my hands. No way.

Gamepads as the only way to play vidya games is archaic. Game development is limited by what that gamepad is capable of doing. It would've been nice to see Sony force motion controls on the gamer like M$ did and I think we could've saw some real innovation merging both gamepad+motion control gaming together. It's really the only way it would've worked for a core gamer.
NOPE. Absolutely not. Innovation in video games comes from GAMEPLAY and systems. It always has and always will. If motion controls serve some new gameplay systems that cannot be done in any way with a gamepad then so be it. But pretty much everything we've seen from Wii and Kinect v1 just aped what you could do on a controller outside of Wii Sports and Just Dance. And that shit is not the future of this medium, it's just a fucking side show.
 
I disagree, based on the games I have played that used them, but even if this is the case for you, it is still far less efficient to move your upper body / arms that to push a stick your thumb is resting on. I guess I'm maybe not explaining myself well...

So like motion controls take more 'effort' if you like, for the same result that can be achieved with far less...movement :lol. It sounds lazy, but it isn't because of lazyness, but efficiency.

If you're moving your upper body and arm while aiming, instead of just your hand/wrist, that's kind of your problem.
 
I disagree, based on the games I have played that used them, but even if this is the case for you, it is still far less efficient to move your upper body / arms that to push a stick your thumb is resting on. I guess I'm maybe not explaining myself well...

So like motion controls take more 'effort' if you like, for the same result that can be achieved with far less...movement :lol. It sounds lazy, but it isn't because of lazyness, but efficiency.

I am not sure why I would move my upper body or arm to move the pointer. My hand rests on my lap/knee and the only movement I make is with the wrist. And the trade-off is much higher than with any analog set-up judging by Metroid Prime Trilogy, Resident Evil 4 and most of all Sin & Punishment 2. The latter is almost unplayable with analog sticks but the pointer allowed them to go crazy with the game. And for that it was worth it to me.
 
Not at all. I like games like Dance Central, Fantasia, and Kinect Sports, but I don't need a lot of those.

I'm happy the motion control craze has died down. Now MS, Sony, and Nintendo will stop trying to shoehorn games into their respective devices, instead using them to enhance gameplay when appropriate. I'm good with that.
 
Well supported response to a well thought out OP.

I agree with the OP to a point, and his specific examples are good ones.

Where I'll agree with the general sentiment is to say that shoehorning it into EVERYTHING is a bad idea. But the OP never advocated that.
 
Skyward Sword benefitted enormously from the motion controls IMO. I would hate for the series to go back to the old control scheme again. It just felt so natural and intuitive to fight and use items that way. More immersive as well.

Obviously not every game needs motion control, but I think it has a lot of untapped potential that I don't wanna see it die out. It's cool.

I just like the hands on gaming I guess. A also liked the touchscreen the DS had back when a lot of people were complaining they'd rather use buttons, like in Phantom Hourglass for instance.
 
If you're moving your upper body and arm while aiming, instead of just your hand/wrist, that's kind of your problem.
Pointer aiming in FPS's is a godsend compared to clunky imprecise aimbotted dual analog. Too bad Call of Duty seems to be the last man standing with regard to supporting this.
 
I would have preferred a generation of consoles on the same level of power, supped up motion controls, and support for a regular controller as an option.

Instead we have a giant touchscreen, a controller with a bunch of likely not-going-to-be-used-well tech put on it, and the same controller with a better and always-on camera that never saw very good implementation.

I loved motion control with the Wii, but some days I didn't want to sit around and wave my arm or flick my wrist and there was no regular controller option for a lot of games. And yes, I do like pointer controls over dual analog- but I've seen those so used to dual analog being awful at pointer because they aren't used to it and prefer their way. And that's what I really was hoping to see: let us play the way we want to play.
 
Apart as a pointer device motion controls added nothing to games.

it just a harder way of doing the action you always have been doing. No you need to flick a controller and hope that the game interprets the input correctly, before you just pressed a button.
I really hope that you and the other naysayers realize that this is a game design problem; most implementations of motion control have simply grafted the scheme onto existing game interfaces. Waggle is the perfect example of this. Waggles sucks because it is not 1:1 and unnecessary.
 
Am I sorry to see shoe horned gimmick motion controls fall by the wayside? No, not at all.

Am I disappointed that the experiment seems to be over and we may not see another attempt at new and interesting and actually effective forms of controls for potentially years on? A little bit, yeah. It's a shame the industry is apparently in a place where devs have a hard time taking risks with software, let alone experimenting with hardware.
 
I'm not mad but I am confused.

Why would MS bundle Kinect in with the XBO if in, their mind, the way to please the people that might spend $500 on a gaming console don't want to hear one word about it?
 
Any game that I have to put the leg rest down on my recliner to play is perma banned from my collection.
 
Generally speaking? No.

