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Wiimote/Motion Plus vs. PlayStation Move Comparison Thread

We all saw different videos explaining the differences between WM+ and Move.

Some of those differences (the table tennis WSR trick of eternal waggle) is only a matter of game application. Another ones, like the unability of WM+ of detecting the position when you're not pointing the screen (like is shown in the frisbee WM+ video) is depending of the tech.

The problem is that Nintendo lied twice. They sold wiimote as full motion control with Wii. They sold it again as a 1:1 motion control, with WM+. And now Move offers what it seems to be 1:1, and it clearly beat WM+ (that is 2009, not 2006). The technology is miles ahead.

But Move has his own problems. For example, the fact that you have to use the camera. It force to callibrate more often than Wii, and the camera has to be adjusted if you change the place where you sit (or even if you change from a sitting game to a stand up game), but you put the Wii sensor bar in the top of the TV the first day and you don't have to touch it anymore.

In a small room (i play at 1m of the TV, if I'm standing), is even difficult to have 2 players inside the camera focus. With Wii, you don't need to be in front of the TV.
 
gofreak said:
I think games like tumble and table tennis in SC kind of knock you over the head with the difference. I think those games do a pretty good job of showing its advantages.
It's table tennis. When I play tt on Wii Sports Resort I feel like I'm playing table tennis. Does move make it feel any more like I'm playing table tennis?

I mean really, this is like counting polygons between a million and 2 million or the difference between 400 and 500 fps or something like that. Certainly a few hardcore fans notice, but the vast majority are not going to take a different experience from it just because it's technically "better"
 
gofreak said:
Position tracking is kind of important for any general, continuous motion tracking. Not simply for wanky physics puzzles. You cannot do general motion tracking or motion capture for any application without position and orientation...neither is more important than the other for a general track. The difference shows through in more than just tumble, but pretty mcuh any of the Move games doing motion tracking (as opposed to the pointer-y games). I'm sure many will relate the difference it makes in table tennis for example.

This is very much true.

Table Tennis on Sports Champions requires 3D positional tracking in order to pick up very slight movements of the hand; how far it's able to move to the left, right, towards the screen or away. If you're not using these subtle (natural feeling, really) movements in 3D space, then you will get your ass kicked on Silver and above difficulty levels.

What they are able to do with all this data, and of course orientation data, is something really astounding thanks to how fluid it is. It's so natural that you don't even notice any significant limitations.

balladofwindfishes said:
It's table tennis. When I play tt on Wii Sports Resort I feel like I'm playing table tennis. Does move make it feel any more like I'm playing table tennis?

I mean really, this is like counting polygons between a million and 2 million or the difference between 400 and 500 fps or something like that. Certainly a few hardcore fans notice, but the vast majority are not going to take a different experience from it just because it's technically "better"

WSR TT does not feel like I'm playing table tennis; it feels like I'm flicking my wrist, and I have little to no actual movement required around the table in order to affect my shots. It's so significantly dumbed down that it doesn't come close to approximating real table tennis like Sports Champions does.

The gap between WM+ and the Playstation Move is like going from the Wii's graphics to the PS3's graphics, I think it's that large of a gap in the way games are able to handle. It totally changed my perception of motion controlled gaming and how deep and engaging it can be.
 
DangerousDave said:
The problem is that Nintendo lied twice. They sold wiimote as full motion control with Wii. They sold it again as a 1:1 motion control, with WM+.

I see this said a lot but is there anything specific where they said this? Admittedly I haven't been exactly on top of everything Nintendo has said about the Wii's motion control.
 
Amir0x said:
I just dont understand why both Wii Sports compilations and Sports Champion don't have functional online modes. it's 2010! But I digress. Time to go back to Deadwood.
That's my main complaint with Sports Champions. Everything else is great and much more fun than I thought (based on the demo).

And I personally do think the HD graphics plus the great precision do definitely enhance the experience. I was telling a friend last night how I've never got up and been into any Wii games like some of the Move launch titles. In Tumble, I really get into it and have to move in 3d space to place the blocks and make things work.

Sports Champions, when you move your wrist in any direction, your actions are depicted very well on screen. And it's a game that I actually have enjoyed standing up and getting into it. Most of all, the accuracy and nice HD visuals make it a very fun experience.

For me personally, it really is what I wanted out of the Wii. Now all we need is more games for the core gamer
 
Opinions:

Move: Really neat, the light on the top is definitely eye-catching if someone is watching you, having to stay in ONE EXACT PLACE, EXACT DISTANCE kinda sucks for some of the sports champions games.

