When the Wii controller was first revealed to the world, it seemed as though it would be the end-all-be-all for first-person shooter controls. Many even claimed it would be superior to the industry standard mouse and keyboard (causing many PC gamers to violently explode). After countless debates in message boards and chatrooms between legions of fanboy armies, E3 2006 rolled around. Surely, this would put our doubts and fears to rest. The show was all about the Wii: hardware, software, and six hour lines. Perhaps the greatest desire of all, however, was to finally feel how wonderfully games like Red Steel and Metroid Prime 3: Corruption handled.While there were many differing opinions on how well each game controlled in relation to a dual-analog or mouse-keyboard setup, there was a surprising turn of events. As revealed in an issue of Game Informer some weeks earlier, there was a new control scheme implemented for these two games. Instead of the Wiimote innately mimicking a mouse on the screen, a new setup was implemented for not one, but both games on the floor. The controller acted as a mouse within a predefined box on the screen, invisible to the player but covering most of the display. If the player left that box, however, the view would begin to rotate. In other words, aiming at enemies would generally not alter the viewpoint in any way, creating a light-gun type feel to the game. What was going on? This was functional, certainly, but not the silky-smooth control people were expecting to find.

The truth is, the Wiimote is a far cry from a standard mouse. A mouse will only send input when it's in contact with a smooth surface; the player has the ability to lift the mouse and reposition it so that his or her wrist can stay in a small area. This allows a player to very quickly move his reticule in a 360 degree fashion without wild motions or exaggerated movements. The Wii, however, is always sending information. If one wanted to turn around, in a traditional FPS setup, you would quite literally have to turn around, as in, face away from the television. This is obviously unacceptable. Developers looked for a way to combat this inadequacy.
In a first-person shooter, there are actually three analog control movements that must be accounted for: movement, looking, and aiming. A human can do all three at the same time quite naturally, but attempting to implement this in a game is almost impossible. So, since the dawn of the FPS, looking and aiming have been fused into one. There is a static, unmoving reticule on the center of the screen, and where you look, you aim. Automatic. As previously mentioned, however, the Wii is unable to quickly move anywhere in a 360 field of view. Also of consideration is the fact that since a player is most likely unable to keep the Wiimote perfectly steady in the air, as one could do with a mouse, the constant shaking of the screen could cause disorientation and confusion.
One option could be to reduce the scale of the movements so that a full 180 degree turn could be done with, say, a 45 degree turn of the Wiimote. This would perhaps be acceptable with a surface-based control scheme, like a mouse, but the Wiimote is handled by a human wrist with nothing to steady the motion. Even a relatively steady shooter, with his movements amplified by a factor of 4, would find the shaking and inaccuracy unacceptable. With older, shakier gamers, this problem would be magnified even more. Furthermore, this would not allow a gamer to make a full 360 degree rotation.
Perhaps another option would be to use a button on the Wiimote to "lift up" the mouse, or conversely, "put it down". The Wiimote would function normally, but at the press of a button, it would literally cease to function, allowing the player to reposition. This would effectively simulate a mouse, but seems counter-intuitive. We have to press a button to do "nothing"? In the other option, having to press a button to "activate" the controller's functionality is simply ridiculous. Nintendo is aiming for simplicity of controls, and furthermore, such a setup would reduce the amount of buttons available by one on an already slightly starved controller. First-person shooters are notorious for requiring many input commands, and developers have had to struggle enough with the Wiimote as is.
Another interesting facet of the control schemes that have been implemented is the lack of "pointer" functionality that the Wii apparently wields. While moving the Wiimote corresponds to movement of the aiming reticule on the screen, you are not directly pointing to that spot. Adding this to a game would require an initial calibration to one's TV set, but in this setup, there is once again no way to turn the player. While this could be used in conjunction with the "box" approach (discussed in a moment), players with smaller TVs might find the precision necessary to be beyond their reach. However, this could be enabled in an options menu to cater to gamers with larger sets who want a more realistic experience.
And so, both Retro Studios and Ubisoft (at the suggestion of Nintendo themselves?) managed to come up with the same solution: the invisible "box". While many players said they had trouble adjusting to the new setup, most who had longer play sessions (Metroid Prime 3 gave players up to twenty minutes) said they began to feel comfortable. The setup is touting a 360 degree turn time of 1 second, as opposed to the (supposed) .25 seconds of the mouse and 3 seconds of the dual-analog setup. While that seems reasonably accurate, is there no way to improve? To get something which feels completely natural?
