Why are FPS gamers against motion controls?

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ChromeAlchemist

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Glademaster said:
Jesus...such unneeded hostility...

Okay, well let's break it down then.

You haven't even said how it fixes the problem of going off screen so how to do turn then with it?
Yes I did. Wii Motion Plus deals with that issue of aiming off screen, because it knows where you are pointing without asking the Sensor bar all the time. I know this because I own Red Steel 2 and a Wii Motion Plus attachment.

I can't even watch the thing.
That's a shame. It shows how quickly someone can shoot at multiple targets in such a short time (smaller targets than headshots, 1.8 seconds). That was mainly in respons to you saying motion controls were awful for FPS, when all you really need to do is point at the screen and shoot at will.

http://i9.photobucket.com/albums/a52/Indy83/Tooeasy.gif
http://boards.ign.com/nintendo_wii_lobby/b8270/191159165/p1

You've already talked with Randomologist about turn speed, so there's no need for me to get into it. If it's that much of an issue adjust the speed.
 

TOGSolid

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FPS Gamers don't like motion controls? Since when?


Oh right, console gamers don't know shit about real motion controls:
Bow down before your lord and master.

The TrackIR and it's awesome headtracking isn't enough for you? Then check this shit out:
The Novint Falcon, the world's first 3d haptic control device. http://www.wired.com/gadgetlab/2008/09/review-novint-f/



Loud Hawk said:
Only one I think would work would be Kinetc, if it was used like Track IR to track head movements. That could work and would make console games more immersive.
It'll never happen. Microsoft seems to think that the hardcore audience will be the early adopters, and yet look at their launch titles for the damn thing. If they were serious they'd have done something crazy like overhaul one of their older titles to have headtracking implemented as one of their launch titles, or hell, even a new game with it.

If the Kinect does get widespread adoption as a TrackIR style device I'll be insanely surprised.
 

SL33TBL1ND

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boholikeu said:
Hmmm, so far it seems like most of the people here against motion controls haven't played any FPS since the first batch that were released when the Wii came out. It seems to support my theory that a few cruddy control schemes in the beginning tainted people's opinions early on, and very few people have given them a chance since then.

Latinidiot said:
it's tiring, and you can't frag for three hours if youhave to stand.
ProfessorLayton said:
Because when I play a game, I want to sit down on the couch or in front of my computer and eat potato chips. Waving my arms in front of the TV is about as immersive as it is replacing actual exercise. When I come home after a stressful day, I don't want to wave my arms in front of the TV, I want to relax.
Feversaint said:
Third, if I come home from a long day of work the LAST thing I want to do is to flail my arms like a retard in-front of my TV.
Jedoro said:
Also, for the above reasons, like "it's tiring"
ImprovizoR said:
Also motion controllers are stupid. I play games to relax not exercise. That's what running and gym is for.
MercurySteam said:
who wants to have to put down their controller after half an hour because their arms are tired?
blazer516 said:
im against it because if i wanted to flail my arms in front of a screen to invoke some kinda coherent movement on the avatar before dropping limply to the ground in a state of extreme exhaustion, all the while feeling that somewhere, someone was laughing at me, then id play my f*@$ing wii. and I DONT LIKE THE F*@$ING WII.
Audioave10 said:
My gaming is relaxation...I'll sit on my butt and do it.

Honestly? There are that many people complaining about the extra motion of pointing? You guys do realize that you don't have to stand with your arms out-streched like you're at a firing range, don't you? Heck, when I play I usually just rest the remote on my lap/arm/whatever depending on how I'm laying on the couch. My wrist probably moves less than when I use a mouse and keyboard to game.

Yagharek said:
Also, the controllers are precise enough. Say i'm trying to aim at someone whose far away on top of a building. I point my control at him. But the control is big(and even if they got it down to the size of your fingertip this would still be an issue, though not as large of one)-which part of where you're pointing does your character aim? After all, you're aiming for a small target. You can't aim effectively for a small target by using something larger than it.
And yet people somehow do it in real life all the time with actual guns...

Besides, when the game translates your "point" on to the screen it uses one dot that can be one pixel thick if the game developer chooses.

SL33TBL1ND said:
It's just too unwieldy for those precision headshots.
Funny, people used to say the same of analogue sticks..

Woodsey said:
Have you played an FPS on the Wii?

It's way too sluggish compared to a mouse, and is too inaccurate as well.
Compared to a mouse, yes, but compared with analogue sticks I'd say it's pretty superior.
Feversaint said:
First of all is precision, despite what you said motion controls are MUCH less precise. You mention pointing at the screen which you claim would be more accurate. Would you mind telling my how you would move or turn your body in game? At most you might have one thumb stick to use (wii, PS move), which would let you move forward/backward and strafe left/right. Now if your arm movement aims the reticule on the screen, how the bloody hell are you going to turn? I played COD 3 on the wii and how they did this was if you aimed in the far corners of the screen it would turn you, which was a complete PAIN IN THE ASS.
Play the Conduit. All consoles with motion controls should have the option to play FPS games like that.

Also, I haven't tried CoD3, but if I remember correctly it had options for turning speed just like most PC games have a "mouse sensitivity" option.
I still say the same about analogue sticks.
 

IamSofaKingRaw

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Honestly after watching the Socom 4 demo with the Move and other demos to prove the precision of Sony's product, I believe that FPS would be more fun if I were actually aiming the gun with my hands using motoin control.
 

