View Full Version : E3 Interview: Miyamoto
EternalGamer
05-11-2006, 09:28 PM
The folks over at Joystiq (http://www.joystiq.com/page/2/) scored a fascinating interview with Miyamoto on the subject of game design and the Wii. Among the more interesting parts of the interview is discussion of the bow mechanic in Twilight Princess:
Miyamoto: Some people found that when they were aiming with the bow, as they release the button to fire the arrow your aim would move slightly, and that would make it more difficult to hit the enemy. So the natural thinking was that maybe on the software and programming side we could make it so that even if your aim moves just a little bit as you release you'll still hit the target, kind of almost like an auto-aim type of feature. That was kind of the natural thinking in terms of how we could improve that.
But I went back to the team and I said, well, you know, if you think about it though aiming a bow is not something that's very easy to do. So the fact that you have to be very precise adds reality, it adds realism to the game. So rather than try and take that type of aiming system and change it into something that's more along the lines of a shooting game, it's better to retain that type of realism and challenge the player to really kind of get into the feeling of shooting a bow.
You can find the rest of the interview here (http://www.joystiq.com/2006/05/11/the-engadget-and-joystiq-interview-nintendos-shigeru-miyamoto-a)
Um, does this mean we are going to have to start taking diazepam before every gaming session?
Feltoar
05-11-2006, 10:36 PM
Nintendo have shown time and time again they know how to make responsive and intuitive controls. I dont worry about controls at all, not for a second.
Mozgus
05-11-2006, 10:37 PM
Um, does this mean we are going to have to start taking diazepam before every gaming session?
Haha, nice! But I think I will get the hang of it.
JediSanf
05-11-2006, 10:41 PM
Ohhhhh, "Sony's little sensor"
BURN.
Edit: Or he could be genuinely interested. He might be that cool a guy.
MacDuff
05-11-2006, 10:57 PM
I had figured for bows in the new zelda that you'd hold the button, then have to pull back the controller away from the screen, and then release. That'd be cool. Or better yet, if you had to pull it away from the nunchuck.
sTubbs
05-11-2006, 11:52 PM
I had figured for bows in the new zelda that you'd hold the button, then have to pull back the controller away from the screen, and then release. That'd be cool. Or better yet, if you had to pull it away from the nunchuck.
As excited and interested as I am in the new controller, it seems to me that it might make Twighlight Princess considerably harder than it has to be. Take the bow, for example. On the Gamecube, firing an arrow will be accomplished by pressing a button. Fast, easy, simple. Compare this with having to go through a realistic bow firing movement with the Wii controller.
My point is that unless the game has been extensively balanced for both the Gamecube and Wii controllers, the Wii controller might end up as a frustrating novelty when playing the game. Imagine trying to fight a boss that requires the boomerang to defeat. The Wii user is frantically mimicking a boomerang throw while the Gamecube user is simply tapping a button.
I am all for the Wii and am definitely geared to buy one. However, it seems to me that it is a console best served by exclusive, built from the ground up games. With the Twighlight Princess and other ports I can seriously see the controller being more work than it is worth.
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Talanvor
05-11-2006, 11:59 PM
Essentially, the game play is going to need to change fundamentally if you're going for a "realistic" thing. So... I'm going to guess most enemies will go down with one or two arrows at the most. If the difficulty is going to be aiming and firing your bow, they need to ramp down the difficulty elsewhere or the game is going to be insanely frustrating.
31 Flavas
05-12-2006, 12:05 AM
Essentially, the game play is going to need to change fundamentally if you're going for a "realistic" thing. So... I'm going to guess most enemies will go down with one or two arrows at the most. If the difficulty is going to be aiming and firing your bow, they need to ramp down the difficulty elsewhere or the game is going to be insanely frustrating.Or you just get the hang of it... What gamer can't do that? It's like you're telling me you can't learn from your own mistakes.
JazGalaxy
05-12-2006, 12:22 AM
I like the idea of things that you have to get good at as opposed to things that make you feel like you're good when you're really not.
Talanvor
05-12-2006, 12:36 AM
Or you just get the hang of it... What gamer can't do that? It's like you're telling me you can't learn from your own mistakes.
What I mean is hitting every enemy you come across two dozen times with arrows is going to get tiring (mentally) pretty fast, I think. Just my opinion though.
