kaizoku said:buh? I'm sure it was reported on IGN from some Nintendo spokesperson.
Francois the Great said:"Touching is good, feeling is better" was never said by Nintendo. It was said by one of those Aries-wannabes back before the last E3, and for some reason all the nintards kind of accepted it as fact over time.
$80 controllers FTL?
Taker666 said:I'm pretty sure it came from someone on the Nintendo.com message board who claimed to have got it from an NOA spokesperson.
Snow said:My personal pet theory is still gyroscopic flywheels. From what I remember, the way that rumble works in e.g. the GCN controller is with an off-balance flywheel. An on balance flywheel would neither rumble, or be able to tug your hand to a certain direction, like some rumours suggest. Instead it would create a type of motion resistance. And with three of them spinning in 3 different axes at seperate speeds you could direct said resistance. The flywheels wouldn't have to be massive, relatively subtle motion resistance would still give a tremendous amount of tactile feedback.
I think it is feasible, if i remember correctly the workings of a flywheel.Javaman said:Interesting idea, but I don't think it's feasible. If the gyro is strong enough to feel, how is it going to spin up in a timely manner (almost instant) to react with effects without someone being able to feel the change?
Taker666 said:Ignoring force feedback in the controller as a whole, I wonder if they could have sort of haptic feedback in the big A button?
Obviously for the majority of games your thumb or finger will constantly be on the A, whether you are pressing it or not.
Would it be possible to have something under the A button which could raise and lower it slightly and cause different texture effects? Say when the onscreen cursor comes to a bumpy surface, could they perhaps raise and lower the A button depending which part of the bump the cursor was moving over?
I've seen similar things mooted for touchscreens and styluses.
DrGAKMAN said:... That blogger devkit REVmote pic with the top part of the controller being blacked out could be to "cover up" something like this as the button would look different than what we've seen. Of course, that pic is probably fake, or it could just be covering something else up.
Hoo boy...lemme see if I can find it...the androgyne said:I haven't seen this, any chance you can link me up?

This idea would be incredible, but could they feasibly put the "fibers" anywhere else in the controller aside from/in addition to the big A button? Like, say, where the palm meets the back of the contoller.DrGAKMAN said:Sensory Feel Button...
I had this theory back when the whole "touching is good, feeling is better" nonsence about what I called a Sensory Feel Button that goes beyond what Taker666 said. Imagine a brail reader (a small gadget that converts written text into brail) in a button. There's small rubber "fibers" that raise & lower which give the thumb brail messages...well...what if they gave symbols & textures as well? What if they could even be "animated" giving the user a sense of something moving or flowing with their presses? Tons of things could be done and it would really allow the game to "touch" you back. Putting such function in that big A button would be awesome. Imagine a survival horror game where you're in the dark and your using the 3D spacial control of the REVmote to search for a match...the Sensory Feel Button could let you know where it is by you actually feeling it...or... to mess with your head, you could feel a spider crawling over your thumb! Puzzle games would work for this too by constantly changing shapes and whatnot. Games that require timing would work great too 'cos the button could trick you into losing concentration and pressing too soon.
Keru_Shiri said:This idea would be incredible, but could they feasibly put the "fibers" anywhere else in the controller aside from/in addition to the big A button? Like, say, where the palm meets the back of the contoller.
Awww... come on, the theories are quite good, especially when considering some of the other Rev rumors flying around.GaimeGuy said:Gakman I will give you a metaphorical cookie if you don't post any more "theories" on the revolution until E3.![]()
DrGAKMAN said:
985boi said:Some guy with no life pretending to be a game developer. The blog is still active.
soundwave05 said:I think the big "secret" that Nintendo has is the system is going to be under $200 ... $150 at launch to make it more accessible to wider audiences.
soundwave05 said:I think the Rev controller right now is more or less what the final version is going to be.
"Feel" functionality isn't that useful IMO. How many games would really use it? It doesn't really even make sense to be able to feel things like grass in a Mario game unless Mario is barefoot.
SpoonyBard said:I think it would be very useful, if it works like in Wario Ware Twisted. Like for example Advance Wars Rev, you move the cursor on top of a unit and you feel the controller "click".
soundwave05 said:You can accomplish this same thing by having the controller just rumble when you move the cursor over top of a unit.
