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878936 Posts in 32946 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 01:09:51 AM
TIGSource ForumsPlayerGeneralWhat Is The Point of New Controllers?
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Author Topic: What Is The Point of New Controllers?  (Read 4711 times)
Seth
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« Reply #45 on: July 23, 2009, 07:12:39 PM »

Stop talking about Star Fox!  Star Fox is not relevant to this conversation!
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Craig Stern
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« Reply #46 on: July 23, 2009, 07:13:41 PM »

You're kidding right?

Nope. Tongue Did I also mention how much I hated the voice acting in Star Fox 64? Peppy as a southerner just completely ruined his character for me.

...

Sorry, Seth.
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falsion
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« Reply #47 on: July 23, 2009, 07:16:50 PM »

You're kidding right?

Nope. Tongue Did I also mention how much I hated the voice acting in Star Fox 64? Peppy as a southerner just completely ruined his character for me.

...

Sorry, Seth.

Badadadbaadadbadada. Rrnrhrnrnrenegughh. Wenwnwenwehwehweh.

Yeah, the SNES gibberish was pretty funny. Anyway, yeah. Let's go back to whatever the subject was before we started talking about Star Fox.
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KennEH!
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« Reply #48 on: July 23, 2009, 08:45:55 PM »

Gimmicks are a number one seller, they just don't have much of a shelf life.
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Montoli
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« Reply #49 on: July 23, 2009, 11:47:20 PM »

Yeah, look how fast the DS burnt out.  Nintendo has really gotten burned lately for their gimickry. Tongue
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Kepa
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« Reply #50 on: July 24, 2009, 12:04:03 AM »

Wow, everyone above me sure is WRONG.

Q: "What Is The Point of New Controllers?"

A: To make me feel inferior about my tiny, tiny hands.

Alternative bonus answer:

A: To make me destroy my TV from accidentally throwing the wii controller.
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KennEH!
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« Reply #51 on: July 24, 2009, 09:04:44 AM »

Yeah, look how fast the DS burnt out.  Nintendo has really gotten burned lately for their gimickry. Tongue
I was more referring to the Wii. As it has sold quite well, but very few great games have come out of it.
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« Reply #52 on: July 25, 2009, 07:38:04 AM »

There is something which is quite cheap to manufacture, and easy to integrate into ANY game concept... though, it isn't directly a controller, but just a different display-method.... its called "Head Tracking". If when you hear the words "Head Tracking" have a picture in your head of using a device as a controller for changing your view, then i propose to really take a look at head-tracking in action... the attractivity of it isn't the controller-aspect, but the immersion aspect: http://www.youtube.com/watch?v=Jd3-eiid-Uw
« Last Edit: July 25, 2009, 07:43:02 AM by Lyx » Logged
Eric McQuiggan
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« Reply #53 on: July 25, 2009, 08:06:52 AM »

Head tracking is irritating because  moving your head makes it harder to watch the screen, there have been head tracking controllers for over 10 years.
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« Reply #54 on: July 26, 2009, 09:39:42 PM »

While motion sensing I don't feel has a place in every game, I welcome the touch controls in most DS games.  Even Chrono Trigger, which was barely changed from the SNES version, benefited greatly from context-sensitive menus, and really streamlined the combat in my opinion.

Though I'm reasonably sure that ALL licensed DS games are required to have at lest some touchscreen functionality.
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Inanimate
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« Reply #55 on: July 26, 2009, 09:47:07 PM »

Meh, not exactly true. I've played a lot with barely anything, or even none. Sometimes its JUST at the menu, for better or for worse.

Yeah, I agree, the DS uses its mechanic a lot better than its counterpart, the Wii. Waggle isn't the greatest, but it can work. The DS is usually a lot more intuitive than the Wii, since it's a lot less complex.
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« Reply #56 on: July 26, 2009, 10:05:27 PM »

There is something which is quite cheap to manufacture, and easy to integrate into ANY game concept... though, it isn't directly a controller, but just a different display-method.... its called "Head Tracking".

I actually tested this concept in a rather high-profile Wii game last year (edit:  no, we didn't ship with it).  Short answer:  It doesn't work in most game concepts.

First problem:  Requires calibration based upon the screen size and placement relative to the head tracking camera.  (The Wii remote, for the Wii).  This calibration needs to be pretty precise and is not easy to perform.  I'm not immediately certain of how one would make it so that Average Joe Consumer could do it, though I'm sure that someone smarter than me could figure out a cost-effective and reliable method.  Regardless, getting the calibration wrong severely damages the effect, and could easily cause nausea for the player if they played with incorrect calibration.  (edit:  getting the calibration for my own setup was by far the most time-consuming part of integrating head-tracking into our game)

Second problem:  Stuff on most modern video game consoles currently runs double or triple-buffered, at 30fps.  This means that between any movement of your head and the compensating motion of the screen image, there is (on average) about 90 milliseconds of lag;  this lag is enough to be extremely noticeable even on small screens, and can even provoke nausea when viewing on large screens, even if the system has been properly calibrated. 

Third problem:  The head-tracking approach that everyone talks about (including the video linked above) simulates a 3D view of objects sitting on the other side of a window, with the screen being that window.  With the size of characters on the screen in video games, this means that those objects must either act as though either they are extremely far away from the window (causes major problems with other objects (walls, trees, etc) getting in the way of the view, and slight movements of your head can change the angle of view through the window enough that you can no longer see your characters at all), or else your characters appear to be miniature people, only an inch or two tall, standing just inside your television.  Neither of these is usually really want you want in a dramatic action game.

Fourth problem:  The math only works on flat-screen televisions.  Old-style CRTs with rounded or cylindrical tubes would not be able to replicate this effect.
« Last Edit: July 26, 2009, 10:11:32 PM by mewse » Logged
Aquin
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« Reply #57 on: July 26, 2009, 10:17:42 PM »

I found another problem with it Mewse, when I was doing it myself.  If you have only one screen (as many do), moving your head means seeing less of the screen with your eyes. 

I guess if the screen moved with you, that'd be a different story.  I don't have that kind of hardware.  We built the head-tracking with a few LEDs taken out of old TV remotes strapped to a pair of glasses.  Not exactly high-tech.
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