Wii's FPS set-up (which I suspect will be PS3's set-up too, at least initially) meets both of those criteria.Wollan said:No surfaces, no extreme movement.
Wii's FPS set-up (which I suspect will be PS3's set-up too, at least initially) meets both of those criteria.Wollan said:No surfaces, no extreme movement.
Just the basic criteria to be considered console/couch gaming.pakkit said:Wii's FPS set-up (which I suspect will be PS3's set-up too, at least initially) meets both of those criteria.
pakkit said:Is head-tracking easy to implement via Sony's wands?
Wollan said:You lose that appeal (which is vital) + you would also need to have huge discipline with controls (aiming just a few degrees away for a second might screw up your positioning totally).
freethought said:I too am curious to see how Sony handle symmetry between wands, with the d-pad and face buttons being the main problem for them. I'll be very interested to see the final design.
durendal said:Keyboards aren't as good for movement as an analog stick.
cakefoo said:The big flaw with the Wii fps's can be seen in any Wii gameplay video. When you want to turn, there's really nothing realistic OR more precise about having to take your pointer off target so your arm can turn your body. It would be so much more convenient and realistic to use an analog stick to pivot your body; more intuitive than the Wii solution because everyone has used a right stick to turn the camera in first/third person shooters/platformers/etc, and more realistic than the Wii solution because, well, ANYTHING's more realistic than using your arm to turn. But seriously, it'd be more realistic because it would allow you to turn your body and aim your gun independently from one another.
cakefoo said:The big flaw with the Wii fps's can be seen in any Wii gameplay video. When you want to turn, there's really nothing realistic OR more precise about having to take your pointer off target so your arm can turn your body. It would be so much more convenient and realistic to use an analog stick to pivot your body; more intuitive than the Wii solution because everyone has used a right stick to turn the camera in first/third person shooters/platformers/etc, and more realistic than the Wii solution because, well, ANYTHING's more realistic than using your arm to turn. But seriously, it'd be more realistic because it would allow you to turn your body and aim your gun independently from one another.
Sony does advertise the low-light capabilities of the PS Eye on their site:pakkit said:Is EyeToy capable of working in low-light situations?
I guess head-tracking must be difficult to program, since we haven't seen its implementation in any camera based games before.
Maybe I should never have gotten excited about headtracking. It's complicated to explain, but the jist of it is, without a helmet, you can't get the feeling of the physical and virtual world becoming one. When you use headtracking with a TV, the physical connection between the virtual gun and real remote will suddenly be broken, because the crosshair will no longer be pointing where you're physically pointing. Now, if you had a helmet with the screen surrounding your entire field of view, you could turn 90 degrees right and your gun in the game and the remote in real life would both look and feel like they were 90 degrees LEFT.pakkit said:I guess head-tracking must be difficult to program, since we haven't seen its implementation in any camera based games before.
Nope, simply diverging slightly from the center of the screen will have you start turning in that direction. The more you diverge the faster you turn, much like analog stick aiming turns you faster the more you tilt the stick. While centering the aim again to stop turning isn't quite as simple as just releasing the stick, it's still easy if you keep your your arm rested (on a couch, a pillow, your lap or whatever) while playing.Wollan said:You have to sway the aim all across the screen to start movement in the other direction.
If you're actively aiming at something, why would you want to turn for any other reason than strafing? (Which is possible with Wii control.)cakefoo said:The big flaw with the Wii fps's can be seen in any Wii gameplay video. When you want to turn, there's really nothing realistic OR more precise about having to take your pointer off target so your arm can turn your body.
Controlling three different direction controls at once might also be a bit much for some people.cakefoo said:It would be so much more convenient and realistic to use an analog stick to pivot your body; more intuitive than the Wii solution because everyone has used a right stick to turn the camera in first/third person shooters/platformers/etc
Not using your thumb.cakefoo said:and more realistic than the Wii solution because, well, ANYTHING's more realistic than using your arm to turn.
This is something you should never do in an actual combat situation though.cakefoo said:But seriously, it'd be more realistic because it would allow you to turn your body and aim your gun independently from one another.
