I'm gonna group a few of these together to avoid repeating myself.
Athinira said:
boholikeu said:
Just out of curiosity, why are so many first-person shooter fans against motion controls? It seems to me that if there is one hardcore genre that could actually benefit from them it'd be shooters.
For the same reasons Yahtzee has explained several times in both Zero and Extra Punctuation:
1) The lack of force feedback will always cripple motion controls
I agree with this to an extent in 1/0 control situations, but in issues like aiming etc. (which presumably is what the motion control would be used for) this is a non issue.
Athinira said:
2) Motion controls used for aiming brings trouble when you have to use them for turning (see his review of The Conduit). Until our entertainment venue is 360 degrees instead of an XX" screen this will always be an issue.
Bounding boxes pretty much solve this issue. You might have to configure it so it's comfortable for you (just like you might have to toggle invert mouse, or change mouse sensitivity in PC games), but people who about this aspect of motion controls is a bit like people that can't play a PC FPS because they keep looking at the ground on accident while playing -- they just haven't gotten used to it yet.
Athinira said:
3) As mentioned already by several people, the optimal goal is for players to be able to take action with small movements, not larger ones. For FPS games, which puts great pressure on reflexes, accuracy and quick-decision making, this is paramount.
Zachary Amaranth said:
One of the biggest deterrents to motion controls for me is that when I game, I want to sit on my couch and play. If I wanted to be active, I'd be active.
mikozero said:
if i wanted to work out in my living room i wouldnt be playing games...
Again, as I mentioned several times above, it's possible to play a motion controlled game with about as little wrist movement as a mouse. The idea that motion controlled games innately require more movement is simply a myth.
Athinira said:
In addition:
4) Motion controls are less accurate and slower than mouse-aiming, similar to playing an FPS game on a console.
Whitenail said:
To quote God only knows who "If it ain't broke don't fix it", and in this case if it's worked perfectly well for the past two decades (PC gamers didn't learn to shift to mouse and WASD just to have to flail around a Wii-mote) don't ruin gameplay with gimmicky motion controls.
the same arguments were used ten years ago against console FPS games, hence my comparison of the backlash against motion controls to the initial backlash against analogue sticks. I have a feeling that as more games come out the negative reaction will dissipate, just as they did for gamepad controlled FPS games.
Athinira said:
5) Motion controls aren't designed for complicated games. Games that use motion-controls often constrict the amount of alternate decisions to be made in order to keep button-pushing to a minimum and help focus the experience on the motion controls. In a shooter, you will be concerned with moving, crouching, jumping, shooting, alternate shooting buttons, changing weapons, using special abilities etc. This really only works well in one place, and that is sitting comfortably at a keyboard with alot of buttons available in a convenient manner.
Keyboard controls will always be the most complex, but I've seen motion control schemes that have just as many input options as a traditional controller.
Athinira said:
6) For multiplayer FPS games, text-based chat is a must for the optimal experience. Voice isn't always the best.
I've found the opposite, but I guess we can just tag this as personal preference.
Tankichi said:
I think if it is extremely accurate every time your hand shakes the reticle would shake. unless it is done like Metroid Prime 3 did it. That game was epic.
Eclectic Dreck said:
FPS games regularly allow for better than human precision. When playing Modern Warfare for example I can fire a shot at a target at 300 meters after a grueling sprint without effort. I do not have to trouble myself with carefully squeezing the trigger or properly seating the weapon or firing at particular points in my breathing cycle. I can hold an 18 pound automatic rifle at the ready for days without fatiguing. These things are not realistic in the slightest. When you use motion controls, you introduce errors in precision precisely because you are now more directly relying on the mechanical motion of the hand. A minor tremble of the hand does nothing to impact my play in a game where I'm using a mouse but when that same motion occurs in with a motion controller, if it is accurate enough that motion is translated into the game.
I find it funny that some people claim motion controls aren't accurate enough while others claim that they are
too accurate.
Either situation can easily be fixed software side though. Either slight auto-aiming or enemy locking (both of which are already utilized in most console games) could solve these problems.
Tanksie said:
because were REAL console gamers
Couldn't tell if this is sarcasm or not, especially with the stereotypical spelling mistake. =)
tellmeimaninja said:
And any critic who denies that the control scheme for the Conduit was worse than having your legs slowly ripped off by dwarves is insane or a bloody liar.
Who knew most game reviewers were liars? =)
TerribleAssassin said:
Because it be tedious, imagine if you wanted to look down your sights, you'd have to drag your arm up, and the only way to turn would to be actually turn around.
Much better and easier to use a good old Mouse and Keyboard.
Geekosaurus said:
Because how do you control your movement? Yes, you can jog on the spot to make the person run, but that's hardly the most accurate method of input. It just wont work without an analogue stick of some kind.
Reread my post again. I'm mainly talking about aiming here. Other actions would still be bound to buttons.
BlacklightVirus said:
Yahtzee said it best.
http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/7794-Extra-Punctuation-On-Kinect-and-PlayStation-Move
Good thing I already countered most of the points he made. =)
Eclectic Dreck said:
Motion control most often asks that we sacrifice precision, and this is the worst of all possible compromises. Loss of speed can be compensated for in many cases with better planning and predicting, but a loss of precision cannot be overcome save with volume of attempts.
Again, I don't see how motion controls are innately less precise than any of the other control methods. You even see some people here complaining that they are too precise.
Eclectic Dreck said:
A player is generally forced to hold their limbs unsupported in a particular way and this is taxing after a time.
I play with the controller resting on my leg. It's actually less fatiguing for me than using a mouse for an extended amount of time.
Eclectic Dreck said:
Inferior or Poorly Designed games. Plenty of shooters that use motion controls exist, but most have been poorly received not because the controller was terrible but rather because they simply weren't very good to begin with... Yes there have been some notable examples of where a motion controlled shooter was actually decent but there has yet to be an example of one that was excellent.
This is actually my whole point. I think people's reactions to motion controls is actually a result of bad games rather than problems inherent to the control method.
Also, most people seem to agree that the Conduit had excellent controls.
Eclectic Dreck said:
Analogue sticks offer a tradeoff in most games as precision can be gained with lower input sensitivity whereas speed can be gained with higher input sensitivity.
Eclectic Dreck said:
As a result games have thus favored a strange input mechanism where player control is composed of three distinct areas. The first is the position of the character (i.e. walking), the second is the aiming of the weapon itself and the third is controlling where a character is looking. The problem that naturally arises is simple enough: we have three core control types bound to two separate input devices. The motion controller itself performs double duty in this regard and allows a player to point his weapon but as they near the edge of the screen they then begin altering the facing of the character. It is here that we find the sacrifice in either precision or speed.
These two statements seem contradictory. In one case you imply that motion controls don't have the speed/accuracy trade-off that analogue sticks do, yet they clearly do in the "bounding box" control method you outline above. Good motion control games (like the conduit and metroid) allow the user to customize the bounding box, much like good controller games allow you change the stick sensitivity.