Wushu Panda said:
Joccaren said:
The whole Sci-Fi thing is that, Sci-Fi. Yes, we are bringing some of those ideas into reality, but they don't function the way they do in Sci-Fi (You don't see people in Sci-Fi madly waving there arms about trying to get it to recognise they are moving, or take the correct command), and it will be cheaper to go out and do the real thing for a long time yet. Want a FPS with you as the controller? Play Paintball or Laser Skirmish. Racing game with you as the controller? Over here the local racing tracks will let you have a drive around for a small fee. Sure, you don't get the same areas as you will in games, but RL is far more immersive than any Motion controller will ever be, especially within our life span.
As to how would you sell a controller, the same way you sell a gaming mouse over a normal mouse: More responsive, faster reacting, easy adjustments that you don't have to learn actions for, you don't have to put as much effort into carrying out actions as you would otherwise, ect. There is always things that controllers with more buttons will do better. With the current technology, imagine playing an RPG and getting your character to cast the right spell. It would be horrid.
In present time, Motion Controls are a gimmick used to earn money of the 'Wow, I've seen this in Sci-Fi' mindset. If it is developed enough, it may transcend that and become a reasonable form of controller, but currently it is inferior in almost every way to conventional controllers, and I doubt the companies are doing it to push forward technology. They are run by bank checks, not well wishes for a Sci-Fi future.
They dont function like they do in SciFi...yet. The Tech JUST came out, it needs time to grow. And if I want a FPS with me as the controller i dont play paintball, i use real guns and go hunting.
Of course they don't function like they do in Sci-Fi, as that is Sci-Fi. Quite often there is some misunderstood science behind their 'innovations', and the differing arrays of motion controls in Sci-Fi provide a number of possibilities, most if not all of which I do not see working. The technology on the whole carries a lot of barriers that will take a lot of money to overcome. That money will come in part from the company, in researching ways to make it work, and in part from the customer - paying for that research and the numerous components they will need to have a properly interactive motion control system. In addition, so long as we use cameras, things like lighting and other motions in the room will be a problem. You can work towards fixing them, but problems with them will continue to pop up.
And if you want a battle experience against intelligent opponents, you will play Paintball or Laser Tag as shooting people with guns is generally frowned upon, except in war (But going out and getting a reasonable risk of death on some battlefield is not exactly appealing...)
You cant compare gaming mice to platform controllers. The mouse is only half a controller, you use a kayboard with a hundred additional buttons. How would a switch that opens up menus going to make it "less effort" into executing actions? And why would a switch that opens up menus allow your character in an RPG make them cast the right spell? When in all the RPGs Ive ever played...already do that. You arent selling something thats more responsive or faster reacting, or going to revolutionize controllers. Youre selling an annoyingly placed 'Select' button. A function that will easily break or interfere with the players hands when trying to hit another button.
You can compare anything to anything, you just don't compare them the same way. The comparison is how do mice and keyboard sell, when console controls are that much more comfortable (For some), has fewer buttons to worry about, and is without the 'problems' that a controller would apparently have over motion controls.
And why would a quick flick of a finger be considered less effort than waving an arm? Think about it. A quick flick of a finger, an entire arm movement.
Why is pressing one button, or flicking one switch (Not necessarily menus, though usually thanks to the lack of buttons on a controller) be better and more accurate for getting your character to cast a spell than waving your arms about or shouting in a specific way? Recognition. With the controller, it only has to recognise you pushed that button/buttons. With motion controls, there is, with today's technology, a pretty reasonable chance that it will think you have made a different motion, or said a different thing, causing you to potentially cast the wrong spell. That is something that would not make anyone doing a high level boss fight that requires a specific type of spell to kill happy, as they would have lost all of their progress because the game glitched.
The only way that hitting 'select' on a controller is going to interfere with hitting any other button is if you have clumsy fingers. I rarely - about twice a year - use controllers, yet every time I do I have no problems hitting the button I want to. When I use motion controls and voice recognition, it almost always picks up the wrong thing. Part of this is technological limitations that will be expensive for the consumer to overcome, and part of it is the differing nature of each individual human. I won't make a gesture exactly the same as you do. It will be similar, but with a few things that my body will do that your's will not, that we did differently whilst learning the motion. These things come to the forefront in motion controls, where the movement detections have to be generic enough that everyone's individual style of performing them will be recognised correctly, yet not so generic that it becomes easy to mistake one motion for another, or take any motion as a specific one. If such a perfect fit line between the two exists, we have not hit it yet, and likely will not for a fair amount of time.
That is the advantage controllers have over motion controls: There is less effort in moving a finger as opposed to an arm, and they are less prone to picking up the wrong command. They are things I do not see them losing to motion controls any time soon.
No one pushes technology for the sake of technology, unfortunately. There is always a main motive, but the progression of technology is a large bi-product.
Yet what happens with this and next generation motion controls when not enough people use them to satisfy the companies making them? They cease to be developed, and that technology grinds to a halt until some indie developer manages to get it working many years down the track. That is a strong possibility for motion controls with the large number of gimmicky games out at the moment. Companies are making some 'true' games motion controlled, but a great many people have been lost after that initial lot of gimmicks and shovel ware.