Toughts about Wii-mote usage in games.

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Eric the Orange

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Apr 29, 2008
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It seems the usage of Wii-mote controls (and to a lesser extent DS touch screen), falls into 3 catagories. I'll use Mario Galaxy for examples.

1.) Shoe-horned: This is when a controll that could have easly been executed by a button is given a wii-mote waggle insted. These are usually found in games ported from other systems. The end result is somthing that feels un-nesesary and clumsy. For example the main attack in Mario Galaxy is the spin, which is executed by wagging the wii mote, but could have been done just as easy with a button.

2.) Gimmik: This is when a control seems to be put in the game only so they can use the Wii-mote and not because it helps gameplay. These are usually found in games made exclusively for the Wii. This results in somthing that feels forced. The Mini-games in Mario Galaxy fall into this catagory. Though sence they are not part of the main gameplay it's not as bad as it could be.

3.) Well used: This is when the Wii-mote control feels well used and not forced. This dosen't happen very often. This results in somthing that improves gameplay. The poini-n'-click part of Mario Galaxy where you pull your self around space by blue starts felt well done.


What are your thoughts on this?
 

Sixties Spidey

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Jan 24, 2008
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The Motion Controls on the Wii Remote was doomed to fail anyway. Most developers are very used to a controller, which means if you give them Motion Controls, they'll just use it for cheap useless gimmicks, because really, what the hell else are they going to do with them?
 

A Playful Shark

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Eric the Orange said:
It seems the usage of Wii-mote controls (and to a lesser extent DS touch screen), falls into 3 catagories. I'll use Mario Galaxy for examples.

1.) Shoe-horned: This is when a controll that could have easly been executed by a button is given a wii-mote waggle insted. These are usually found in games ported from other systems. The end result is somthing that feels un-nesesary and clumsy. For example the main attack in Mario Galaxy is the spin, which is executed by wagging the wii mote, but could have been done just as easy with a button.

2.) Gimmik: This is when a control seems to be put in the game only so they can use the Wii-mote and not because it helps gameplay. These are usually found in games made exclusively for the Wii. This results in somthing that feels forced. The Mini-games in Mario Galaxy fall into this catagory. Though sence they are not part of the main gameplay it's not as bad as it could be.

3.) Well used: This is when the Wii-mote control feels well used and not forced. This dosen't happen very often. This results in somthing that improves gameplay. The poini-n'-click part of Mario Galaxy where you pull your self around space by blue starts felt well done.


What are your thoughts on this?
The FPS genre can use the Wii controls very well (see metroid)
I also feel like Mario Kart uses the motion sensor well (i don't like the game though)

I agree about the gimmicks... why would i want to waggle the remote when i could just press b?
Just using the Wiimote+nunchuk can feel strange- This is seen in brawl.
 

Grype

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May 29, 2009
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Upcoming game, Silent Hill Shattered Something. Wii mote used as a flashlight, sounds good to me. Should be better than analogue.
 

Mr. Fister

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So far, the motion controls for the Wii work best when they're done with sublety. In other words, they're not the central feature of the game, and yet without them, it wouldn't feel the same at all. MadWorld, No More Heroes, and Galaxy are perfect examples of this. Of course, now that the Wii MotionPlus is coming soon, this might change soon.
 

DM.

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The Wii's controller is actually the best there is.

I use one on the PC with motion controls included, and suffice it to say, "feels good man".
 

bue519

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Grype said:
Upcoming game, Silent Hill Shattered Something. Wii mote used as a flashlight, sounds good to me. Should be better than analogue.
Really! Wow I actually found a use for my Wii instead of just as a door stop.
 

goatzilla8463

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I found that the stick was either too sensitive or not sensitive enough. It kind of fluctuated from game to game.

It would be alright if it was just one or the other because I could get used to it but fluctuation is not a good thing in my mind.
 

Eric the Orange

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Apr 29, 2008
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soulasylum85 said:
twilight princess and mario kart had good wii controls. otherwise its bullshit
Can't say I agree with Mario Kart, but I don't hold it against the game because your not required to use them.
 

Brotherofwill

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The only time I really liked the Wii controls was in Mario Super Smash Soccer or whatever it was called. The game was needlessly hard and complex because of them but the tackle motion was just so damn fun! You could always time the tackle and waggle into the direction of your oppenent, the force you used for tackling made it feel more rewarding.
 

