Can we agree that the Wii style of motion control is bad?

#51Waggy17Posted 1/28/2013 3:53:11 PM(edited)
What's this? Another thread with an opportunity to show that ICDW doesn't know what he's talking about?

http://imageshack.us/photo/my-images/819/130128175240.jpg/ <- Only Normal and Professional difficulty for the Wii version of RE4

Say what you want, but for console games Wiimote is much better for aiming than dual analog. Mouse and Keyboard is not a heavily adopted control option for consoles (and you did post this on a forum for a console system). The difference in aiming with the Wiimote for RE4 compared with other versions, such as the GCN version, is like night and day. I don't remember the difference in accuracy, but with the Wiimote it's not difficult to maintain accuracy around 90% (and this is easily attributed simply to pointer controls).

I can't imagine playing a game like Wii Sports with a mouse or with dual analog controllers. It comes down to implementation.
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#52KOTRwhoopsPosted 1/28/2013 3:05:59 PM
Wii motion control = Bad
Wii U gamepad = Great

IMO
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#53Icecreamdunwich(Topic Creator)Posted 1/28/2013 3:07:31 PM
Seems people are really split on whether the wii had good motion controls or not. Makes sense now that Nintendo has pretty much ditched them.
#54GencoilPosted 1/28/2013 3:16:28 PM
Icecreamdunwich posted...
Seems people are really split on whether the wii had good motion controls or not. Makes sense now that Nintendo has pretty much ditched them.

Oh far from it, they still use plenty of motion controls in Nintendo Land. Pikmin 3 will be controlled by pointing at the screen (or you can play with the gamepad). Wii Fit U... well, that game will obviously depend on motion controls too. Wii Party U will most likely use motion controls in some form, perhaps not as much as the previous game since they want to show off what the gamepad can do.
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#55Waggy17Posted 1/28/2013 3:18:27 PM
Icecreamdunwich posted...
Seems people are really split on whether the wii had good motion controls or not. Makes sense now that Nintendo has pretty much ditched them.


Uh, do you have problems reading the poll?

75 votes for "Not really, only a few games used it poorly," "No," and "Wii was bad, WiiMotion+ was good."

50 for "Yes," and "Mostly, there were a few gems though."

That looks split to me...

Almost 2/3 are stating that motion control is not that bad. 60%

Also, you didn't create the poll all that well. I could easily vote for "No" as many times as I want.
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[iQ]Waggy/Time2Pan[iQ] - 1814-6320-1343 || [PHX]Cinder - 3670-8922-4025 || PSN/NNID - Waggy777
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#56DTY3Posted 1/28/2013 3:49:43 PM
Icecreamdunwich posted...
Yes, because having a simplified knife attack and infinite range aiming is "Better controls". Cmon man, stop being so delusional.


It kinda is...

also say it with me:

optional
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#57DTY3Posted 1/28/2013 3:51:41 PM
Icecreamdunwich posted...
From: Gencoil | #043
Icecreamdunwich posted...
The thing is I wasn't talking about just consoles, yet you decided to bring that up randomly, lol.

And no, they literally made the Wii version of RE4 easier, look:

http://www.videogamer.com/wii/resident_evil_4/news/capcom_making_resident_evil_4_easier_for_wii.html

Your complaint is invalid because those modes are optional.


Oh, so them changing the knife controls to simplify it and offering an infinite range aim is optional? what?


Read the damn article you posted. All youre doing is proving the Wii version is superior.
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Metroid Zero Mission and Super Metroid are some of the finest 2D games ever made and are the best in the series.
Metroid Fusion is pretty cool I guess.
#58Icecreamdunwich(Topic Creator)Posted 1/28/2013 4:04:46 PM
Poor guys clearly haven't actually played the wii version of the game :/
#59Waggy17Posted 1/28/2013 4:06:55 PM
Icecreamdunwich posted...
Poor guys clearly haven't actually played the wii version of the game :/


You haven't if you really think that the NA release of RE4 on Wii included modes other than Normal and Professional.
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#60Muljo StphoPosted 1/28/2013 4:34:59 PM
Hmmm, my answer would have to be a combination of a few of the options... Wii really wasn't that bad, although a number of developers did get kind of lazy about how they implemented it, but then MotionPlus is way better as well.

Also, Wii controls had their better or worse points depending on the situation:

The IR Pointer control was undeniably put to great use in pretty much everything that was able to make use of that type of control scheme.

Gesture-based inputs were difficult for developers to program for with just the accelerometer (supposedly (I think they were just being lazy to begin with)), so a lot of developers took the lazy route there and took waggle type input instead. (Side note: The developers of Deadly Creatures did a talk at my school (they're based out of my state, apparently) and they touched upon this issue. The internal components of the accelerometer actually have a bit of a bounce-back after the initial motion and this can create readings in the opposite direction if the developers are lazy about how the program interprets the data from the accelerometer. Instead of creating smart code to work around that issue, they just simply accept either direction as the correct input for the action.)

On the other hand, there were games with tilt or rotation based control schemes like Mario Kart, Excite Truck, Monkey Ball (I'm assuming (haven't played it myself)), or Bit.Trip Beat that used motion controls with just the accelerometer really well and with surprisingly great accuracy.

And then they upgraded the tech to include a gyroscope in addition to the accelerometer, and now it's much easier for developers to get the data they need to accurately pick up on gesture type controls.

Skyward Sword's controls actually do work really well for a lot of people, but there are some mental issues in play that seem to get in the way for a lot of people.

The new control scheme they came up with for aiming controls seems really awkward and counter-intuitive to people who are stuck in the mindset of the (pretty much standardized now) IR Pointer control scheme. It uses a completely different concept for how aiming ought to work. If you can get over your preconceived notions and embrace the new aiming scheme though, it really does feel quite natural and smooth.

The swordplay controls actually work better if you don't play along with their tricky little blocking mechanic the way they want you to. Don't try to position yourself for a strike before making it, just do it. Hold to the left to get the enemy blocking from the left, and then instead of moving your hand to the right to prepare for a strike from the right just swing your hand further left and Link will automatically do the right-to-left swing correctly on his own without you needing to position his arm to the right first for him.

I know that flight was awkward for me at first because the way they (all too briefly) explained the controls my impression of them was that it was like the cape in Super Mario World or the cap in SM64. It took me a few minutes to figure out to jerk the controller in any direction to make the bird flap its wings and that the comment about going into a dive was completely unrelated to speeding up and regaining altitude. Once I got that and figured out how the flying controls actually worked, it actually worked really well. It was just poorly explained to begin with.

I can't comprehend how people had issues with rolling or throwing the bombs though. Swimming also seemed really straightforward to me.
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