Wii+: Really like the idea, having to point at the TV kinda sucks sometimes, but is workable at multiple distances, and places.
 
timetokill said:
I see this said a lot but is there anything specific where they said this? Admittedly I haven't been exactly on top of everything Nintendo has said about the Wii's motion control.


NINTENDO INTRODUCES THE WII™ MOTIONPLUS
July 14, 2008
Nintendo's upcoming Wii™ MotionPlus accessory for the revolutionary Wii Remote™ controller again redefines game control, by more quickly and accurately reflecting motions in a 3-D space. The Wii MotionPlus accessory attaches to the end of the Wii Remote and, combined with the accelerometer and the sensor bar, allows for more comprehensive tracking of a player's arm position and orientation, providing players with an unmatched level of precision and immersion. Every slight movement players make with their wrist or arm is rendered identically in real time on the screen, providing a true 1:1 response in their game play. The Wii MotionPlus accessory reconfirms Nintendo's commitment to making games intuitive and accessible for everyone. Nintendo will reveal more details about the Wii MotionPlus accessory and other topics Tuesday morning at its E3 media briefing.

Claiming 1:1 movement.
 
Weenerz said:
PS Move has a ball and I like balls.
af8s91.jpg
 
Lonely1 said:
Is it unfair for me to think that I might be more used to higher sensitivity settings on my pointer fps and wanting some feedback?
Compared to what? I don't know what you're used to. I mean: It's crystal clear where you're trying to lead this.

I can't really detect the lag in Mag 1.04. It's probably running at the absolute minimum a 30fps game can have (100ms). I don't feel any difference between the pointer sensitivity in that game and Metroid 3.
 
balladofwindfishes said:
It's table tennis. When I play tt on Wii Sports Resort I feel like I'm playing table tennis. Does move make it feel any more like I'm playing table tennis?

I think it does, yes. It becomes pretty evident pretty quickly that WSR table tennis is only tracking the orientation changes in the controller. When you're actually move the paddle in the space around the table to meet shots, in to the net, out toward the back and everywhere in between, in addition to the angle on the paddle, that feels more 'real'. It's not a case of diminishing returns, it's quite an obvious and nice difference.

Lonely1, I've not played Red Steel 2 so I can't fairly make a comparison. However, accepting what you say, I'm not sure the movement relative to a character is in any way substantially easier a problem, at least wrt keeping track of things accurately. When people talk about Move tracking in absolute terms, they mean relative to a fixed position rather than relative to its starting point - which is helpful for whatever you happen to be mapping movement relative to in a game. I would like to try Red Steel 2 if I get the opportunity.
 
gofreak said:
Position tracking is kind of important for any general, continuous motion tracking. Not simply for wanky physics puzzles. You cannot do general motion tracking or motion capture for any application without position and orientation...neither is more important than the other for a general track. The difference shows through in more than just tumble, but pretty mcuh any of the Move games doing motion tracking (as opposed to the pointer-y games). I'm sure many will relate the difference it makes in table tennis for example.
I never said adequate position tracking wasn't important, I was saying that extra precision was extraneous for the types of games I play. Position control in the motion games I've played has been adequate. Of course, it depends on the application. If you're trying to design software to train surgeons, the increased accuracy is critical. If you're playing an action platformer, it probably isn't as necessary.

Also, from what I've read about Sports Champions, it isn't really directly comparable (in terms of control implementation) to Wii Sports Resort. WSR uses the WM+ to gain precision, sure, but at its heart, it's still an expanded audience game and makes the concessions necessary to make a newbie try it and still feel like they're kicking arse. SC, from what I hear, is less forgiving and was built as a demonstration of fine control over everything. They're built from different philosophies. WSR is built to the new player's presumed skill level whereas SC assumes more stringent minimum requirements and requires the player to master the controls in order to play.

gofreak said:
(And funnily enough, good position tracking opens up a couple of possible avenues to try and get around some of the issues caused by the absence of force feedback. It's a very complex issue, but if you have a mapping between position in the virtual space in front of the camera and the space in the game, you can at least identify where in each space is 'valid' for the controller to be. Which is at least a start for even attempting to deal with some issues of the controller getting into impossible positions due to lack of force feedback in more direct 1:1 scenarios.)
I'm aware of all that, but I very much doubt that the bottleneck for making up for some of these issues has been the tech as much as it has been the programming and game design, at least since the introduction of WM+ last year. It's still a problem and will remain so for some time.
 