31 Flavas
05-12-2006, 12:55 AM
What I mean is hitting every enemy you come across two dozen times with arrows is going to get tiring (mentally) pretty fast, I think. Just my opinion though.Ahh... That I can agree with. Nintendo does a good job with that, though, don't they? Is there a particular instance you're thinking of where they didn't do so well?
Feltoar
05-12-2006, 01:11 AM
My point is that unless the game has been extensively balanced for both the Gamecube and Wii controllers, the Wii controller might end up as a frustrating novelty when playing the game. Imagine trying to fight a boss that requires the boomerang to defeat. The Wii user is frantically mimicking a boomerang throw while the Gamecube user is simply tapping a button.
The targetting system is still in place. When in combat manual aiming is not necessary. The parts in the footage and other such bow orientated puzzles the whole challenge/point is the aiming, where as in combat its not. Like I said, have some faith :)
Pantsmonkey
05-12-2006, 01:22 AM
The aiming and movement mapping in Zelda and Red Steel uses sub maps on the visible screen for movement outside and aiming centrally. All Wii games controled using Sub Maps for Aiming and Movement at the same time will be horrendous to play. Sure you may think they will have it sorted by release but they have already started down the wrong path control wise and they have moved a long way down that path. They either backtrack and start again, mapping the camera relative to the character properly and independently of movement now or some time really soon they pass the point of no return and a great number of all first gen Wii titles will be infuriating to a degree that you will never ever play them again.
I hate to use the power glove as an example but Nintendo claimed that it would make everything better... Of course Nintendo and Sky-high will tell your it will be "fixed" before release. I bet they were secretly hoping the whole "Wave Wii Around" thing might distract everyone from the fact playability was around 40% of what we will require. They seemed to have tricked everyone into believing that something that is nowhere near playable now only requires slight "tweaking" to fix. That is like saying a headache tablet can cure cancer. Nintendo's Wii has cancer right now and they need to do a Tonne of work to fix it.
To all those who got some Wii on there hands over the last few days have a good long think about just how much better you think calibration could improve the Wii gyro control it's rather obviously going to need a lot more than tweaking.
*EDIT*
And all that wind puzzle Fairy light reticle shit shows us is we now at least have a mouse cursor input on our console screens.
Welcome to Twilight princess 2D puzzle overlay. Move the fairy to the shiny objects on screen and click to open the door to next dungeon... wow Zelda could end up just as good as a shock wave web puzzle at this rate wahoo
Mozgus
05-12-2006, 01:43 AM
^ Man, what a turd of a post ^
I guess the dozens of people who wrote up impressions after using the device....I guess they were all just paid off by Nintendo to keep quiet about how worthless it is. Yeah, that's right.
31 Flavas
05-12-2006, 01:57 AM
I hate to use the power glove as an example but Nintendo claimed that it would make everything better...Well, Nintendo never made the Power Glove. Mattel did. Now on the other hand, Nintendo told us the Dual Screens and a touch screen would make everything all better in handheld land, and it certainly damn did. Now I like what i've seen Nintendo demo and i've liked what everyone elses reactions to Wii have been. And the developers, the ones making the games for the Wii and Wii-mote keep jumping on board and saying good things.
Now who am I going to listen to some stranger on EvilAv who claims to have insite on how flawed Nintendo's Wii really is? Or the demos i've seen, the positive comments i've read, and all the developers jumping on board to make games...
Busted_Astromech
05-12-2006, 02:02 AM
Pantsmonkey: are you at E3? Because if not, well, your opinions are somewhat lacking in validity.
Lacking like fun from a funeral.
Savok
05-12-2006, 02:47 AM
I keep going over this. We're nubs, we're all gonna be nubs. First time you sat down with a friend playing Street Fighter 2, and he went and fucked you with a Dragon Punch, then you sat there going over and over it trying make that god damn ability work.
Practice, practice, pratice. It'll start being harder and slower then using a gamepad, but once mastered it'll be a lot quicker. You can't be good at everything the first time you pick it up.