Well, then you are fortunate that the ai came back towards the center of the screen- because if he had gone off-screen you would have had to wave your wand to readjust, and that would give him a good chance to shoot back. With an analog stick in a moment like that, you could start and stop on a dime and never take your reticule away from where you anticipate the target will be when you reacquire him.Zoramon089 said:If you're pointer is already on the target WHY would you need to turn the camera? Let's say the pointer is on it and it's at the edge of the screen, it would already be turning and as the target came more into the screen you'd naturally stay on it and move more towards the center of the screen and the reticule would never leave the target.
No console had the controller to do it. And most console FPS's have aim assist, a testimony to their difficulty. And this is coming from someone who's Platinum'd Killzone 2. They've worked well, but they could be better, and I think the addition of an analog stick on a remote might be the next logical console FPS interface.Zoramon089 said:And no FPS up to this point has allowed you to turn your body and aim independently and they've worked well so why is it now an issue?
You might have been looking at the headtracker segment of my gif. Headtracking is out, it won't work. Look instead at the segment of the gif where I turn left and the cursor follows.pakkit said:The solution you all are suggesting is most similar to Resident Evil 4 Wii (the reason all these examples are Wii based is because that's the tech we can work off of). It works for games of that type, where you have time to turn, but to turn on a dime an analog stick is MUCH worse then IR control, and it's a bit disorienting to turn the camera but not the crosshairs.
Couldn't agree more, platforming in Metroid Prime on GC was a pleasant experience with the analog stick, even without the benefit of free mouse look.durendal said:Keyboards aren't as good for movement as an analog stick.
An analog stick for movement not only provides intuitive speed control, but also full 360 degree movement. It's just much less archaic that being forced to press W and A if you want to go diagonal (I.E. you can either go at a 45 degree angle or totally straight) or holding down the shift button when you want to go slower (again, only 2 different choices of walking speed).Mindlog said:Keyboards provide walk/run.*
Analog sticks provide???*
That's of course ignoring the massive leap in precision, accuracy and sensitivity the mouse provides.
I'd like to see more games on my PS3 support Mouse/KB.
cakefoo said:
Yeah, that statement was poorly worded.Jokeropia said:If you're actively aiming at something, why would you want to turn for any other reason than strafing? (Which is possible with Wii control.)
cakefoo said:See there, my remote only would have needed to move a tiny bit to correct my oversteer, whereas with an aim-to-look system I would not have the stop-on-a-dime precision of an analog stick, (due to the airplane momentum effect) plus I would have had to move drastically offscreen to turn fast, and that would have taken my crosshair further offscreen, causing me to have to return the pointer back towards the TV and find my crosshair again, and then I would aim and fire. Of course, this wouldn't have taken as long to do as it took to read, but you get the idea that it requires more thought and is not as direct as it could have been if your remote had an analog stick.
sykoex said:Couldn't agree more, platforming in Metroid Prime on GC was a pleasant experience with the analog stick, even without the benefit of free mouse look.
I wanted to pull my hair out any time I had to jump in the Half Life games.
An analog stick for movement not only provides intuitive speed control, but also full 360 degree movement. It's just much less archaic that being forced to press W and A if you want to go diagonal (I.E. you can either go at a 45 degree angle or totally straight) or holding down the shift button when you want to go slower (again, only 2 different choices of walking speed).
Controlling the remote and the right analog at the same time wouldn't be a necessity, though it would improve your game. Controlling them one at a time it would be like a traditional console FPS when using the stick, and a lightgun game with the remote. If someone can play both genres individually, the only difference this would be is that they're not taking a 3 minute break between the two to swap out discs and peripherals, and would instead be alternating controls instantaneously.Jokeropia said:Controlling three different direction controls at once might also be a bit much for some people.
The way I see it, the remote controls your upper body in general, be it your waist, torso or shoulder. The analog stick controls your feet. And then the headtracker of course would control your neck, but that I think would be hard to get used to, and wouldn't feel completely right unless you had an HMD.Jokeropia said:This is something you should never do in an actual combat situation though.
