Okay... well... I'm going to
try to not sound like a douche here...
boholikeu said:
I haven't played Red Steel 2, but most recent Wii shooters have customizable turn speed. It would surprise me if Red Steel 2 didn't also.
This is true. Even older Wii FPSes like Red Steel 1 had an option for turn speed. (Not sure about Red Steel 2, but I'd also assume truth.) Continue as normal.
boholikeu said:
Actually FPS controls are some of the most inaccessible (IE abstract) of any genre. Plunk any non-gamer down with a mouse/keyboard or even gamepad and they will likely have A LOT of trouble figuring it out. If motion controls can make a game more accessible without sacrificing depth (as it seems to me they do) then they would definitely be an improvement over current control methods.
I honestly can't believe this in modern times. Platformers in particular have become increasingly complex. Yes, even Mario games. Sometimes stuff is so abstract that you absolutely need to read the manual to understand it. With an FPS, most of the time, all you need to know is how to move (left stick), aim (right stick), jump, reload, switch weapons, and shoot. Sure, there's melee and grenades a lot lately, but that's, what, one more button?
This is helped by the fact that FPS games generally don't use contextual actions at all, unlike recent games in many other genres.
boholikeu said:
I agree that I don't see how they can make it work with anything but an on rails shooter, but it still seems like it'd make for an interesting concept game.
Head tracking with Kinect? You could make it work by tilting or turning your head slightly to turn, and aiming with your hands. You would stop turning by facing the screen directly again. I could sort of see it that way.
boholikeu said:
Almost every shooting game has something called a "crosshair" to let the player know where they are aiming relative to the controller. It seems the problem was solved before motion controls even existed.
Honestly, have you even played a motion controlled shooter, or are you just trying to argue against them on theoretical grounds?
The problem here is that the Wiimote's IR-camera and "sensor bar" have some serious tracking issues, especially if the lighting in your room is kind of odd, your TV has reflective surfaces, or you for some reason have candles in your room. I particularly remember the cursor jittering around a lot, even if I held the controller perfectly still, or even placed it on a stable surface facing the "sensor bar."
(I placed "sensor bar" in quotation marks because it doesn't sense anything. It's just two infrared LEDs.)
boholikeu said:
Er, you do realize that the exact same problem applies to analogue sticks and mouse controls too, don't you?
Plus now that you bring it up, motion controls are actually superior in this situation since you can toggle your turn speed up but keep the movement speed of the cursor within the bounding box at the same speed (in other words, when you are aiming the cursor moves slowly, but when you move out of the detection area to turn your character pivots quickly). Mouse/stick sensitivity options can't do this because your turn speed is tied to your aim (IE up the sensitivity and you both turn/aim quickly).
Unfortunately, I have to call you out on that. You cannot adjust the movement speed of the cursor on the Wii at all. There are some games that let you "calibrate" it somewhat, but it never works right, and the movement speed of the cursor generally doesn't change anyway. More importantly, even with the calibration feature in some of the games, I could never, ever make it so that I could just point at a spot on the screen and see the cursor in the exact same position.
Even if I could get it working right, I'd have to recalibrate it every time I come back later, pause, or even move around a bit. This is the kind of inconsistency I would expect from a Super Scope game, and even that had a much simpler, easier to use, and most importantly, more effective calibration system. One that could be accessed from the pause menu as well.
You
can, however, change the size of the bounding box in certain games, like Metroid Prime 3.
boholikeu said:
Incidentally, laser mouses only work on certain surfaces, so it's just as possible to "go off the screen" with a mouse if you try to move it off the edge of a keyboard. Most gamers learn this pretty quickly.
It's amazing that they suddenly lose that ability when working with a Wii remote...
I am totally going to use this as an argument in favor of dual analog at some point. Since you can't exit the detection range with a stick. :3
Other than that, I don't really have an argument against this, so carry on.
boholikeu said:
Ah, then we agree with each other. =)
Rawrgh you h8 teh duelz stikz u n00b al teh proz play dat way in h4loz.
...Just kidding. Carry on.
EDIT: I am not against the concept at all. If Playstation Move, Wii Motion Plus, or Kinect can consistently make accurate detections of my movements, I am all for motion controls in an FPS. I just honestly can't see that happening.