Lutheran
05-12-2006, 03:06 AM
Im suprised at pantsmonkeys response..I thought you loved this new controller. I agree with the DS comment made by 31 flavas. For the first time I played Metroid on DS and I couldnt believe how cool and ACCURATE it was to use the stylus on the touch menu to aim my gun with while running using the directional pad and firing with the shoulder button. I have no doubt they will perfect these controls and that most games will be a blast to play..also a comment from SM below
" you can actually make just very simple motions; you could even just tap the controller back and forth on your hand and still execute the actions on the screen "
Kinda kills the arguement that people have to look like a dork and or risk wrist injurys or get tired real fast while playing Wii games..if he is right of course , which I have no doubt of.
Pantsmonkey
05-12-2006, 03:27 AM
Pantsmonkey: are you at E3? Because if not, well, your opinions are somewhat lacking in validity.
Lacking like fun from a funeral.
I have been testing Gyro play schemes and using Gyro interfaces for the last month and unlike everyone flying and driving dull eyed home from the event I will continue to use them right up to and after the Wii's release.
I illustrated valid proofs and defences for each of my points over the few weeks and predicted a lot of the things that happend relating to Gyro control. Unfortunatley (Map 3D my Foot)
Anyone who actually used one of the controllers and possesed the ability to think logically about a User Interface issue from start to finish would know I am not just ranting.
Note Anyone who hasn't used a Gyro input before has about as much chance of grasping what is being said about Wii controller as a blind person does having the sense of sight explained to them.
Draft
05-12-2006, 04:37 AM
lol.
"it doesn't work as well as the old system, but it's new, and therefore better. WIIIIIIIIIIIIIIIIIIII."
31 Flavas
05-12-2006, 04:41 AM
Note Anyone who hasn't used a Gyro input before has about as much chance of grasping what is being said about Wii controller as a blind person does having the sense of sight explained to them.If its beyond our comprehension how bad Wii is because we havn't actually played with it yet, why are we not hearing terrible reports out of E3? Isn't everyone already skeptical of this "gyro" crap already anyway? There'd be no mercy at E3....
Draft
05-12-2006, 04:49 AM
If its beyond our comprehension how bad Wii is because we havn't actually played with it yet, why are we not hearing terrible reports out of E3? Isn't everyone already skeptical of this "gyro" crap already anyway? There'd be no mercy at E3....what's funny is, you are clearly assuming Pants is some kind of anti-Nintendo fanboy, which could not be further from the truth. Check his post history, he was a total Gyro (and by extension, Nintendo) fanboy until... just now, far as I can tell. And he's expressing valid concerns about Nintendo's implementation of gyro control. And while he's crazy as shit and can't really write, the man knows Gyro.
31 Flavas
05-12-2006, 04:51 AM
And while he's crazy as shit and can't really write, the man knows Gyro.Well, then its just a failure to communicate.
Chameleo
05-12-2006, 04:59 AM
yeah i agree he knows gyro - but like 31 flavas said, he's not there at E3 and those who are aren't saying stuff that agrees with pants.
except for that one joystiq article.
my personal opinion is that its NOT as intuitive as it looks and that the learning curve is long. Too long. That guy who won the contest showed us what everyone will look like when they first pick up the Wii. He couldn't hit the ball, and the one time he did, he knocked it out.
miyamoto was really good, but he probably practiced - but for how long?
i'm skeptical about the wiimote, if not as much as pants - but i don't see any reason not to believe nintendo ... i didn't when they announced the DS, and look how that went...!
so i even though i have an opinion about the wiimote based on the footage from the conference, i'm not at E3, and therefore my opinion pretty much doesnt matter.
I just wanna give nintendo a chance here. I think many posters are thinking the same thing - give the poor bastards a chance. the gamecube and n64 was embarrassing and most of us started gaming on the SNES. I want the console of my childhood to reign again!
Savok
05-12-2006, 05:00 AM
I'll say this again as well. Until the Wii is in some guy's natural space and he has time to fully experiment with it (read: not E3 show floor), no one knows anything.
Draft
05-12-2006, 05:02 AM
Well, then its just a failure to communicate.That's right! But don't dismiss his posts due to lack of basic grammar skills. They really are some of the most interesting on the site.