NotedJokeropia said:Don't get me wrong, I think there is some potential for improvement in dual analog + pointer control compared to single analog + pointer, I just don't consider it very significant compared to the step from dual analog to single analog + pointer.
cakefoo said:Controlling the remote and the right analog at the same time wouldn't be a necessity, though it would improve your game. Controlling them one at a time it would be like a traditional console FPS when using the stick, and a lightgun game with the remote. If someone can play both genres individually, the only difference this would be is that they're not taking a 3 minute break between the two to swap out discs and peripherals, and would instead be alternating controls instantaneously.
The way I see it, the remote controls your upper body in general, be it your waist, torso or shoulder. The analog stick controls your feet. And then the headtracker of course would control your neck, but that I think would be hard to get used to, and wouldn't feel completely right unless you had an HMD.
Noted
Yeah, I know that the deadzones can be shrunken, but then the effective area of the screen which you can aim at shrinks too. I prefer having some tangible feedback to the turning controls, and would rather have the better responsiveness of an analog stick I can simply let go of when I want to stop turning, instead of drifting around. It's kind of like having a racing wheel that doesn't autocenter. At that point I would just rather use analog sticks to steer because they always return to home on their own.FoxHimself said:This is just not true. Have you even tried a Wii FPS game with good controls? It's much faster than using a control stick, and if an enemy were to move off the crosshair you'd just need to flick your wrist a tiny amount to find him again.
A stick is instantaneous. I press all the way, it turns fullspeed. I let go, it stops on a dime. And since the finer aiming would be handled by the pointer, I could crank the analog stick's turnspeed to its max, and have something more comparable to a mouse.FoxHimself said:It's not like it's hard or time consuming to move the pointer back to the bounding box after you've moved. It's not as fast as a mouse, but it's sure is a hell of a lot faster than a stick.
See my post just above about switching between lightgun mode and dual analog mode. You're essentially playing a traditional fps, but with a free crosshair. You'd only need to use one at a time, and since we're all familiar with both genres it shouldn't be too hard to master. The main hurdle the Wii games have is that it takes a while to get used to the Wii remote's completely new way of turning. On the PS3 fps it would be 2 control modes you're already very familiar with.FoxHimself said:As I said: Two sticks and pointer controls is a terrible idea. You'd have to constantly focus on three movements at the same time, and one of the control sticks (or both in Wollan's example) would be on a controller that you're moving back and forth to aim at the screen. It's not intuitive at all, it's a damn mess.
Yeah, and you look out the corner of your eye, and the relation between the remote in your hand and the virtual gun become disconnected and no longer appear 1:1. If you had an HMD though, the virtual and real world positions of the pointer and gun would overlap 1:1 no matter what angle your head is turned (as long as said head tracking were 1:1 sensitivity, that is)Starchasing said:i dont understand the head tracking part... you move your head while you look at the screen?? as if it were a window?
So, kind of like a mouse, where you hold a button to set the mouse down, and release to pick the mouse up and aim freely. I know, your press and release were reversed, but I'd rather press to mouselook, since that's how a gyro mouse usually works. It could be a toggle in the options.AbortedWalrusFetus said:What I would personally like is a button that would disable the bounding box. For instance, if you move the controller left the screen will pan left, but if someone runs into your view you can hold the button to move the reticle only to follow whoever runs into your view. Releasing the button would then center your view on the reticle and re-activate the bounding box. This way you get a consistent aim/look or a more precise aim only. In fact, I think bringing up the ironsights should turn off the bounding box, and perhaps THEN you can map view changes to the analog, but by default it should use a bounding box.
jump_button said:So do you guys think dev will update they older games to add this in when it come out, just think playing killzone with the Sony wand
Rev Evil 5 playing like Res Evil 4 for wii?
TTP said:Despite being shitty prototypes, it's good to see a stick on all of them.
durendal said:Keyboards aren't as good for movement as an analog stick.