RyanDG said:
I really don't understand when people say this. What do you prefer about Wii Sports Resort Table Tennis?
I would chime in on this a bit. It's similar to a post above, where it's 98% to 100% accurate, where perhaps it's the game taking itself as more like a game than a sim. I know that SC is more accurate, but it feels more intuitive on WSR.
 
Lonely1 said:
The thing is, thanks to it design, the Wii doesn't need gyros/accelerometers for pointing. Only the camera and the sensor bar (well, it use the accels to know if its upside down with gravity). Is a very elegant solution that works great imo. So, its up to Move to catch up with their accel+gyros+compas.

Wait. Wii? Camera? What the hell are you talking about? I realize there may be a camera for a couple of third-party games, but I have the feeling that's not what you're talking about.
 
Belfast said:
Wait. Wii? Camera? What the hell are you talking about? I realize there may be a camera for a couple of third-party games, but I have the feeling that's not what you're talking about.
Inside every Wiimote is the camera that reads the infra-red lights from the sensor bar.

In a way, the sensor bar is a bit of a badly named device.
 
Man said:
Compared to what? I don't know what you're used to. I mean: It's crystal clear where you're trying to lead this.

I can't really detect the lag in Mag 1.04. It's probably running at the absolute minimum a 30fps game can have (100ms). I don't feel any difference between the pointer sensitivity in that game and Metroid 3.
Maybe I need to use another word. With my high DPI mouse, small movements have high on screen changes, the cursor moves more. When I'm talking about high sensitivity is that, if subtle movements will have big on screen results. When I see people inexperienced with Pointer controls, I see them preferring big movements since it makes the games easier to control, but instead complain about camera movement being too slow.

I'm sure that Move will not have lag problems unless cursor smoothing is needed.
 
DangerousDave said:
Claiming 1:1 movement.
The setup is probably capable of it, as a matter of fact, at least in tech demos. I think the issue is more trying to figure out how to design a fun game around it, which is more difficult since it introduces a whole bunch of factors that were never problems previously.
 
Actually, you know what? I'm going to abstain from posting here. I've had enough cognitive dissonance in the other Move threads, and this one encourages even more folks who haven't gotten their hands on it to chime in with misinformed technological bullshit.
 
AlphaTwo00 said:
Inside every Wiimote is the camera that reads the infra-red lights from the sensor bar.

In a way, the sensor bar is a bit of a badly named device.
Imagine all the puns if they have named it the Sensed Bar. :lol
 
balladofwindfishes said:
It's table tennis. When I play tt on Wii Sports Resort I feel like I'm playing table tennis. Does move make it feel any more like I'm playing table tennis?

I mean really, this is like counting polygons between a million and 2 million or the difference between 400 and 500 fps or something like that. Certainly a few hardcore fans notice, but the vast majority are not going to take a different experience from it just because it's technically "better"

Have you actually played both games? And if so, have you actually played real table tennis?
 
I have to say I am massively disappointed with Move. The pointer is worse than the Wii which for me was the best thing about the original device. Although Move is obviously more accurate, it doesn't feel like it.

The main problem I have with the Move, and this is a personal preference of course, is that I'm surprised how much I don't like 1:1 controls. The idea of standing up and moving my whole body to paint a TV screen or swing a bat just does not appeal to me at all.
I like to play Wii games from the wrist, or on a controller, making broad movements to play any game just makes the game slower, on top of tiring me out quicker it feels like a completely different experience, like using one of those really old analogue joysticks. More accurate, but not as fun.

I like quick, snappy movements in games. Using the Wiimote it always appeared as though the movements were magnified a bit. This doesn't seem to be the case here. This might be down to the programming though.
I'm already annoyed that HD games have slowed down due to being 30fps (or lower) with additional lag on Plasmas/LCD's. All these new motion controls just make it worse. Games are losing their spark.
 
AlphaTwo00 said:
What really gets on my nerves, however is that every Move game needs to to recalibrate it, EVERY, TIME, YOU, START.

Really? That gets on your nerves? It so fast it's like pressing Start at the title screen.
 
Raistlin said:
Have you actually played both games? And if so, have you actually plated real table tennis?
I played competitive Table Tennis in high-school. I know that move isn't going to be close to the real thing thanks to the lack of force feedback. But I also realize, since the unveiling of the tech at E3 2008, that It implementation is a lot closer to the real than thing than WM+ thanks to the full ball position tracking alone.
 
