norinrad21 said:
Shouldn't you easily be able to adapt? I mean you've been playing videogames as long as you can remember. There's been many changes since the old days, at 37 you should know what am getting at
Yes, I see what you're getting at. Namely, I see that you're busting my balls for no good reason. I was pointing out to the
other poster that my earlier remark wasn't 'doublethink', because a long-time gamer has skills with a controller that allow him to perform actions in a game with a minimum level of competence, even if he isn't skilled in the same sport/activity in real life. A non-golfer is going to be at a disadvantage in a golf game that makes you pantomime swinging a club to hit the ball, and one that uses more conventional controls is probably going to be
more accessible to the guy who doesn't golf in real life, but
does play games regularly. With this thing, it sounds like in order to play the corresponding games halfway decently, I'd effectively be taking up tennis, golf, skeet shooting, etc., as hobbies. It sounds like a much bigger time investment would be required for the person who (like me) doesn't already have the appropriate physical skills IRL that he/she can readily translate to the wand. But instead of talking about any of this, it seems you'd rather take personal potshots at me over my (supposed) lack of adaptability.
Ultra Magnanimous said:
Tip: You pull back, swing and hit the ball. It's difficult but you'll get there eventually.
Everyone's a comedian.
Why should I
have to, and why should I--as a long-time gamer and a non-golfer IRL--find it any more
fun than conventional golf games?
What is the advantage to this for someone who already knows how to play videogames? That's the direction I'm coming at this from.
Not everyone who's going to be using this wand will be some newbie who finds a normal controller cryptic and frightening. Yet despite my having asked this several times, nobody seems to have an answer. Even the positives I've heard have corresponding drawbacks, which everyone seems strangely reluctant to talk about. Like using the wand as a 3D mouse for FPS's--'oh, it's so accurate!' Has anyone stopped to think about the fact that there's no 'rest position' for it yet? With a mouse, when you're not shifting your POV, you can just rest your hand on it and still be guaranteed that you're going to remain facing in the same direction.
With the wand, it sounds like you'd have to try to hold it in the air in roughly the same spot in order to keep your POV relatively stable. Just as an experiment, go pick up your TV remote and see how long you can hold it up in roughly the same spot, without letting it droop or shift. To make things more interesting, try talking to somebody in the same room while doing this, and try to avoid making any superfluous hand or body gestures so as not to throw off the position of the wand.
To
me, that sounds like a major pain in the ass, more than offsetting whatever speed or accuracy benefits using the wand might confer. I can
possibly envision it being used in short bursts in tandem with a more conventional control scheme, but not as the primary input method over an extended period. (For example, I can imagine a 'Snowball Wars' game - at the beginning of each round, teams have 30 seconds or so to assemble their snow forts by 'picking up' and stacking snow blocks from a gods'-eye perspective using the wand. Then the game switches to a conventional FPS view, and you roam around with the analog to move and strafe, and maybe make throwing motions to throw snowballs at the other team or something. As long as it doesn't involve trying to keep the wand in a level, fixed position for an extended period, it could be doable.)