Pantsmonkey
05-12-2006, 05:16 AM
*EDIT* Flavas how about you tune your sensitivty jets a bit, As far as I am concerned there is at least 5 really wicked and super easy to deploy methods of Gyro UI that havent been even shown to anyone anywhere in the industry generally because its CRAZY. The main reason I am so fond of the Wii is the Developer oppertunnities, I may not be able to write what is in my head but if I can put it in a Wii game. ;)
I am bagging a very specific control decision it all pretty much stem from that, maybe me having a tanty that perhaps they can tune it better than I had decided even remotley possible weeks ago. I dont suppose anyone snapped a photo of the innards of one?
Someone elses nicely worded concerns (http://revolution.ign.com/articles/706/706030p1.html)
Im suprised at pantsmonkeys response..I thought you loved this new controller.
" you can actually make just very simple motions; you could even just tap the controller back and forth on your hand and still execute the actions on the screen "
I love the concept of it theres is flawed because of poor choices early on in the choice on control mechanicsit's that simple. When I use my Gyro mouse and N64 pad combo to play FPS games (One of the better of the 100 or so different gaming input combinations I have tested for Gyroscopic playability over the last month or so) I don't have anywhere near the amount of issues that I have read about the Wii!
Pantsmonkey's Wii (http://img111.imageshack.us/img111/9528/quake3wii8xi.jpg)
And, yeh I know exactly what you can do with a gyro you would be surprised at the things everyone on the E3 floor didnt get to do with one.
Tube Gyro [Pendulum Range Device Adds 50%+ more steadyness at a high sensitivity.]
http://i3.tinypic.com/zirmlt.jpg
Foot Gyro [Originally made because someone thought my Nintendo Wii Socks were a stupid idea :( FootbaCallifornia Games FUCKING ROCKS with the even in this crude beta model =) 9 Mapped moves even as a limitation implimented perfectly and functionally FTW!
http://i2.tinypic.com/zirodh.jpg
It was during a party when a few people playing gyro tenaky (Tennis hacky sack foot gyro controlled game) That someone ran into my TV stand and knocked my fire twirling stick and its tube of the stand. As I was picking it up again I immediatley grabbed another free Gyro mouse and opened up CS2 new layer complete with a "Flamey" stroke effect and proceeded to crank the mouse speeds all the way down [enhance pointer precision Off] I then attached the controller to a poi rope and swung it around like a crazy person on the 2000 x 2000 Photoshop canvas. About 15 seconds into intricate 90 degree trailing patterns based on the rotating height of the Gyro poi My shitty PC started to bog down (layer effects off) we continue =)
That taught me important lessons and proved reason for my earlier control frustrations and showed to me that a fix is not making it less sensative that would kill that amazing accuracey at very high speed. How can I put my concern I will just sa at the scale and speeds the Wii interacts with gyros the current system may fall short for the games you think you want to play on Wii.
A fix for that I thought was the news of the accelerometer, the most hoped feature from my end it could "Throttle" sensitivity on the fly! As far as I can discern its only shown ability is to sense range relative to the HAL sensor (CLOSE/FAR - GRAPPLEout/GRAPPlEback - SHIELD MELEE/SHIELD BLOCK).
I thought it would effectivley act as an "on the fly" sensitivity throttle that you "squeezed" that would have cancelled any issues any issues I currently have using a single screen map for movement and aiming... Instead of the Zelda method, Zelda Methpd being a central small square surrounded by a seemingly oval shaped...(WTF?) shape that stops just shy of the screen edge. Moving the control here seemingly drags Zeldas view across the screen like you would move a folder on the desktop.
In all this I want to say that putting a gyro on your foot and using it as a pendulum putter mouse is quite strange indeed. It is also way more precise for shakey mcshakey always on FPS control.
Bah ive had enough of Wii for a while, I love it really I do I see controller and UI promise all around for every system. Smash Brothers Brawl Anyone =)
Lutheran
05-12-2006, 05:41 AM
Well u do know Gyros for sure but like has been said up above if the control was that terrible or implemented so poorly surely there would be a TON , A CRAP LOAD of negative press coming from Sony and Microsoft at how terrible the Wii is going to be. I mean look at how much they are attacking each other , they both have to know from just reading message boards and being at the show that Nintendo had the best showing of the show by far and yet almost nary a peep from either of them attacking the easiest thing for them to attack , the Wii control system. Also we would be hearing from the fanboys a ton of negative stuff , without a doubt. I would bet a lot of money this will be a great system , and the controls will be almost perfectly implemented on a great majority of the games released. Just saying is all..