I'm terrible at real table tennis. Wii Table Tennis lets me play like I'm good at it. If it were true 1:1 and required me to actually be good at Table Tennis, I would not enjoy it.

A game is a game. Especially sports games exist and are popular because people want to pretend that they can play something when they really aren't good at it. I know I can't get to the Super Bowl in my life, but if it makes me feel good to do it in Madden feeling like I'm the player, well that's better than a true 1:1 experience where I'm just as bad in the game as I am in "real life."

It's a video game, not a real life simulator. Those who would get fun out of their mad table tennis skills in a 1:1 video game would probably have more fun actually playing it for real.
 
viciouskillersquirrel said:
I never said adequate position tracking wasn't important, I was saying that extra precision was extraneous for the types of games I play. Position control in the motion games I've played has been adequate.

The point wasn't 'merely' about precision though. Although it's probably fair to say Move's sensors are more precise, it's the issue of an external observer and what that implies for the quality of data over time vs dealing with internal sensors alone. The 'continuous uninterrupted' bit. Notwithstanding claims re. Red Steel 2, the claim of M+'s developer is that it's good for short-term tracking, for short discrete motions (of a few seconds max). Not for seamless and continuous tracking that doesn't degrade over time. This is a bigger difference and has a much bigger relevance to the range of scenarios and generality with which you could apply motion tracking than some small incremental precision increase.
 
balladofwindfishes said:
I'm terrible at real table tennis. Wii Table Tennis lets me play like I'm good at it. If it were true 1:1 and required me to actually be good at Table Tennis, I would not enjoy it.

A game is a game. Especially sports games exist and are popular because people want to pretend that they can play something when they really aren't good at it. I know I can't get to the Super Bowl in my life, but if it makes me feel good to do it in Madden feeling like I'm the player, well that's better than a true 1:1 experience where I'm just as bad in the game as I am in "real life."

It's a video game, not a real life simulator. Those who would get fun out of their mad table tennis skills in a 1:1 video game would probably have more fun actually playing it for real.
The pedals ... they go backwards
 
Lonely1 said:
I played competitive Table Tennis in high-school. I know that move isn't going to be close to the real thing thanks to the lack of force feedback. But I also realize, since the unveiling of the tech at E3 2008, that It implementation is a lot closer to the real than thing thank WM+ thanks to the full ball position tracking alone.
Did you make a typo there? Honest question, since Move does have force feedback.
 
tassletine said:
I have to say I am massively disappointed with Move. The pointer is worse than the Wii which for me was the best thing about the original device. Although Move is obviously more accurate, it doesn't feel like it.

The main problem I have with the Move, and this is a personal preference of course, is that I'm surprised how much I don't like 1:1 controls. The idea of standing up and moving my whole body to paint a TV screen or swing a bat just does not appeal to me at all.
I like to play Wii games from the wrist, or on a controller, making broad movements to play any game just makes the game slower, on top of tiring me out quicker it feels like a completely different experience, like using one of those really old analogue joysticks. More accurate, but not as fun.

I like quick, snappy movements in games. Using the Wiimote it always appeared as though the movements were magnified a bit. This doesn't seem to be the case here. This might be down to the programming though.
I'm already annoyed that HD games have slowed down due to being 30fps (or lower) with additional lag on Plasmas/LCD's. All these new motion controls just make it worse. Games are losing their spark.

How is the pointer worse, to me it seems exactly the same as the Wii. As for not liking motion controls, then it was kind of pointless trying motion controls. For games like Sports Champion, I would much prefer accurate motion controls. As for quick snappy controls, the Move can also do that, it is all up to the developer, but the tech is there whether you want accurate controls or quick snappy controls, doesn't the full Sports Champion have easy mode that make the controls easier but less accurate?
 
Isn't it already obvious? Show me a Wii game that can be what SC Table Tennis can do in movements or Tumble can do in 1:1 tracking.
 
balladofwindfishes said:
I'm terrible at real table tennis. Wii Table Tennis lets me play like I'm good at it. If it were true 1:1 and required me to actually be good at Table Tennis, I would not enjoy it.

A game is a game. Especially sports games exist and are popular because people want to pretend that they can play something when they really aren't good at it. I know I can't get to the Super Bowl in my life, but if it makes me feel good to do it in Madden feeling like I'm the player, well that's better than a true 1:1 experience where I'm just as bad in the game as I am in "real life."