My Wii U has had some great experiences sans waggle, and I'm excited at the prospect of a Zelda without it. If I were committed to Xbone, maybe I would be upset given that I'm being asked to pay for a device that continues to be unproven.

Ultimately though, I wouldn't be sad to see motion gaming go away. It's generally been poorly implemented thus far, and while I'm sure it has a place, I'm not convinced its current iteration is what we want.
 
I agree with the OP on Skyward Sword delivering good motion control. I think it was one of the first times I had seen it used in a meaningful way. I would love to see more games with motion control some day. Perhaps using a glove of some kind where you have full control over your hand and fingers shown in the game? I certainly don't want all my games to have it, yet I wouldn't mind at all seeing new kinds of games that took advantage of the tech in interesting ways. So yeah, maybe I am a little bit upset.
 
I am not sure why I would move my upper body or arm to move the pointer. My hand rests on my lap/knee and the only movement I make is with the wrist. And the trade-off is much higher than with any analog set-up judging by Metroid Prime Trilogy, Resident Evil 4 and most of all Sin & Punishment 2. The latter is almost unplayable with analog sticks but the pointer allowed them to go crazy with the game. And for that it was worth it to me.

Perhaps this difference in experience is down to games as well as device. A game like Tumble requires more movement that resting your wrist and arm allows for, your arm needs to be held up because the movement range is greater. Though I concede that a shooter like Killzone allow for the arm to be rested, while technically still being a pointer, though again you would need to adjust position occasionally for turning round, as again this requires a greater range of movement than you have by turning the wrist.

I have also never played on a Wii, so all my experience of motion controls comes from PS move and Kinect.
 
never thought id see this thread on gaf. but to answer the question? No im not upset infact im quite pleased that Kinect wasnt shoehorned into every game, and appears to be more OS/Minority report style of just controlling the UI in a new innovative way.
 
Is anyone upset that there is hardly any focus on Motion Controls?

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This thread is another friendly reminder why GAF is such a niche.


I heard several people saying that the wii-mote/move controllers are better than regular pads for fps's (as aiming with a pointer device like that feels closer to aiming with a mouse). Is that right?

Its way better. Gameplay needs to be dump down for the sake of traditional controllers.
 
Perhaps this difference in experience is down to games as well as device. A game like Tumble requires more movement that resting your wrist and arm allows for, your arm needs to be held up because the movement range is greater. Though I concede that a shooter like Killzone allow for the arm to be rested, while technically still being a pointer, though again you would need to adjust position occasionally for turning round, as again this requires a greater range of movement than you have by turning the wrist.

I have also never played on a Wii, so all my experience of motion controls comes from PS move and Kinect.

Well, considering that the implementation of the pointer function on the PS3 was different from the Wii it's no surprise that you'd disagree with me :lol
 
Its not certain that the next WiiU Zelda game (not Windwaker HD) wont support Wii motion controls. For example, upcoming Pikmin 3 can be played with Wii controls.

I know, but I think Nintendo weren't happy with how SS sold, and so they'd rather try something different rather than expand on what they did.

Also, they didn't try to increase the accuracy of the WM+ as they focused on the Gamepad (obviously), so we might still not get free-form swordplay.
 
There wasn't a showcase of them because early hardcore console game buyers aren't interested in them for the most part.

The casual gaming audience are but they aren't the ones buying consoles this early. It was a smart move to not showcase them much.

Anyway, it will be coming back. Funny how people say its a fad when Just Dance remains one of the top 10 selling games each year.
 
Pointer controls are awesome. Make third person shooters and especially FPS on consoles actually fun. Dual analog is an abomination for those types of games in my opinion. Nintendo made a big mistake abandoning it. Wii 2 with super wii remote would have sold much better than Wii U.
 
I can't recall a game where I enjoyed playing it because of motion controls. Even Skyward Sword. I would have much preferred if they just completely disregarded the motion controls.
 
Which part? Gestures, or holding up your hand to a certain spot to emulate a button press? I think I've made my stance clear on the former. The latter seems pretty inefficient compared to what it supposedly replaces, so no high marks there either. Dance Central seems to be the only appreciable use case so far.

Does anyone even still use Kinect for the motion part? I thought we were all over that, and on to pretending we need a camera for voice commands.
 
Oculus rift plus game pad is the future.

It would work fine with simple controllers as well, except that neither the XBone controller nor the new DualShock has enough sensors to be used as a pointer. Kinect/Eye will help if you're facing forward, I guess. I mentioned in another thread what a bummer it is that Sony stopped *just* short of having true pointer capability with the PS4 controller. Enough sensors for waggle/ sword-fighting, but not enough for what people actually want. Direction sensors can't be *that* expensive, certainly compared to DDR5 and whatever else they're blowing the bank on. I admit I don't get the reasoning ...
 
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