Chameleo
05-12-2006, 05:44 AM
it'd be dangerous for either sony or MS to attack the wii... i mean sony implimented the same type of tech into their OWN controller.
and the "revolution" has been touted as innovation in gameplay - a different way to play games etc etc. Nintendo is betting that people *want* a different way to play games, while MS and sony are betting people will be happy with the same controls from last generation - but if sony or ms criticizes nintendo *before* the wii fails (if it does) they could be said to be criticizing innovation all together. and to do that within your own industry (especially when your controller has similar properties) is retarded.
Pantsmonkey
05-12-2006, 05:54 AM
Lutheran I have been reading thesen reports all over E3 coverage everywhere they are in there you just need to not gloss over the re-occouring themes I am going to setup and tape me playing super tennis like Shigsy at the end of the day and for DAMN GOOD REASON all you guys should be very suspect about someone ranting about things that you havent even got to use yet. He came out and conducted (Im suss on what degree) an orchestra for god sake the show put on by Nintendo by virtue of them being badass at the entire business of gaming not just making a controllers was amazing. Almost to the point where some control issues have been brushed asside. Give you lot another month with those controlls and you would be like rabbid dogs screaming for blood. At the moment the the lights are still to bright give it time, I have been saying for months that If anyone is qualified to re-invent human interface it's Nintendo I will never stop thinking that nor should anyone else.
I am going to Gyro Map a game of super Tennis to Swipes Now I will tape it so everyone can see what I look like,
Chameleo
05-12-2006, 05:56 AM
dude, you have great posts, but you have to stop and take a breath once in a while.
the enter button, periods, commas and breaks in sentences are *good* things.
EternalGamer
05-12-2006, 07:48 AM
Pantsmonkey, I am interested in understanding your criticism, but currently it is a bit unclear to someone who doesn't know the tech you are talking about. What do you mean by this:
The aiming and movement mapping in Zelda and Red Steel uses sub maps on the visible screen for movement outside and aiming centrally. All Wii games controled using Sub Maps for Aiming and Movement at the same time will be horrendous to play
So are you saying that the pointer should never be used to controll the "look" movement of the camera independently of the cursor? That the two should always be linked (the center of your view moves with the aim)? From there your post gets even more confusing. I'm not sure you can so confidently come to that conclusion. I have read a lot of hands on stuff from both the press and people using the controller. A nd the consensus is that some games need tightening up, but some are dead on. Red Steel seems to have problems in the movement/camera thing, but Metriod is generally acknowledged as controlling perfectly accurate. Both use this method of camera movement via "edge of the screen pointer."
Also, if you are suggesting that the point shouldn't be used for camera movement in this way, how do you suggest they deal with the camera? You have only have two hands to control movement. ONe has to control the character, the other has to control aiming. One of these two has to also control the camera. If you make it the left hand (the one that controls character movement) then you could only aim while stationary, which would kill the possiblity for FPS or any other game with dynamic aiming battles. So it has to be the aiming hand. And if the aiming is always bound to the camera's center, I think you create a much larger problem. Everytime you move the pointer, ever so slightly, the entire screen shifts. Unless you think it should just be controlled by the buttons on the controller (a la Turok) or autotargeting, but both of those sound like a nightmare to me.
So I guess my problem with your post is three fold. First, it's unclear to a laymen. Second, it doesn't give any clear explanation as to why you are so confident the aiming and movement could not be done smoothly with the gyro/pointer. Third, it doesn't offer any alternative to this supposed criticism in real world gamedesign.
UnderHero5
05-12-2006, 07:55 AM
Pantsmonkey, what I don't get is you're criticizing the Wii remote based on your experiences with a gyro mouse...
How is that, in any way, fair?
That's like criticizing the Xbox 360 controller based on your experiences with a Xbox 1 Madcatz controller.
Sure it may be similar, but you aren't using THEIR controller, you're using some one else's implementation of a similar technology. That in no way proves anything.
I think you may as well just wait until you can use the controller itself, instead of making all these assumptions and doing all these "experiments" with... well... a gyro mouse. It's simply not the same thing.