It's a video game, not a real life simulator. Those who would get fun out of their mad table tennis skills in a 1:1 video game would probably have more fun actually playing it for real.

If this is the position you're going to now take, then why even bother with motion controls at all?

If you like abstraction rather than accuracy, why not just play Rockstar's Table Tennis game instead of WSR? You don't have to do any movement at all, other than your thumbs. And if you're bad at even the Wii's level of demand in terms of accuracy, R* Table Tennis only requires you press a button.

You might as well have a gigantic "win" button if you don't care about depth or challenge.
 
balladofwindfishes said:
How is motion plus not 1:1 movement? I move my arms, the Mii follows within logical reason.

Is not 1:1 movement. Do yo get the concept 1:1?

balladofwindfishes said:
It's table tennis. When I play tt on Wii Sports Resort I feel like I'm playing table tennis. Does move make it feel any more like I'm playing table tennis?

I mean really, this is like counting polygons between a million and 2 million or the difference between 400 and 500 fps or something like that. Certainly a few hardcore fans notice, but the vast majority are not going to take a different experience from it just because it's technically "better"

Ok. Enough.

Look this video:

http://www.youtube.com/watch?v=fqi2eaY_gZ0

Here you'll see the concept of 1:1 movement. Around 0:45. You'll see like rotating the wiimote will be identified as the character moving the frisbee in 360 degrees, because it's not catching position. Only rotation. You'll se also that is not capable of detecting changing changes of position when there is no rotation in the movement and the controller is not pointing the sensor bar.

And now look this other video:

http://www.youtube.com/watch?v=_Shaqq2kjHw

And after this, come back and keep saying that there are not big differences between WSR table tennis and Move one.
 
TTP said:
Really? That gets on your nerves? It so fast it's like pressing Start at the title screen.
Not on every demo. Some of them require multiple aim calibration. Why not just save it the first time and call it a day?
 
DKHustlin said:
yessss wiimotion+ 4 lyfe
lol. Fanboys...

Own both PSMove and Wii. PSMove is by far more accurate and more responsive than Wii. Wii is collecting dust, sadly and only gets action when friends come over to play darts in Wario or play Boom Blox. Now? I've found a massive upgrade and a great substitute and I can pack my Wii to make room...

The advantage PSMove has over the Wii is the camera i.e. PSEye as you can do loads of Eyetoy-ish games; and adding PSMove to that makes it more immersive than Wii can ever dream of.
 
tassletine said:
I have to say I am massively disappointed with Move. The pointer is worse than the Wii which for me was the best thing about the original device. Although Move is obviously more accurate, it doesn't feel like it.

The main problem I have with the Move, and this is a personal preference of course, is that I'm surprised how much I don't like 1:1 controls. The idea of standing up and moving my whole body to paint a TV screen or swing a bat just does not appeal to me at all.
I like to play Wii games from the wrist, or on a controller, making broad movements to play any game just makes the game slower, on top of tiring me out quicker it feels like a completely different experience, like using one of those really old analogue joysticks. More accurate, but not as fun.

I like quick, snappy movements in games. Using the Wiimote it always appeared as though the movements were magnified a bit. This doesn't seem to be the case here. This might be down to the programming though.
It is. Both SC and WSR are made with different design philosophies in mind.

Bear in mind that the games should get better over time. Designing around unpredictable input is tricky.

tassletine said:
I'm already annoyed that HD games have slowed down due to being 30fps (or lower) with additional lag on Plasmas/LCD's. All these new motion controls just make it worse. Games are losing their spark.
?
 
wii motion tech is not affected by light, right? because move is. bright light at least.

@Balladofwindfishes: that analogy fails completely if they have software assists on, allowing for a wider range of players. Whereas table tennis in wii sports resort really seems to be limited in scope, waggling is enough.
 
balladofwindfishes said:
I'm terrible at real table tennis. Wii Table Tennis lets me play like I'm good at it. If it were true 1:1 and required me to actually be good at Table Tennis, I would not enjoy it.

A game is a game. Especially sports games exist and are popular because people want to pretend that they can play something when they really aren't good at it. I know I can't get to the Super Bowl in my life, but if it makes me feel good to do it in Madden feeling like I'm the player, well that's better than a true 1:1 experience where I'm just as bad in the game as I am in "real life."