I, of course, have no real experience to gauge exactly how effective these setups are. I was not in attendance at E3, and have no real right complaining about a setup I haven't used. Retro Studios and Ubisoft have probably been playing with different setups for months upon months, and I don't doubt their ability to come up with the best control possible (though I think they should ditch the box, and just have the view rotate when a screen edge is reached). But what options will be available for the player? Will other upcoming FPS for the Wii, such as the more traditional Call of Duty 3, use a similar setup? And am I missing another solution, so obvious to you readers out there? Let me know, and thanks for reading. We'll all find out come November. Ish.
Reader Comments (Page 1 of 2)
6-23-2006 @ 2:47PM
Justin said...
That's interesting, I hadn't really even thought about that before. But I agree, it should just rotate when you get to the edge of the screen.
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6-23-2006 @ 3:19PM
Tush said...
Maybe they could do different control schemes so that people could choose their favorite.
I don't know, maybe doing a combination of the edge moving thing and having a dedicated "aim" button would work. In fast pace action you could use the aim button and it would turn into mouse-like sensitivity, but when you let go it reverts back to using the edges to turn....
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6-23-2006 @ 3:20PM
stuart said...
How about the wiimote to aim (and look up and down), and turning be handled on the analog stick (also when the cursor reaches the edge of the screen)
You could hold a button to "strafe".
This seems like the PC's mouse and key combo, to me.
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6-23-2006 @ 3:28PM
.ed said...
i was there, i played both, niether were difficult to master AT ALL.
it was VERY natural. I don't know what else to say, i feel the majority of the people making this seem as if it will ever be an issue are people who haven't ever played the games, or PC gamers who have no plans to because they feel threatened by a new control scheme that rivals a mouse and keyboard...
lets be honest, people who think sitting at a desk with a mouse and keyboard is more similar to a FPS than holding your weapon and actually aiming, pushing, flicking switches, stabbing and pointing a light are building an argument on little or no experience with the remote.
people are just used to adapting to old technology... this is the first wave og games running entirely new and very innovative technology that meshes very well and removes the barrier to FPS games.
it is going to change things.
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6-23-2006 @ 3:39PM
SeasideBaz said...
has everyone forgotten Prime:Hunters for the DS? same control scheme... i find this method to be much better as you can rotate to the "general" area of the enemy, then fine tune the aim.
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6-23-2006 @ 3:45PM
Loban said...
The entire subject this article covers hit me INSTANTLY when I saw the videos of Red Steel and Metroid Prime 3 and in fact i've had countless discussions about this control scheme and other solutions with friends and co-workers. There just is no easy way to do it. Keyboard and Mouse still win. But the Wii will still rock.
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6-23-2006 @ 3:58PM
r-deezy said...
All i know is that every FPS for the Wii better have a Bayonet.
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6-23-2006 @ 4:21PM
haegen said...
the "invisible box" scheme makes a lot of sense to me, except that i think it would be better if the box was smaller. that would give you some twitch room in the middle so when your hand shifts it won't send your view careening off at some crazy angle, but you wouldn't have to move your onscreen gun all the way to the edge to turn. it seems inefficient to have to go that far, and it makes it look as though you are pushing a window frame with your hand instead of just turning your head.
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6-23-2006 @ 4:23PM
haegen said...
more on that...
maybe they could even have the size of the box be adjustible by the user the way camera rotation sensitivity can be changed in a lot of third person games (or fps for that matter). that would be best i think.
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6-23-2006 @ 4:38PM
Nmaster said...
"Invisible box" scheme + "turn around" button = FPS happiness
I think it sounds like an excellent system, and the best I think I've heard of so far. I spent a lot of time thinking on this concept as well, and I think if they tweak this setup just right and add in a turn button (like RE4 did), it'll work great. It's all in the sensitivity, which hopefully the users will have some say in under the options screen.
I think it's going some adjusting for all the Wii games, but I really don't think that's that bad a thing. Adjusting to new technology is just part of the fun of innovation, and I personally can't wait to get my hand on an FPS on Wii.
Hey, it can't be any worse than Halo on the Xbox.
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6-23-2006 @ 4:42PM
Arex said...