Undeed

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Okami uses the remote fairly well, assining the drawing portions to the motin sensor. It's a bit finicky about what's a circle, but other than that it's fine. The Wii motion is supposed to give us 1:1 motion control, meaning it should mimic the moves we make closely if not precisely. I can only hope this means a starwars lightsaber game I can actually play.
 

ChromeAlchemist

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Eric the Orange said:
It seems the usage of Wii-mote controls (and to a lesser extent DS touch screen), falls into 3 catagories. I'll use Mario Galaxy for examples.

1.) Shoe-horned: This is when a controll that could have easly been executed by a button is given a wii-mote waggle insted. These are usually found in games ported from other systems. The end result is somthing that feels un-nesesary and clumsy. For example the main attack in Mario Galaxy is the spin, which is executed by wagging the wii mote, but could have been done just as easy with a button.

2.) Gimmik: This is when a control seems to be put in the game only so they can use the Wii-mote and not because it helps gameplay. These are usually found in games made exclusively for the Wii. This results in somthing that feels forced. The Mini-games in Mario Galaxy fall into this catagory. Though sence they are not part of the main gameplay it's not as bad as it could be.

3.) Well used: This is when the Wii-mote control feels well used and not forced. This dosen't happen very often. This results in somthing that improves gameplay. The poini-n'-click part of Mario Galaxy where you pull your self around space by blue starts felt well done.


What are your thoughts on this?
Example of 1 can be Prince of Persia. The motion control was so pointlessly shoehorned into that game it just ruined it.

Example of 2 can be a minigame collection of your choice, let's say Big Beach Sports, nothing more needs to be said.

Example of 3 can be Metroid Prime 3, Medal of Honour Heroes 2, Zack & Wiki, and a host of other games. I agree with all three categories, but disagree that it doesn't happen very often. There are a large selection of games where motion control has been well implemented.

soulasylum85 said:
twilight princess and mario kart had good wii controls. otherwise its bullshit
What's bullshit?

Undeed said:
Okami uses the remote fairly well, assining the drawing portions to the motin sensor. It's a bit finicky about what's a circle, but other than that it's fine. The Wii motion is supposed to give us 1:1 motion control, meaning it should mimic the moves we make closely if not precisely. I can only hope this means a starwars lightsaber game I can actually play.
Apparently some developers claim the peripheral makes movement 'too sensitive' to the point where they have to tone it down.

Also rumour has it that as soon as Wii motion plus was available to developers, one of the teams under LucasArts got cracking on a motion plus Star Wars game straight away. Only time will tell if that is true, as I haven't played a Star Wars game in a while (and heard The Force Unleashed wasn't that good, I wasn't in a rush for that game at all anyway).
 

Jimmyjames

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Resident Evil 4 Wii is in my opinion one of the best examples of Wiimote-beneficial control there is. It does suffer from occasional "waggle" moments, but overall the aiming and control is light-years better than other console versions.
 

teisjm

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So far i've enjoyed the controlls in Zelda and Metroid a lot.
No More Heroes was decent, but also had it's share of bad usage.
Red Steel was a good idea with a bad execution IMO
Galaxy was ok as far as motion controlls go, but nothing more (the game itself was great though)

I hyped about Froce Unleashed, but I never got to buy it, cause i heard so much bad stuff about it. Once it has dropped enough in price i might get it anyways though. I cannot imagione anything mroe fit for the wii-controlls than lightsaber + force or stuff like that, sword + magic etc.
 

Eric the Orange

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Apr 29, 2008
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ChromeAlchemist said:
Eric the Orange said:
It seems the usage of Wii-mote controls (and to a lesser extent DS touch screen), falls into 3 catagories. I'll use Mario Galaxy for examples.

1.) Shoe-horned: This is when a controll that could have easly been executed by a button is given a wii-mote waggle insted. These are usually found in games ported from other systems. The end result is somthing that feels un-nesesary and clumsy. For example the main attack in Mario Galaxy is the spin, which is executed by wagging the wii mote, but could have been done just as easy with a button.

2.) Gimmik: This is when a control seems to be put in the game only so they can use the Wii-mote and not because it helps gameplay. These are usually found in games made exclusively for the Wii. This results in somthing that feels forced. The Mini-games in Mario Galaxy fall into this catagory. Though sence they are not part of the main gameplay it's not as bad as it could be.

3.) Well used: This is when the Wii-mote control feels well used and not forced. This dosen't happen very often. This results in somthing that improves gameplay. The poini-n'-click part of Mario Galaxy where you pull your self around space by blue starts felt well done.