SpoonyBard said:Not really, the effect is not the same. Have you played Wario Ware Twisted?
Another example would be a FPS, where when you get hit you could feel which direction the hit comes from. This certainly could not be done via a simple rumble effect.
soundwave05 said:That effect of directional "sense" is already done in some Playstation games -- in Metal Gear Solid when a helicopter flies over Snake in one of the cutscenes, you feel the rumble move left to right as it flies overhead.
The other thing is with newbies, if the "sensation" of touch was too real (ie: something slimy or icky), their natural reaction probably would be to drop the controller as a reflex, so I hope you don't have hardwood floors![]()
If its not a realistic feedback, but just a vague sort of sensory feedback ... well you can already do all that stuff by having different rumble motors on the controller.
Given the cost/benefit ratio too, I just can't see Nintendo making something like that standard on an already expensive controller.
Me neither but that is no secret that makes anyone say wow!Francois the Great said:i will be surprised if a built in mic isnt incorporated into the controller
Crazy Harry said:Me neither but that is no secret that makes anyone say wow!
Oblivion said:I have to ask. Why in the blue blazes are Revolution dev. kits so damn cheap? Is Nintendo planning on taking a loss on them?
Waimea said:Check out this really old quote from Miyamoto:
I believe interactiveness is everything. Historically, video games have evolved by stimulating the gamer but I believe that we are now concentrating too much on only giving this stimulation. Of course I am involved in giving the player new stimulation, but I would like the player to voluntarily feel it. For instance when Link from the Legend of Zelda pulls on a lever and a grand demo movie shows a door opening, I think this is a giving. I would not make it so pressing a button pulls a lever; Link would merely hold the lever. Then the player can use the controller to pull and open the door. I concentrate on this interactiveness the most.
Chrono said:![]()
That quote always depresses me. What does that add to gameplay? I don't see it. I suppose it could be more immersive but maybe also annoying. There was an aonuma quote that's similar to this regarding the DS Zelda in EGM so this looks like a direction they really are heading into for Zelda.
AniHawk said:I bet it's a helmet of some sort.
soundwave05 said:Gyroscopic feedback I think would be a good fit.
However I've never really experienced a product that can do something like that ... is it really possible for there to be "resistance" against the controller movement. It would be really, really cool if they could pull that off.
kaizoku said:If I'm playing an FPS and I aim at the guys crotch and shoot, I want the recoil to push my hand upwards so I can shoot a stream of bullets through his body.
If I do it in a crowded room, I hold it sideways.
(btw the gun shouldn't move move about to try and emulate how hard it is to aim a sniper rifle, cos sniper rifles do not move about, it will be kind of realistic trying to hold it and point while the game emulates the distance etc as its not a cursor which stays still once you move it into position like analogue or d-pad. You want your target to stay still, you hold your hands still!)
I'm fishing, I want the revmote to feel like a fish is tugging on the bait and pulling me around a little bit.
If I'm playing punch out, I want the controller to snap back into my face like I just got punched.
Nash said:In theory with 3 gyroscopes you could get it to resist movement in any of the 3 axis, depending on which was spinning. Although there might be problems spinning them up and down all the time. You can't just leave them all constantly spinning. Also, how much resistance it could offer is anyone's guess.
What I think it more likely is just a more dynamic rumblepack, with far more levels of vibration. Some sort of feedback is definitely required.
johns all like said:ok, the 3 gyro scopes sounds cool, but can anyone please explain the physics behind this? if this were to work, how exactly could it resist motion? vibration and resistence to motion are completely different. if you were to draw a FBD of how this would work, i think you'd learn it wont. this is like saying that given 3 large spinning gyroscopes, you could theoretically spin a space ship without having to apply any thrust. if this has been documented as happening, could someone please point this out? ...or i'm missing the point completely.
Chrono said:![]()
That quote always depresses me. What does that add to gameplay? I don't see it. I suppose it could be more immersive but maybe also annoying. There was an aonuma quote that's similar to this regarding the DS Zelda in EGM so this looks like a direction they really are heading into for Zelda.
ant1532 said:http://ds.1up.com/do/my1Up?publicUserId=5379721
seems like the editors at 1up are visiting Nintendo.... hmmmm