I assume they went with the "invisible box" method to add a degree of analog control to how fast you rotate. Go into the "box" slightly and it rotates slowly, go all the way to the edge of the screen and it whips around at full speed? Can anyone who played the demos confirm this?
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6-23-2006 @ 4:48PM
Anticrawl said...
Since the controller was announced I was already considering this. How Red Steel controls for example, with the corsair free to move within what you see on the screen, and if you got to the very edge you’d start to slowly move around. If you were in a situation to where you were being shot from behind for example, you would hold down the A button, which would effectively lock the corsair in the center, and move the controller left/right or up/down depending on where you think he is to whip around quickly as one does on a PC FPS. Really that was what I was so excited about and I fail to see the problem here.
I understand Red Steel doesn’t have a control setup like this and that was disappointing considering how unfit it would be for an online game. Honestly do you think it is that big of a problem, soon enough developers will get it. If that isn’t an option then they can create another attachment, and for example(though not practical) you could have one on your head and turn your head slightly to the left or right to spin around but that obviously isn’t an option.
They could use the accelerometer in the attachment for forward and backward movement and dedicate the analog stick to moving left/right up/down and keep the rest of the control scheme the same. With all the extra options available there isn’t a problem here that I see, I think people are to paranoid to even think up a solution, over-looking obvious options.
Anticrawl
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6-23-2006 @ 4:51PM
Dan said...
I'm sure there have been some people that have realized this possible issue before these games were even demonstrated, including me.
I'm sure it probably sucks that it's impossible to do 180-degree turns quickly. Here is how I would make it:
The control stick on the nunchuk can be used to move forward and turn at the same time, like in Metroid Prime (but you can't strafe unless you hold down another button). Then, the wii pointer would be used to manipulate the crosshair on the screen - meaning, the crosshair would NOT be static. For example, you could be slowly turning to the left while aiming and shooting at something at the right of the screen. Then, if you totally wanted to look above or below you, you could hold down another button then simply point up or down to look. This could be the same button as the strafe button.
Problem solved, I think I could get used to my idea quite nicely.
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6-23-2006 @ 4:55PM
SuicideNinja said...
From watching gameplay videos of MP3, it is apparent that the player doesn't have to gesticulate madly to control Samus.
This is a good thing. As with any change in control scheme, it takes an adjustment period. Going from a a d-pad to an analog stick took me a while. I got through it. The same will go for the Wiimote.
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6-23-2006 @ 5:10PM
Louis S. said...
How about Point to shoot, and to turn the screen you turn the remote (as in turn your wrist) to look left/right and tilt it up/down for up and down.
Eh?
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6-23-2006 @ 5:15PM
Jason Wishnov said...
Regarding Metroid Prime: Hunters for the DS, that's completely different. Once again, the stylus (which might as well be a mouse) allows you to lift the stylus and reposition to continue doing a 180 or 360 degree turn. The game uses a static reticule.
Dan's control scheme is interesting, but making the "look up and down" button the same as a strafing button would not allow aiming while strafing. If you used two buttons, you're really hogging a lot of controller real-estate. It's also rather complex...
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6-23-2006 @ 5:18PM
MetaYoshi said...
Even though Matt of IGN Wii claims that this whole "invisible box" thing exists, when I watched his 17 minute video playing Metroid Prime 3, it just seemed like he had to put the pointer at the edge of the screen to turn. That's just my interpretation of the video.
Also, contrary to this article, I've read that the pointer function of the controller is incredibly accurate and sensitive. And I'm guessing that there will have to be calibration for the pointer function because I doubt that the sensor bar will know the size and shape of the TV screen that the Wii is connected to.
Anyway, I wasn't at E3, so I don't know how well this "invisible box" system works, but my initial prediction and suggestion was that the farther off center your pointing, the faster the screen turns. That way you can aim at an enemy 2 inches off screen and the screen turns slowly so that you can still aim comfortably while the screen recenters itself. That way, there will be no super fast movements if your hand is slightly quivering and you're still pointing at the center. And if you need to turn around, just aim at the edge of the screen where the speed of turning is the greatest and then you can slow down the speed as you recenter your pointer. The only problem I can see with my setup is what should be the range of speeds when you're close to the center or far away from it.
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6-23-2006 @ 5:36PM
Dan said...
^You're right, Jason. Strafe button and "look" button would have to be two different things.