That's not a big feature in the first place. Firstly, the relationship between the wiimote and the onscreen action is not 1:1, not by a longshot. The "sensorbar" is the same size if you are using a 13 inch screen or a 100 inch projectorscreen. Secondly, 1:1 has never been desirable with any other pointing device. Like the mouse or trackpad. It's just not fun to use for longer periods of time.cakefoo said:Maybe I should never have gotten excited about headtracking. It's complicated to explain, but the jist of it is, without a helmet, you can't get the feeling of the physical and virtual world becoming one. When you use headtracking with a TV, the physical connection between the virtual gun and real remote will suddenly be broken, because the crosshair will no longer be pointing where you're physically pointing. Now, if you had a helmet with the screen surrounding your entire field of view, you could turn 90 degrees right and your gun in the game and the remote in real life would both look and feel like they were 90 degrees LEFT.
pakkit said:Is EyeToy capable of working in low-light situations?
I guess head-tracking must be difficult to program, since we haven't seen its implementation in any camera based games before.
ghst said:i keep hearing this shit over and over, sounds like a challenge to me.
quake III or css. choose your poison and we'll settle this.
The company will roll the device out next year. While Sony only focused on tech demos at its press conference, Tretton says gamers may be surprised when they see how many games will support the technology.
Personally, its very difficult for me to perceive God of War 3 being played with the Wii controller, he says. Its a different experience that doesnt lend itself to certain types of games. [But] I think our [motion] controller can be used with every game thats on the system now and every game were working on.
I think thats absolutely conceivable, says Tretton.
gofreak said:Hmms. I'll believe it when I see it.
Also,God of War 3 to support motion controller?
I would say one of the benefits about the Wiimote is that it is split. Even if the game didn't use any of the motion input I would still keep it split if I had the option. It's not that we're aching or anything when playing a gamepad but you definitely feel the relaxation difference when you have an arm on each side resting against the sofa.gantz85 said:I'm hoping we get a controller that will replace the DS3 by being able to configure into a DS3-like physical formation and also possibly break apart into motion wands.
Not necessarily, because with a minimal dead zone (which has worked best in my experience) you just have keep your reticle on the enemy (actively aiming according to his movements) and the screen will automatically follow. No need to remove the aim from him at any point. Assuming you've already lost sight of him as you say though, you'll wanna aim towards the edge that he disappeared from and make sure to react quickly when he appears in the screen again and fixate your aim on him. How quickly you can react is of course individual so customizable turning speeds and dead zone sizes are desirable. (Maybe you'll want the turning speed to be really quick even a bit away from the edge to give you more room to react between the enemy reappearing in the screen and him passing where your reticle is.)cakefoo said:Well, then you are fortunate that the ai came back towards the center of the screen- because if he had gone off-screen you would have had to wave your wand to readjust, and that would give him a good chance to shoot back.
Right, but both of these styles by themselves are inferior to single analog + pointer. To actually gain a potential advantage you'd have to master all three direction controls at once.cakefoo said:Controlling the remote and the right analog at the same time wouldn't be a necessity, though it would improve your game. Controlling them one at a time it would be like a traditional console FPS when using the stick, and a lightgun game with the remote. If someone can play both genres individually, the only difference this would be is that they're not taking a 3 minute break between the two to swap out discs and peripherals, and would instead be alternating controls instantaneously.
Having a pointer does have its advantages, but I'd argue that dual analogs might still be better than single analog+pointer in the long run.Jokeropia said:Right, but both of these styles by themselves are inferior to single analog + pointer. To actually gain a potential advantage you'd have to master all three direction controls at once.
I'd call you crazy. Direct aiming with a pointer is miles and miles ahead of indirectly pushing a reticle across the screen with a thumbstick. So much faster and more precise.cakefoo said:Having a pointer does have its advantages, but I'd argue that dual analogs might still be better than single analog+pointer in the long run.
Well you do have the entire screen for aiming at even with a minimal dead zone, you just have to adjust your aim a bit to maintain it at the target when the screen turns.cakefoo said:Also, having turn bound to the analog means that I have the entire screen to point at, whereas with the remote doing the turning, the only way you can have the entire screen for pointing is if you increased the turning deadzone, which would mean you'd sacrifice the ability to aim at all while turning.