Especially since it doesn't even use the gyro's for aiming in Zelda (unless I'm mistaken, it uses the IR sensor for aiming/cursor movement).
Worldcrafter
05-12-2006, 07:55 AM
I haven't read carefully through all of PantsMonkey's posts, but am I missing something, or is he ignoring the fact that the Wiimote isn't a simple gyro device? It seems like the PS3 is a gyro controler, but the Wiimote has some extra sensors that give it a position in 3D space. As far as I've heard, Nintendo hasn't revieled the technology driving the Wiimote.
Is it possible Nintendo has devised a way to sense the Wiimote's orientation through other means than an accelerometer? It seems like the nunchaku's gyro mechanism is probably pretty simple, like the one used in Wario Ware Twisted, but it doesn't seem like that part of the controler has to be moved as fast as the Wiimote.
Anyway, forgive my ignorance, but it seems like Pants is making a lot of assumptions about the Wii based on what may be different technology. I suppose we'll have to wait to play with it, and wait for hardware geeks to get their hands on a Wii and take it appart to see how it works. Until then, I have confidence that Nintendo has tackled these issues. Reports from E3 seem to indicate they have, and no offense Pants, but the opinion of someone who has actually used the Wiimote holds more weight with me.
AversionFX
05-12-2006, 09:34 AM
Um, does this mean we are going to have to start taking diazepam before every gaming session?
Your aim generally twitches a little bit while playing (people who tend to play as snipers notice this a bit more) because in the final seconds before "pulling the trigger," you try to move your aim just a little to compensate for a more lethal shot.
The work around, is that you make a note of the direction you generally twitch your aim, and then just aim a little to the opposite side. So when you inevitably twitch on fire, your shot is a little less off-target.
Pantsmonkey
05-12-2006, 10:00 AM
*EDIT* And underhero you are Mistaken the CURSOR is of course controlled by the GYRO its the only possible thing that can translate physical position into a relative 2D space thats why it shakes your arm never stays pixstill does it, They gyro shakes by way of being PERFECT, blue tooth is simply transmitting Analouge state changes which con only yield a cursor just like the one in Mario 64's Game Select Screen and the one n Mario Sunshine. Link "moves" using the nunchuck thumbstick he aims with the Wiimote Ron Burgendy voice (It's Science) End *EDIT*
I will record a video right now with some good old Quake3 hopefully I can explain. In the mean time you should definatley read this article on IGN (http://revolution.ign.com/articles/706/706030p1.html). What Matt mentions is the game lacks the ability to do spin jumps or effectively re-orient your characters view on screen whilst maintaing smooth and accurate control and aim functionality (While aiming toggling and basically everything else one might want to do, which is definatley possible via a number of means (Sub MAP cameras not one of them. I didn't anything abbout 2P FPS was played on anything but excite truck? And I havent read a whole lot about MP3 besides this article It will give you a firmish grounding in a basic control shortcoming (http://revolution.ign.com/articles/706/706030p1.html)
My grand dreams for the Wii was a lanyard around your neck and essentially a USB jack for your work mouse with an SD card expansion port. That Zelda Cursor is the fucking bomb and modelling an animated PC version is a task currently set to a good friend of mine. It like Nintendo is suggesting would be for each member of the house. But playing a real FPS game against real multiplayers will be visually like Virtua Cop or Time Crisis to have to suddenly aim towards the side of the screen to correctly direct aim of your character in a game of CS would be like replacing your mouse with the number pad.
You can actually trial the current input method exactly by playing any FPS you have (poorly) and remembering that every time you wanted to see some off screen (left or right inlcuding elevation) with a slight turn (see diagram) you had to make one of those damned if you do damned if you don't decisions.
http://i3.tinypic.com/zj6xwn.jpg
If you put your outside the box thinking Pants on and think how 2P / 100's
might play together not just one player against convieniently (sometimes save for Red Steel Balcony dwellers :) screen positioned enimies. You realise that in the scenario above in the current day with mouse and keyboard to turn and see the BLUE dot *Green Lines= View Distance on Screen Top Down, you simply slide the mouse to the right and turn. With the 2 Sub screen Wii method you take the cursor from the center off the screen (or wherever it may be, perhaps you were aiming up top at some dude in a 3rd storey balcony, towards the edge you wish to turn in this diagrams case right, then your field of view look turns the right. Using that control in a game of CS would mean it took 2 movement,s the original TURN motion to Movey Screeny Land + and Additional motion of the Cursor once there. OR Down for a second (S) then strafe right with (D) Either way if that blue dot is someone who can look at your with a simple ituitive motion your dead. I can hold my own with Gyro mouse V most in a Game of Quake or CS, When I am circling around them juming off objects straifing the mouse and KB cannot keep up but in a tight interactive space where they come from nowhwere short range accuracey is in the toilet.
