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Why didn't sixaxis games catch on?

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  3. Why didn't sixaxis games catch on?
1 year ago#1
Too gimmicky or too technologically difficult to use the controller as a steering wheel or to fly a plane?
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To the edge of the universe and back, endure and survive
1 year ago#2
Because it's less responsive than the barebones Wiimote.
1 year ago#3
Because motion control is a gimmick that isn't really needed in games.

I can count the games on one hand that did anything worthwhile with motion control (Folklore, Heavy Rain, and...uh...yeah, that's pretty much it).
1 year ago#4
CLupula posted...
Because motion control is a gimmick that isn't really needed in games.

I can count the games on one hand that did anything worthwhile with motion control (Folklore, Heavy Rain, and...uh...yeah, that's pretty much it).


Maybe they should have invested more money into it?
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To the edge of the universe and back, endure and survive
1 year ago#5
Lack of precision.

Probably should have saved their money and never developed it to begin with.
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1 year ago#6
MaouSado posted...
Because it's less responsive than the barebones Wiimote.

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"O Admonishing melody, arise in the of Necromancer. Mystic Cage"
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1 year ago#7
After spending years teaching myself to not move the controller like a spaz whilst playing, I ain't going back to moving the damned controller.
1 year ago#8
Because Lair was a disaster.
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1 year ago#9
I think it's because it wasn't something people actually asked for; it also didn't fit in the PlayStation style of games. The only game that I thought that had an interesting simple use for it was MGS4, were you can shake it vertically to reset the OctoCamo, even during cutscenes.
1 year ago#10
Because shaking the controller looks ridiculous and feels weird. My cat judges me.
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  3. Why didn't sixaxis games catch on?

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