It's a video game, not a real life simulator. Those who would get fun out of their mad table tennis skills in a 1:1 video game would probably have more fun actually playing it for real.
Good thing sports champions has a difficulty level for people like you.
 
Redbeard said:
If this is the position you're going to now take, then why even bother with motion controls at all?

If you like abstraction rather than accuracy, why not just play Rockstar's Table Tennis game instead of WSR? You don't have to do any movement at all, other than your thumbs. And if you're bad at even the Wii's level of demand in terms of accuracy, R* Table Tennis only requires you press a button.

You might as well have a gigantic "win" button if you don't care about depth or challenge.
Because it still "feels" like I'm playing table tennis. I move my arms in a vagually similar fashion to what the real motion is, and I get a positive response. That makes the game fun.

Playing table tennis in a video game like I would in real life would not be fun.
 
timetokill said:
I see this said a lot but is there anything specific where they said this? Admittedly I haven't been exactly on top of everything Nintendo has said about the Wii's motion control.

DangerousDave is being only half-honest here (or he isn't remembering correctly). The MotionPlus was indeed sold as a 1:1 device (which, personally, I'm fine with, considering stuff like Wii Frisbee on Wii Sports Resort is accurate enough to be called 1:1), so he's got that right. The original Wiimote, however, was never sold as "full motion control" or "1:1" control, unless you count that 2005 teaser with no footage whatsoever, not even target renders. It was always about being simple, intuitive, and allowing Nintendo to expand the gaming population. Plus the freaking thing was full hands-on at E3 2006, with tons of games to give the Wiimote a shot to boot. Kiosks were deployed near-launch so that people could see for themselves, for God's sake.

What is true, however, is that many people (including myself) hyped themselves up to the point where they/we were expecting more from the Wiimote than what we actually got. Journalists are partly to blame for this btw, as early reports of the tech made few mentions, if any, that the Wiimote wasn't precise enough. Another part of the blame comes from Ubisoft, who were hyping their shitty launch title Red Steel with target render trailers and said time and again that it was 1:1 swordfighting, only to retract that statement later, then making it again, then going all "we don't know, it's kinda 1:1 I guess".

I mean, it's totally fair to be disappointed with the limitations of the Wiimote. I know I was, and still am. I expected more from the controller. But let's not act all "sly Nintendo played a trick on us!" with the original Wiimote. We were just too excited for the thing, and Nintendo sadly took way too much time to live up to those expectations, and didn't follow through anyway because very few titles make use of the MotionPlus. Their speeches about the Wii and the Wiimote were never about the tech and how (un)refined it is. It was always about the feel and market expansion. Judging by the sales and popularity of the Wii and Wii Sports, it looks like they did deliver on that front.
 
expy said:
Did you make a typo there? Honest question, since Move does have force feedback.
The type of which is useless for what i'm talking about. When the ball hits your racket, you can feel the strength of the hit and so you can adjust your shoot accordingly, instead of being an intangible virtual on screen object.
 
Lonely1 said:
The type of which is useless fro what im talking about. When the ball hits your racket, you can feel the strength of the hit and so you can adjust your shoot accordingly.

Ah, okay, I get what you're saying. But usually, you already have a sense at what kind of shot (and the power) you're going to perform once the ball is headed your way...
 
Stumpokapow said:
I don't really have any idea why Ami created the thread (I've been reading the move thread and any "comparing" going on in there is quite benign in my opinion--things like people discussing cursor versus no cursor for light gun games, which naturally invites comparison to how the two dozen light gun shooters the Wii has got in the last few years handle things), but given that the thread exists, people are going to either reply productively or not at all.
I thought this thread was going to be like the Forza vs GT thread, a place to contain all the bickering so that the main game threads would remain clean. That thread has very little constructive conversation.
 
Ashes1396 said:
wii motion tech is not affected by light, right? because move is. bright light at least.

@Balladofwindfishes: that analogy fails completely if they have software assists on, allowing for a wider range of players. Whereas table tennis in wii sports resort really seems to be limited in scope, waggling is enough.
It is if you have infrared sources behind your sensor bar. The sun being the main offender for the people living in crystal houses. :P
 
balladofwindfishes said:
Because it still "feels" like I'm playing table tennis. I move my arms in a vagually similar fashion to what the real motion is, and I get a positive response. That makes the game fun.

Playing table tennis in a video game like I would in real life would not be fun.

So you haven't played table tennis in sports champ?
 
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