Bounding boxes provide a solution to the problem as I pointed out but it is far from the best possible solution. The inherent problem, that you have three types of movement but only two input mechanisms, remains. This problem is all but unsolvable as the only way to reduce the necessary types of movement to two requires the use of a hemispherical game interface, and while such a thing is technically possible the enormous cost makes it impractical to say the least.boholikeu said: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.
You can argue this until you are blue in the face. You might be able to play a game comfortably with a motion controller but many other people have not mastered this as of yet.boholikeu said: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.
The same argument still applies to analogue sticks. It has not gone away; instead, people have simply adapted. The mouse still offers a skilled player better speed and greater precision than an analogue stick. This remains a common point PC elitists use when arguing their platform is superior.boholikeu said: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.
Better design and the inclusion of a degree of auto-aim has helped mitigate the problem but it does not eliminate it as the root cause of the issue lies in the control mechanism.
If we take the Wiimote as an example, we can see that your argument here has a problem. While the total number of buttons is similar, their placement on the wand ensures that some portion of them are going to remain out of reach. Thus to use all the buttons requires regular shifts of the wand - a difficult prospect when the other hand is holding the nun chuck. This is a problem of ergonomics and again it is inherent in the controller. The obvious solution is to design a game that makes use of only a certain portion of the controller, a move that gives access to a d-pad, the trigger and a pair of buttons. This is still four buttons fewer than the competing gamepads offer.boholikeu said: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.
I tend to prefer text based chat if only because I am not bombarded by the irritating voices that populate FPS games. Voice Chat is my preferred solution when I know the people I'm playing with however.boholikeu said:I've found the opposite, but I guess we can just tag this as personal preference.
I never stated that accuracy was the problem but rather that it was precision. Wii Motion+ and the Playstation Move have more than sufficient accuracy of input but this accuracy can, itself, lead to problems such as the trembling hand syndrome.boholikeu said:I find it funny that some people claim motion controls aren't accurate enough while others claim that they are too accurate.
Yes, the problem can be mitigated with software but that does not mean it ceases to exist. When your input solution requires software assistance to function, this is an indication that something is inherently wrong with the device. But, as you said, this is not relegated to just motion controls as most console FPS titles use some amount of auto-aim. By contrast, auto-aim has traditionally been reserved for cheating in PC games.boholikeu said: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.
A reviewer here and there can be bought, certainly. They are simply human after all. But when you consider the game received middling scores all around, that implies that the problem was with the game itself. You are, of course, free to enjoy the game. I liked Alpha Protocol. That doesn't mean I'm blind to the notion that the game had problems. I recognized them, they just weren't deal breakers for me. As a notable curiosity regarding this very point, the Conduit has a very respectable user score on metacritic that is nearly 20 points higher than the critical scores. We could discuss why the delta is so wide for hours I'm sure but at least it demonstrates you are not alone in enjoying the game!boholikeu said:Who knew most game reviewers were liars? =)
For my part, I found it to be the second best FPS on the Wii which seems like praise until I point out that I actually didn't care for it much at all. It was mechanically functional which is more than most Wii FPS games accomplish. The actual game part was uninteresting at best.
The problem with precision is the direct result of having two different motion types bound to the wand. The bounding box is equivalent to an analog stick where the actual aiming is similar to a mouse. In order to transition to a target, the player must aim, then turn, then aim again. By contrast in an FPS on the PC, the aiming and turning functions are one in the same.boholikeu said: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.
This is not to say that it cannot be functional or that a player cannot grow accustomed to it of course. So long as each player is wrestling with the same inherent limitations of their input device, there really isn't a problem when it comes to competitive play, and so long as it is functional for the design there is nothing damning about using it in a single player space either.
You are one person. I would point out that my post was nothing more than the basic list of reasons why people do not care for motion controls in FPS games. Never once did I assert problems of comfort were universal; indeed, all controllers will induce fatigue given time. It is almost certainly a problem of familiarity that causes this to be a commonly cited problem. People who are perfectly comfortable with a mouse would probably complain about comfort and fatigue if they were suddenly asked to use a trackball.boholikeu said: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.
Functional is the word I would use. The simple fact that I had to spend 20 minutes tweaking various settings is what keeps it from being excellent in my book. The default control scheme technically works but it introduces hilarious problems. For example, by default the player will have difficulty looking upwards, a problem exacerbated by placing plenty of enemies above the player. The game almost literally ships with the controller set to "broken".boholikeu said: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.
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.[/quote]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.
They are not at all contradictory. My entire post relating to issues of speed and precision pointed out that analog and motion controls require this very same trade off. The last bit simply pointed out why the issue is more obvious with motion controls: you are asking one input to pull double duty.
It is precisely because the player must use one device to turn and aim as discreet functions that most motion shooter problems exist. The unfortunate fact here is that there are only two ways to resolve this inherent problem with the device. The first is to use a hemispherical (or better still fully spherical) screen an interface so that aiming and turning become the same function. This is obviously not a reasonable solution. The second is to remove one type of motion. The latter is reasonable enough to do and the most obvious example is the rail shooter.
It is the rail shooter that demonstrates the fundamental truth of the matter. The motion controller is superior as an aiming device when compared to a joystick. It is only when the motion controller is asked to perform multiple distinct duties that problems arise.
And, on an unrelated note, I believe that it is not the general concept of the controller that is at fault but rather the specific way that these controllers track motion. A mouse is, after all, a motion controller and it manages to avoid the dual motion problem in an incredibly simple way: if you lift the mouse slightly, a motion is no longer registered as a motion thus allowing one to reset the position of the mouse without altering the status or disposition of the character in the game. Were a similar function available with other motion controllers, the inherent problem is resolved.