What are your thoughts on this?
Example of 1 can be Prince of Persia. The motion control was so pointlessly shoehorned into that game it just ruined it.

Example of 2 can be a minigame collection of your choice, let's say Big Beach Sports, nothing more needs to be said.

Example of 3 can be Metroid Prime 3, Medal of Honour Heroes 2, Zack & Wiki, and a host of other games. I agree with all three categories, but disagree that it doesn't happen very often. There are a large selection of games where motion control has been well implemented.
Not to be confrontational but I'd say Zack & Wiki falls into the first catagory. Theres no tool usage that couldn't have been done with out wii-mote usage.
 

joystickjunki3

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I think that the Wii-mote and its motion controls are a step in the right direction. However, I don't think all games should incorporate them.
 

ChromeAlchemist

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Eric the Orange said:
ChromeAlchemist said:
Eric the Orange said:
It seems the usage of Wii-mote controls (and to a lesser extent DS touch screen), falls into 3 catagories. I'll use Mario Galaxy for examples.

1.) Shoe-horned: This is when a controll that could have easly been executed by a button is given a wii-mote waggle insted. These are usually found in games ported from other systems. The end result is somthing that feels un-nesesary and clumsy. For example the main attack in Mario Galaxy is the spin, which is executed by wagging the wii mote, but could have been done just as easy with a button.

2.) Gimmik: This is when a control seems to be put in the game only so they can use the Wii-mote and not because it helps gameplay. These are usually found in games made exclusively for the Wii. This results in somthing that feels forced. The Mini-games in Mario Galaxy fall into this catagory. Though sence they are not part of the main gameplay it's not as bad as it could be.

3.) Well used: This is when the Wii-mote control feels well used and not forced. This dosen't happen very often. This results in somthing that improves gameplay. The poini-n'-click part of Mario Galaxy where you pull your self around space by blue starts felt well done.


What are your thoughts on this?
Example of 1 can be Prince of Persia. The motion control was so pointlessly shoehorned into that game it just ruined it.

Example of 2 can be a minigame collection of your choice, let's say Big Beach Sports, nothing more needs to be said.

Example of 3 can be Metroid Prime 3, Medal of Honour Heroes 2, Zack & Wiki, and a host of other games. I agree with all three categories, but disagree that it doesn't happen very often. There are a large selection of games where motion control has been well implemented.
Not to be confrontational but I'd say Zack & Wiki falls into the first catagory. Theres no tool usage that couldn't have been done with out wii-mote usage.
That goes for a great deal of games, but it enhances the experience, just like it did in Resident Evil 4. No game can't be done without Wii Remote or motion control usage, but the fact that you said it improves the experience led me to believe that you meant that and not something that needs the Wii remote in order to function.
 

Eric the Orange

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Apr 29, 2008
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ChromeAlchemist said:
That goes for a great deal of games, but it enhances the experience, just like it did in Resident Evil 4. No game can't be done without Wii Remote or motion control usage, but the fact that you said it improves the experience led me to believe that you meant that and not something that needs the Wii remote in order to function.
Well my opinion on the matter is if it can be done without the wii-mote controls than the option should be available to do so.

For example Meteos (DS game not wii but still), you can choose to move the peices by either lining up a cursor and pressing a button, or by using the touch screen. That way it dosen't feel forced.
 

The Professor

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Oct 2, 2008
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For the most part, I am going to have to agree with the masses.

I love my Wii (chuckle). Okami is one of my favorite games ever, and I feel the motion controls were well implemented (though a little forgiveness in spellcasting would be nice). I will say I really like how the controls were put to use in We Love Golf, which would be a lot less fun without motion controls. If I were right-handed, I would love Top Spin 3's gameplay (it doesn't have a lefty configuration, so I play backwards, swing down for a lob and etc.), though the game would drive me nuts anyway after the original Top Spin for Xbox was such a phenomenal game. I can't imagine Shaun White Snowboarding not blowing goats without a balance board, and I suspect it does.

Now, I'm not a sports gamer (I have a Wii but no PS3 or 360, nuff said), but it seems that people are missing one of the major points. Motion sensitive controls are best implemented when they simulate actual motions. Tennis, golf, bowling, etc. are all things the controller can and does do relatively well. That's why I keep mentioning active games: active controls beget active games. No More Heroes is another example: the motion is actual motion. Aside from that, the waggle is essentially a button that's inside the controller, and it's up to designers to assign the function they wish to it. Gimmicky? Sure. But the console's a Nintendo, I would have thought you knew what you were getting into.