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6-23-2006 @ 5:42PM
Patrick Fitzgerald said...
I'm waiting for the WiiHat - you snap in a second Wiimote into the hat, then just turn your head to look.
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6-23-2006 @ 6:10PM
CGoCPftF said...
I have a solution - its quite simple really. By affixing a turkey to the Wiimote these issues would be easily solved because THOUSANDS OF YEARS AGO WHEN THE ARMIES OF CONIFERIOUS BELITTLED AND INSULTED THE TURKEY LORDS OF ROBOLONDON42 THE TURKEY LORDS MADE A DARK PACT WITH THE LEADERS OF A CLAN OF CYBERNETIC MICE FROM THE FUTURE AND BRED A RACE OF SUPER TURKEY MICE THAT WHEN UNLEASHED UPON THEIR TORMENTERS QUICKLY GROUND THEM INTO DUST WITH SHINY ROBOT TALONS BEFORE USING THEIR SOULS AND A PILE OF TWIGS TO SUMMON THE INTERNET FROM THE CORPSE OF A CROCODILE AND PROCEED TO COVER THE LAND IN MALWARE AND POPUPS UNTIL THEY WERE AT LAST TRANSFORMED INTO THE TURKEYS YOU MERCILESSLY CONSUME TODAY. And that is where babies come from.
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6-23-2006 @ 6:15PM
EvilGeniusDan said...
Here is my idea. I think that the way it should work is like.. you point to an area on the screen, and your camera view will slowly follow suit... sort of "dragging" along. Therefore, if you are completely still, your pointer will be always be in the middle of the screen. The speed at which your view follows the targeting reticule will depend on the distance you move the reticule.. for example:
If you aim a few inches left from center, your camera view will slowly catch up to the reticule. If you whip the reticule around all the way to the edge of the screen, the view will whip quickly with your reticule, and youll be facing in another direction.
I think this made sense.
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6-23-2006 @ 6:15PM
idioteraser said...
One thing is that people not familar with console or pc fps got into the wii fps game in record time. It felt completly natural to them.
Of course someone coming from a console fps style is going to have to adjust but once they do they realize that pointing and turning is far far more natural and is more skillfull then before.
A PC FPS person is going to have to adjust as well.
This is something that complainers frequently forgot you have to adjust to a new control scheme and that takes loosening up the rectum and more then a few minutes on a game. Someone coming fresh onto the wii fps will decimate those stuck in the past on fps.
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6-23-2006 @ 6:19PM
molecule said...
found at http://wii.gamezone.com/gzreviews/p29663.htm
"Going into E3, Metroid Prime 3: Corruption was one of those question mark games. I thought it’d be good, but wondered if the Wii remote and analog attachment would be a good substitute for the PC’s mouse and keyboard control style.
Five seconds into the demo and I was just about convinced. When the model in charge saw that I was turning the remote very lightly, she took it from my hand and switched to expert mode. The demo had two settings: normal and expert, the latter of which offered a greater level of sensitivity to the player. I could turn the remote a very slight amount to change the location of my crosshairs, as well as the camera view.
I walked around in the game, trying to familiarize myself with the new control style, and within two minutes I began to get the hang of it. Samus’s turning radius is excellent and depends solely on how fast you move the remote (just like a mouse). Aiming is seamless and extremely accurate. Slowly the game became more natural, and by the end of the demo I didn’t want to go back to using a standard game controller to play this title. The whole experience was a blast."
Albeit some people came back w/negative MP3 reviews, hypothezing that Metroid Prime 3 will make FPS gameplay w/the wiimote "inferior" and "clunky" would be like thinking Halo 3's visuals will be sub-par--ain't gonna happen.
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6-23-2006 @ 6:59PM
peregrine said...
It seems that it kind of got glossed over, but I really like Louis S's idea: using the tilt functionality of the controller to move the camera. To pan the camera left you would tilt the controller left in your hand, leaving the wiimote free to point at and shoot anywhere on the screen.
Sure, it would take getting used to (and probably not be as intuitive at first as Nintendo seems to be thinking) but with a adjustment I think that would be a great way to control an FPS. Perhaps implemented as an "expert" mode as mentioned above so more causal gamers wouldn't have to make adjustments. It'd be great - the gamer could finally have a separate analogue control for each FPS action.