That dizzyness in testing mentioned was using my FPS method sans any actual thoughts on how to fix it :( Accelero Pairing would have allowed a Cancel and Centralise camera option by squeezing the nunchuck, Squeeze it harder and your Reticle goes from AIM To MOVE Camera and your view screen pans towards the area "you estimate" Blue Dot the enemy is in, as you see the enemy sliding into screen you either release the Nunchuck to change back to AIMING and fire on him as your cursor gets to a hit area or squeeze harder still and the reticle speeds up moving faster towards the enemy kinda like a aim boost (light Green Arrow. A really twitchy but on the fly sensitivty system that linked into the speed that the Gyro cursor was whizzing around the screen is one of the solution I will be trying. ( I have ordred a flight yoke throttle and will bind it to OS mouse speed up and down while playing FPS.) Its also a real pain in the ass to have to hunt down control panel setting mouse every time it needs a simple adjustment.
(I saw Alert arrow everywhere in games how Virtua cop is that...)
A rant I just moved to the bottom...
***
(My mind often thinks that in the coming year, hundreds of neck lanyard Wii controller toting Japanese will fill movie theatres. There they will play massive Excite Truck tourneys and the like and control permiting FPS FROM HELL at the very least heaps of insanley crazy multi player events. The RF Gyro transmitter could have a range of 100'. It works of a 1000 channel rotating randomly generating spectrum so essentially the current tech could deal with multiple 16 - 32 battles in one area. My previous "super dreams" of Wii control included, the ability to link them together, associating pairs or triplets of the controllers together as they sense thier relative position to each other at the (Equip Dual Weild Range Screen) Hopefully all this talk of bluetooth whoms range and range frequency issues I am unqualified to trust right now (I love range I think 30' precision wireless control should be a fundamental right.) is filthy rumour the RF wavebird was a gift from god please let the range stay...
***
CrashCart
05-12-2006, 10:39 AM
No offense, man, because you clearly know.. something.. But can anyone actually understand Pantsmonkey's posts?
Pantsmonkey
05-12-2006, 10:46 AM
I don't wan't to argue or debate with peeps that have not played with the damn controller okay I am keen as to discuss it in detail because it's worthy but trying to explain is like bashing my head against a wall.
For those claiming I am a raving looney check on this "On Railsy" Footage of a game I am dubbing Google Earth Mario (A truly brilliant new method of combating the seemingly high sensitivity of the Gyro feature Master Shigsy I salute you! Fire up google Earth and imagine Those who have got some Wii on thier hands that the focal aim point was the "actually" the center of Earth over each specifc planet Imagine Mario Running around on it if that helps (current planet orientation chosen by spinning gold stars)
Watch this Mario Galaxie Video from 1:15 on *Shake* Jesture you say Mr How To Play Speach Balloon where have I seen you before? (http://www.youtube.com/watch?v=g8TwAyIdKI0&feature=Views&page=1&t=t&f=b)
http://img115.imageshack.us/img115/8782/wiicontrolbindrip8sp.th.jpg (http://img115.imageshack.us/my.php?image=wiicontrolbindrip8sp.jpg)
That Image there is accessable to me at anytime via my Gyromouse hotkey, Show that imag to ANYONE who has played a Wii game at E3 or watched the above video. It's very simple to see that they have lazily implimented features i have since found to laborious and there is so much more potential if they mapped the direct the DIRECT X,Y Positions instead of using the LAME 9 Propriotary swipes.
I would love to ask Shigsy to his face directly. Have you even enntertained the notion of expanding the extremely limited Gyrotools user interface. 9 Degrees is nothing when the cursor clearly shows us by its jumpyness that this this could map you house to the pixel if you set the "Map My House" feature for a custom Wii sims level of your house.
