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Monday, Jul 13, 2009

..or how I learned to ditch the controller and wave my hand around

Since the Wii and the DS hit our shelves, the face of gaming has changed. Those changes were not totally down to Nintendo, of course; the traditional nature of home gaming, hammering away at buttons on a controller, had long been supplemented by other peripherals, from practically prehistoric NES Blaster's to Guitar Hero's plastic guitar. But with the motion-sensing abilities of the Wii Remote, something changed in the gaming landscape.

But why have those changes come about? Why are they needed? Lets take a step back from our devoted passion and look at gaming as a whole a little more objectively. Starting with...

The control pad

From the earliest consoles, the controller was the foremost feature of interaction with a game. Joysticks and paddles were the order of the day, but early analogue sticks were less analogue and really just a digital direction marker with a stick to determine between eight directions. Early joysticks were typically unwieldy and unresponsive, and when the miracle of the D-pad arrived, gaming matured.

But whilst a D-pad and two buttons were plenty in the days of the NES and Master System, games became more complex. Newer hardware demanded more control; hence the 3 button Megadrive pad and the 6 button SNES controllers were born. Since that time, controllers have grown more and more complicated, in line with the games people play.


It stands to reason. How can you play a first person game or a racer when the controls are resolutely digital? Introduce analogue. Or why not go for two. But then we need more buttons to do all the extra little things thatgames could never let you do before! Hence the behemoth Dualshock pad emerged, which might seem bog-standard these days, but consider it for a moment. A D-pad. Four face buttons.


Four shoulder buttons, two on each side, and we're already outnumbering the amount of buttons on any pad released before. Start and Select. And another analogue. Oh, and the analogue sticks can be 'clicked' for two more buttons, too. Thats a total of twelve buttons, two analogue sticks, and a D-pad that can at the very least double as four extra buttons. Compared to the early days, its a massive leap, and a massive hurdle to overcome for anyone new to games, and whilst controller technology has of course improved to give us more responsiveness and greater degrees of control within ourgames, it is also the biggest barrier to newcomers.

The Peripheral Controller

One way to encourage new players in is with the alternate controller. Older games used infrared guns for on-rails shooters, requiring no knowledge of how to use a d-pad, buttons, or anything; you just point and shoot. These days the idea has grown dramatically; now there are many games that sport their own, custom controller peripherals.

Buzz was one of the most successful in this regard; the chirpy plastic buzzer accessory bundled with the game was easy enough for anyone to be able to pick up and use, since it only had 5 buttons and no directional controls to speak of. After all, Buzz was designed so that anyone could play. Likewise, Singstar gave players a microphone to sing into- nothing more complicated than that.

Guitar Hero takes the idea a step further, with the custom guitar, and rock band further expanded the idea with drumkit. And yet, whilst these peripherals might offer a gaming experience truer to what it would be like to play an instrument for real, they present the same barriers as any other controller- they aren't always accessible enough for newcomers. The same goes for the likes of the new Tony Hawk Skateboard peripheral, though special note should be made

of the mammoth controller for Capcom's Steel Battallion, which included its own 80-button controller and foot pedals for controlling your 'mech.

And then came the revolution.

Motion Sensing & Touch

Nintendo's Wii was not the first gaming device to try its hand at motion sensing- third parties had toyed with the idea for years, with generally little success. But The Wiimote was different; with games designed specifically for use of the peripheral Nintendo were free to make the device as useful as possible. And they did. Not only does it act as a helpful lightgun-****pointer, the fact that the remote can read movement and detect its rotation was a master stroke by Nintendo. Their own Wii Sports game highlighted just some of the ways the controller could work, and thus developers scrambled to make as many games as possible for it. Most were, of course, utter pants. And a new wave of casual gaming was born.

With the Wii Remote, Nintendo broke down one of the largest barriers to gaming: The controller. Everyone who owned a television was familiar with the concept of a remote, but not the strange, oddly-shaped creature that was the controller. Pressing directions and moving a thumbstick required some knowledge, some skill. Picking up a remote? Anyone can do that. Tapping a series of buttons in the right sequence to hit the ball in a tennis game might be beyond most newcomers, but anyone can mime the action of swinging a tennis racket.

The same is true of the DS; anyone can tap a screen where a button is displayed. Touch and motion sensing have made gaming intuitive, and opened the floodgates to that elusive mass-market saturation point. The numerous life****bids churned out by Nintendo are sickly, but an accurate representation of the gaming scene: families are playing games together.

But do we run the risk of diluting our own hobby and industry with weak products aimed solely at the mass markets, and at the expense of the traditional, hardcore gamer? Or is it something that needed to happen to help the gaming landscape flourish?

We can all bemoan the shovelware that is readily apparent on the Wii and DS, and which is bound to follow for the Xbox 360 and PS3 now both Sony and Microsoft have announced their own motion-sensing controllers in the form of Project Natal and the PlayStation Wand (or whatever it ends up being called; we're trying to avoid calling it the PSPenis as coined by several forum users). And we are largely right to- just because there are more potential gamers out there than ever before doesn't mean that you can push crap games onto them; sooner or later the consumer tends to get wise. But so long as the traditional games still exisit, are we really right to begrudge developers and publishers for seeking to fund their more expensive projects with crap games made on the cheap? If Activision did not sell bucketloads of Barbie Princess, would they be able to develop the likes of Call of Duty and Prototype? If Ubisoft did not sell hundreds of the Imagine series, could they afford to fund development of Assassin's Creed 2?

The answer is uncertain, but at the end of the day, there are still plenty of traditional, deeper, hardcore games out there. And with the likes of No More Heroes and Metroid Other M showing that there is a market out there for high-profile, hardcore ****games that make use of motion control, we could be on the verge of a real revolution in how we play games. Perhaps, finally, the tide is turning. When books first were printed, only the priviledged had the knowledge of how to read them. Perhaps videogames have been the same for us; our passion has been a closed circle for so long, but one that is now widening. If motion sensing is the way to embrace new players- and therefore encourage new development and growth of the industry as a whole, from our own favoured more elitist games to those that appeal to the mass market- then I for one welcome it with open arms.

Perferably with a Wii Remote in one hand, and a nunchuck in the other.

Category: Games
Posted by STARS_Splinter, 2:45am
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no AAA nintendo game was developed exclusively for motion sensing, they kept gameplay intact for every one of their franchises, take mgalaxy to justify motion sensing they just added a useless function to throw stars and the totally replacable option to attack by waving the remote, you could easily do that with a regular controller, they didn't use motion sensing in metroid just the pointer again motion sensing "events" were just there to make use of the system, again the same with mario kart, they just used tilt control and you could do without it every other N game is the same, though they encourage 3rd parties to create AAA games with motion sensing themselves don't, the ability to point is a totally different case there have been games that couldn't do without it but motion sensing at least with the wiimote is totally useless for "hardcore" games (and by hardcore i just mean everything aside party games)
it's true it can be usefull to make money and so to finance big budget games, but if those kind of games remain so profitable how much money will devs be willing to invest in hardcore games
Posted Jul 13, 2009 10:04 am PT
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  • STARS_Splinter
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