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6-23-2006 @ 9:00PM
Jason Wishnov said...
I don't believe the "tilt" answer is viable. You'll be moving your wrist to point at various objects on the screen; do you really believe you can keep the controller perfectly level while whipping it around in the air? When you move to aim, the controller will be both translated and rotated, thus moving the camera as you move your arm. This would be extremely disorienting...
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6-23-2006 @ 9:11PM
JayTea said...
Of course personally thought that the magic box was a CRAP idea, and that it should have implemented a system with a "turn back button" (as mentioned above) (cause then you would half the time for a revolution to 0.5 seconds)
and if any of you played a microsoft game called Freelancer, it utilises the "mouse chase system" where the mouse is placed at the center of the screen and any movement away from the centre will cause the camera to chase the mouse (the centre being the smallest amount of movement and the edge of the screen to be fast)
and if you use this system with the wiimote then you can have the game at start up calibrate "the centre of the screen" and do the same thing, and then if this is too hard for screen refresh rates and the eyes failing to follow, you can combine this with a lock on system.
But think about it, your aiming at a guy at the edge of the screen, as you move your wiimote in that direction, the camera would follow your movement and when the guy is at the centre of the screen you move your mote back into the centre (which i presume would be a relatively small circle) the camera will be centred onto the guy, any small movement out of the circle would just help make fine your aiming.
and of course this option should also be optional.
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6-23-2006 @ 9:41PM
...Jan... Medi said...
To this I say, get used to it. It was sort of like this when I played Metroid Prime: Hunter's on the DS. The controls were a mixed review among my friends.
I thought it'd be like an analog stick. (I use the thumb strap) But, eventually, I saw how much more potential it had. Way better precision.
Most of my friends got used to it. Using Stylus and Thumb Strap. But there were some who just gave up and wanted a control stick. So, they went with the clunky button controls.
As you see, some people will get used to it, and some won't. It's just how it works. So, there's bound to be several control schemes.
Here's my solution. The aiming box hould be very small. A small box around the aiming reticule. This is sort of like Metroid Prime: Hunters. The rest of the screen should be turning. As you're turning, the reticule stays inside the middle aiming box.
Some people imagine it as a slow process. But, 1 second to do a 360 is good enough. Just increase the sensitivity to make you're turning faster. I think the speed you move the Wiimote should determine you're aiming. Just like a mouse. Even if you drag it across the mousepad, it doesn't mean it'll do a full 360. It depends on your speed. So the Wii should determine it on speed, not a silly box.
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6-23-2006 @ 10:45PM
The Big L said...
They just need to put all of these cotrol schemes in all of the games and let you choose your preference. So if you like simple use the box, if you like complicated use the button click to turn.
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6-23-2006 @ 10:51PM
Joe said...
Maybe instead of tilting the actual Wiimote, tilt the nunchuck attachment in order to look, and use the Wiimote to aim. Is the accerometer within it capable of doing this? Maybe then use one of the triggers on the nunchuck for a 180 degree turn button?
Although, I won't judge the current system until I get a chance to judge it for myself.
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6-23-2006 @ 11:45PM
Nik said...
My personal opinion after playing with different control schemes (in my dreams :P), is that we should have a free look where our entire perspective turns with the screen, so that quick 180 turns and such are completely possible. However, I realize that this does not simulate an immersive experience as simply turning your arm should not turn your whole virtual body in some cases. So the "invisible box" could be brought in at the touch of a button. Hold down the trigger on the nunchuck and blast away:D. I've also had some other great idea I'd love to see devs at least try out, such as strafing by tilting the nunchuck left and right, or somersaulting by flicking it down and backflipping by flicking it up. Sound fun? Sure does to me. Retro, Ubi, Inifinity, show us some creativity, don't damn all 1st person shooters to a single control scheme. I'm worried that if all the launch window FPS games use the same scheme, every James Bond and Medal of Honor in the Wii's lifestyle will stick to it :(.
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6-24-2006 @ 2:27AM
wii said...
"Maybe instead of tilting the actual Wiimote, tilt the nunchuck attachment in order to look, and use the Wiimote to aim. Is the accerometer within it capable of doing this? Maybe then use one of the triggers on the nunchuck for a 180 degree turn button?"
ummm////..nunchucks...i doubt that
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6-24-2006 @ 2:38AM
daguuy said...
instead of having just a box that moves the screen if you touch it, it should have the screen be the box but with kind of an ellastic attraction to the pointer. it's perfect: nice and smooth, and could easily and quickly meneuver around and turn and aim and all that stuff. i can't believe the companies didn't think of that.