I am calling lazy after some calm and collected thought gathering and I have proof there is so much more potential, It's like someone at Nintendo just flicked the potential switch to 20%.
Perhaps it's like the DS lite the 2nd Gen actually comes with new things one of which being a cotrol method that isnt just a lazily button mapped software package from a Thompson company available since the late 90s (http://www.gyration.com/en-US/GyroTools.html)
You Dig? And possibly see why I am so PISSed. I have basically got that control method farting around myself I really hoped Nintendo woud put me to shame control and play UI wise. we were promised a leap that we cannot be delivered with that.
Chameleo
05-12-2006, 10:47 AM
No offense, man, because you clearly know.. something.. But can anyone actually understand Pantsmonkey's posts?
seconded....
Pantsmonkey
05-12-2006, 11:20 AM
seconded....
Shaken'd?
http://img130.imageshack.us/img130/7883/shake0wd.gif
Im going to bed. Show that Gyro tools schematic to anyone who played a Wii at E3, it's literally a Wii controller schematic template that every single game uses... That IMO is really lazy, overly simplistic and bad.
Pantsmonkey... you're like this mad scientist in your underground lair, cooking up hardware that you imagine equals the Wii controller. Only, you're batshit insane, not a scientist, and the lair is maybe a basement? :eek:
Seriously... you (and I) have no idea how Nintendo implemented the controller's internals or software. Your experiments on gyro mice is fascinating, but I don't see how you can hope to compare your efforts against a fairly established company with a decades-long reputation for designing precise, responsive controls.
Mason
05-12-2006, 03:01 PM
This insane butchery of the Queen's English must end. Have you no decency, sir?
As near as I can tell, he's just nuts. The FPS method he describes, wherein with a "accelerometer squeeze" you toggle between reorienting the camera and aiming at parts of the screen, is far from ruled out. The controller has buttons, buttons can toggle. Zelda games aren't FPS, so the fact that its control scheme is suboptimal for moving and shooting is meaningless.
It's false to judge all of this based on how well it enables a run-and-gun FPS, anyways. Look at RE4: heavy restrictions on your maneuverability added a lot to the gameplay. If a game is designed well, it doesn't matter if the controls don't let you double-jump, turn 180, and shoot while in midair.
Serapth
05-12-2006, 03:06 PM
Your aim generally twitches a little bit while playing (people who tend to play as snipers notice this a bit more) because in the final seconds before "pulling the trigger," you try to move your aim just a little to compensate for a more lethal shot.
The work around, is that you make a note of the direction you generally twitch your aim, and then just aim a little to the opposite side. So when you inevitably twitch on fire, your shot is a little less off-target.
Jesus, that sounded way too much like a sniper training lesson... Maybe Jack Thompson was right and Video games do train us to kill!!!!!! :D
Lutheran
05-12-2006, 05:27 PM
Sorry pants , while I am sure you know your way around Gyro based hardware I don't see you knowing more then the people at Nintendo. What I mean to say is , there's no way that you see it as bad and lazy whilst some of the best minds in gaming think it may be the next big thing. I am sure they had plenty of input from the best minds in the field of gyro technology. Also I am still looking for all the negative comments that you claim can be found everywhere if I just look past the normal praising of the controller. It must be on some hidden gyro sites as almost every interview or review I read about E3 and the Wii controller is that its just incredibly well done and a blast to play with. I need to see more for myself and even play with it before I believe anyone who says they screwed up with this controllers implementation especially when I see so so many positive comments and very very few negative ones.
Pantsmonkey
05-12-2006, 06:31 PM
Lutheran quite obviously there is always loads of customisation In my mind at the very least a btton config screen on each game would allow for custom preference tweaking anyway.
You are not equiped with the information to understand. And the Gyrotools software is the very last thing in the world that should be used for control. Give me a few weeks it will start making sense.
Savok
05-12-2006, 10:24 PM
Hear that everyone, we're too stupid to understand.
Well they do say ignorance is bliss.
Pants, how about you wait until you get a Wii, then if you still want to go into these long drawn reasons of why it's a mess using the actual device, feel free, there's nothing more this site loves to do then bitch about something, we'll be ready with our torches and pitchforks.
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