IamSofaKingRaw

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It seems people bash motion controls solely because of their experiences with the Wii. The Move and Kinect are both much more precise and responsive than the Wii which would solve all of your aiming issues that most are complaining about. If I knew how to post a video I could show you this lol.
 

boholikeu

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ultimateownage said:
ChromeAlchemist said:
ultimateownage said:
Because, has the wii has showed us, anything other than party games don't work and have no need for motion controls.
Red Steel 1 was shite, yes the sequal fixed it but what was the point? There is no need to implement motion controls into games. Gamers and FPS gamers specifically find no need for them and dislike them. Sure you can get the headshots, but have you tried turning around? Without an analogue controller it's really fucking clunky and slow.
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.

Buddahcjcc said:
"It's not precise,isn't easy to control, and isn't fun.
I don't like it.

My question is, why fix something that isn't broken?"

Because casual ppl's money is shinier than hardcore ppl's money. Play ANY MMO and youll see this very quickly
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.

Ridgemo said:
I really don't see why people rave about kinetic being good for head tracking. The moment you turn your head your not looking properly at the screen, have you tried playing a game when you head is at a slight angle from the TV? Doesn't work. Besides, if you do turn and spot something, your going to have to use your analogue sticks to move the gun and aim anyway. Making the looking around entirely pointless.
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.

Yagharek said:

Yes, and then you have to be exactly aware of where that point is relative to your controller/pointer.
And that would surely vary with your distance and relation to the sensor-meaning it would change on a day to day basis. That just a less accurate version of a mouse that you hold in mid-air. I reckon that'd make reacting quickly and accurately harder.People would probably get used to it, but why bother? I have seen people arguing that it's no worse than a controller, or mouse, but i've not seen a convinving argument for why it's better. So surely the money would be better spent elsewhere?

I also think you'd have to train a very long time to be as accurate with a real gun as on many FPS', in the same amount of time.
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?

Randomologist said:
I know it's a variable input, you're missing the point. If you have a motion controller set to a high sensitivity, its quick to turn but accuracy can be an issue, in my experience. Conversely, if it's slow, accuracy is improved but turn rate is decreased. What I'm saying is, it's difficult to find a happy medium. Some games have it set OK, some do not.
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).

Glademaster said:
Seriously that can be done with a keyboard and mouse and if you are not even going to read my post to find out that I said keyboard and mouse is the best for FPS games don't even bother to quote back. You haven't even said how it fixes the problem of going off screen so how to do turn then with it? I can't even watch the thing.
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...

SL33TBL1ND said:
I still say the same about analogue sticks.
Ah, then we agree with each other. =)
 

ultimateownage

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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.
That still wouldn't fix it. It would just make it clunky and fast instead.
boholikeu said:
Buddahcjcc said:
"It's not precise,isn't easy to control, and isn't fun.
I don't like it.

My question is, why fix something that isn't broken?"

Because casual ppl's money is shinier than hardcore ppl's money. Play ANY MMO and youll see this very quickly
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.
That's complete bull. FPS' usually have the least game mechanics of any genre. I have taught at least 10 friends how to play FPS games well within an hour. One friend had only every played a wii and gamecube before I showed him how to play it. My fucking dad can play them.
 
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boholikeu said:
Well mine works on everything in the immediate area I've never heard of one that doesn't work on wood or a mouse mat. I usually remove my moust mat when I need extra space to move when I turn down the sensitivity for certain games.
 
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ChromeAlchemist said:
Yes you briefly mentioned how it deals with off screen but you didn't say what happens you just said it was fixed. Now you have explained how it was fixed that's fine. Having a decent turn speed at a normal enough sensitivity is important now I don't know if turn speed is just general turn speed or what but if changing this effects the general sensitity of the game it is hardly a good trade off. The motion control may be better than analogue aiming but the mouse can do the same.

Also you could of just read my post instead of lumping it in with others which had little to do with it and avoided any unneeded hostalility.
 

UberNoodle

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Yes OP, you are right. I play Conduit and Metroid Prime Trilogy, which have amazing controls, and I spend as much energy as I do with a control pad. I can perhaps relax more because my hands are just in my lap.
 

sketch_zeppelin

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because as of right now they don't work right. its not like playing a rail shooter with a light gun like time crisis. you have to be able to quickly move around an enviroment, look at an enemy, aim and shoot.
right now that just doesn't work right. mainly because in regular fps the camera is locked to the targeting retical so when you turn to look your also aiming at the same time. that doesn't happen with motion controls.
with motion controls you turn with an analouge stick and then you use the motion sensor to aim. your adding a step which slows your ability to attack. and if the motion sensor isn't working right or if you have an unsteady hand then aiming becomes a *****.
 

Miles Tormani

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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.
 

AWAR

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Because motion controls are a stupid gimmick!

That's all!

/thread
 

TelHybrid

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It's not a perfected control method yet. It's still inaccurate, even in comparison to analog sticks, which lets face it, in fps games where you use the analog stick, the game does most of the aiming for you.
 

Randomologist

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boholikeu said:
Randomologist said:
I know it's a variable input, you're missing the point. If you have a motion controller set to a high sensitivity, its quick to turn but accuracy can be an issue, in my experience. Conversely, if it's slow, accuracy is improved but turn rate is decreased. What I'm saying is, it's difficult to find a happy medium. Some games have it set OK, some do not.
Er, you do realize that the exact same problem applies to analogue sticks and mouse controls too, don't you?
Yes, I know that the sensitivity issue comes up with mice and analogue sticks. I'm running out of ways to get my point across. The issue does arise on mice etc, like it does on the motion sensor. Yes, you can usually alter the settings. However, I find that a motion sensor is inherently less accurate than a mouse; in order to get the same precision as a mouse, you have to have it at a lower speed setting. Which brings up the old catch 22.
 

Casual Shinji

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I'm against motion controls, period!

At this point motion controls are the only thing that's keeping me from buying a Wii.