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6-24-2006 @ 2:45AM
quaker oatmeal said...
I don't know how many of you have actually mastered moving around in an fps, but you CANNOT have a toggle button for turning and strafing. The Gamecube Metroids are like this, and it's horrible. To play effectively, you need to be able to move in any direction while also turning in any direction.
I think having a button to lock (or unlock, player's choice) the aim to the look would be acceptable for the Wii. But it's important that a Wiimote flick, when replicated exactly, always produce the same aim movement no matter what mode you're currently in. If that makes any sense.
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6-24-2006 @ 3:57AM
Zyk0tiK said...
I have an idea for control, why not impliment aiming on the screen area, so you aim within what's visible on the screen, but then you use shoulder buttons to deal with turning around, and the little analogue stick for running forwards/backwards and side-stepping. That'd feel pretty intuitive, I think... Though i'm sure they must have thought of that, and thinking about it now, if you did that, what would you use to shoot? :P
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6-24-2006 @ 5:21AM
Andreas said...
I wasn't at the E3 show, but the following I think would be a good compromise:
- The player does small and precise movements with the Wiimote while aiming on screen.
- The player does big movements when pointing off screen to rotate and reposition the camera angle. The more offset to the screen, the speedier the rotation.
- The camera target lock system constantly seeks the most probable enemy or object to focus on and when the player presses the camera target lock assigned button the camera locks on the opponent. The difference from camera lock on Metroid on GameCube is that there Camera Lock = "Aiming lock", but with the Wiimote it's only Camera Lock leaving the aiming to the player, which also gives "more" gameplay options and it's possible for the player to use his or her predicting skills to aim and shoot in the estimated running line of the enemy and estimate the speed of the enemy and the current weapon.
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6-24-2006 @ 5:39AM
Crummy said...
Correct me if I'm wrong, but isn't the "box" model you describe very similar to what the PC FPS Operation Flashpoint uses?
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6-24-2006 @ 6:57AM
JaSoN! said...
if people wanted the wii remote could be used just like a wireless mouse. sit it down on a flat surface and move it about in the same mousy fashion. it would be weird but its always a possibility.
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6-24-2006 @ 7:54AM
Snuk the Great said...
I realy dont see this as much of a problem. But I do not get that developers haven't realy shown anything usefull when it comes to aiming.
I think a smaller box model should be used (though maybe a round model would be best). To back this up: If something is at the left side of you and you want to look at it, you turn your head. Actualy, there is just a very small area in your line of sight where you can actually look at sommething.
And the speed of how hard you turn should be determined at how far your pointer is from the center of this box/circle. And for those who question if the wimote can do that. Yes it can. I read that the sensor bar is mainly to make sure that even in case of rapid movements the controller knows where it is. So you shouldn't look at the bar as the thing that makes the pointer point, but more as a tool to make sure it did not get confused of rapid motions. Of course, if this article was wrong, then so am I.
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6-24-2006 @ 9:25AM
MIke Cassidy said...
They should have it so that there are signals or gestures "wii gestures" to turn around 180. Rotate the wii 90 degrees momentarily and your character quickly spins to the back... rotate it 45 degrees and your character spins to the side (90 degrees)
90 degrees = 180 degrees in game
45 degrees = 90 degrees in game
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6-24-2006 @ 10:19AM
NaYLoR said...
I agree with what was said about the nunchuck attachment. The nunchucks built in accelerometer would allow it to detect the speed, and approximate distance of motion when moving it from side to side. By joining this motion to the rotating "look" of the player, using the analogue stick on the nunchuck for the players walking/running direction, and then using the Wiimote for the actual precision aiming would provide an excellent control system that would give the user the ability to control the speed and direction of running/the speed and direction of looking, and most importantly the fine control for picking off enemies with the Wiimote.
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6-24-2006 @ 11:05AM
Sam said...
I like the idea of the invisible box, and however far outside the box you aim determines how fast you turn. That makes the most sense to me.
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6-24-2006 @ 11:37AM
Jellygraph said...
I know how to make a perfectly normal and superiour alternative to the mouse using the Wiimote. But I'm not working in the games industry. If Nintendo or whatever company came to my doorstep with some money and/or a Wii dev kit, that would be different. But they haven't yet, so I'm just going to keep trying to make a living in what ever industry I float into ;)
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6-24-2006 @ 12:52PM
Sonictail said...
I'll be quite honest, FPS on consoles have kind of done this. Halo is a perfect example, you have so much movement within a small defined area and once you move out of that area, the head starts to move faster and faster. This is to prevent issues due to "twitching". Sure I would love to see true FPS Quake on the wii, but everytime you sneeze the view would flick as there is no real constant point of reference on a wiimote, unlike a mouse which is constantly resting on a 2d plane.
With that said, excellent article, i'm surprised that I missed what you so nicely pointed out. Please keep up the good work!
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6-24-2006 @ 1:09PM
Bocaj said...
Here’s a way to solve the problem and add more functionality to the Wii controller. Replace the big A button on the top of the remote with a trackball that can be pushed down as a button. There you go, perfectly simple. Look with the trackball, aim by pointing, move with the analog stick, and use the accelerometers and remaining buttons for other functions. It makes sense because you still have all of your “look” controls in one hand. It would probably create more functions for other game genres as well. If the trackball doesn’t work, then replace the A button with a socket which can be fitted with different control discs (like the PS2 Phoenix Revolution Controller) that contain analog sticks, D-pads, face buttons, trackballs, whatever else so the controller isn’t limited. Of course no one would ever even so much as give that a chance. People would say “lol what if u loose the control things?” and “lol that’s not balanced!!??” or “lol whats a trackball??!! BALL LOL!!??” or “LOL how do I play final fantasy with a ball lol.” So that’ll never happen. As it is, the controller is just different, not better.
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6-24-2006 @ 4:17PM
molecule said...
I'm the 23rd post, but since noone seems to want to read thru the entire thing, I have courteously whittled it down to the most crucial quotes and highlighted the VERY important phrases or terms in CAPS:
"When the model in charge saw that I was turning the remote very lightly, she took it from my hand and switched to EXPERT MODE. The demo had two settings: normal and EXPERT, the latter of which offered a GREATER LEVEL OF SENESITIVITY to the player. I could TURN THE REMOTE A VERY SLIGHT AMOUNT to change the location of my crosshairs, AS WELL AS THE CAMERA VIEW.
Samus’s TURNING RADIUS is excellent and depends solely on HOW FAST YOU MOVE THE REMOTE (JUST LIKE A MOUSE!!!)."
btw, if you care to go to Matt Cassamassina's now infamous blog post about MP3 at E3, then check it out here (you'll have to scroll down a lot):
http://blogs.ign.com/Matt-IGN/2006/05/
One thing I'd like to point out is why does Matt never mention the "expert mode" that the dude warrants so important and talks about so much in the quotes I posted above? Did Matt never play the expert mode? Or did he think it insignificant enough to not mention? Even if Matt thought the expert mode was as "clunky" as the normal mode, shouldn't he at least have mentioned it?
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6-24-2006 @ 8:25PM
David Nguyen said...
Wait a minute? How will multiplayer FPS's work using one console and TV? Thats just dumb. I will miss those 4-player FPS matches.
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6-24-2006 @ 10:16PM
Sam said...
Unfortunately, we are entering an era where split-screen play is being fazed out. Online play and system links are becoming the only ways to enjoy multiplayer gaming anymore.
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6-25-2006 @ 3:00AM
David Nguyen said...
By the way, the best idea I have read so far has been the one described by Bocaj. The idea of a trackball on the Wiimote just tickles my spine!
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6-25-2006 @ 8:14AM
Redfield said...
If you miss 4 player split screen matches, get an Xbox360 and buy into the Halo games.
I'll miss gunning down up my friends all in the same room, but at least this will put an end to the horrible 'screen watching' epidemic, where you could look to see what the other players of the game where doing from thier point of view.
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6-25-2006 @ 12:16PM
Cheswick said...
Shortly after E3 Mat Cassemasenna wrote in his blog about this very issue. He had complained about the inabiklity to make a quick 180 degree turn in mp3. The solution he suggested was to adopt the mouse way of controlling. In that when you aim that the whole screen moves with you. He says he passed htis info on to some studios and they have implemnted it fine.
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