Well alright. Maybe i was wrong about the FPS control scheme. But i just thought that it could be like time crisis in the arcades but you could also turn the camera round. And games like Zelda and spiderman3 need a right analog. Maybe they could have let the A button slide up and down/ left and right.
And i still kind of think the FPS controls could work. -flick the analog stick, they are on your right. Aim at all the zombies in this angle with the WiiMote. Bang Bang Bang. It would fit for me. Turn your head and aim your gun. Aim beyond the edge of the screen and your character will hold it that way, sensing the direction with the motion sensing. Don't knock it till you've tried it guys? I'm just not sure anyone has. Would Nintendo have demo'd these unlikely seeming control schemes when making the Wii? I is not sure. I senses missed opportunity. Is probably pointless going on about it though.
I think that diagram is really ugly. And the face plate seriously over complicates things. It could just be like a PS3 controller split down the middle, with each half made a little longer and more like a Wii-Mote. Still with the analog sticks and feel. And then they could click together magnetically end to end facing inwards like handle bars, sensing when you tilt and even letting you twist the join as though you're revving it. Or both facing the same way, like a rifle/ fishing rod. I suppose they'd release a patch so that in the options menu of all the old shooters you could switch to a mode where you'd use the controller as a lightgun, but still turn the camera with the right analog.
With the alternative to motion sensing thrown in for good measure it'd be a brilliant controller.
And i think sword fighting could work, it would just show a dotted line or something where you are indicating the sword should be, and the character would just try and push towards it. When you're character is holding a heavy axe or something and isn't that strong, it would regularly get behind your marker when you are swishing about and it can't keep up with it's heavier load. It's a compromise, but all realistic video games make compromises. And i think when you've understood it it would still feel right. The 1:1 relationship of the sword to your controller, apart from when you can see the character straining toward the desired position which is also still indicated on screen, would allow for intense immersive combat.
It probably wouldn't be the be-all end-all; since people's arms get tired with the amount of action in game, modes where you just flick your wrist or press buttons would still be everywhere in hack and slash. But for boss battles and when you want to get involved... And online... If you could just challenge your friends accross the world to a duel with something as immersive, practical and physically based as this, with no real life wounds or need to actually meet up in a park with sticks, it would be a lovely, automatically stats gathering alternative.
There's some problem solving for you. Ha. I want to be a game designer actually. I'm going for the degree. So if you think i'm just coming up with stupid naive ideas but don't understand the realities of the technology etc, have a nice shout at me. Why not? I'd like to know.
This is a brilliant article EDGE. I've just been on an animation course and i really needed the basis like this to understand what the hell i was doing. I didn't most of the time. So although i can use Maya quite well it feels pretty hollow.
This has been really helpful. I think they should put this sort of thing in as the first chapter in the textbooks, and have references to pages where each effect is explained in more detail, and pages which explain using it in Maya. You could have a checklist for your understanding of each technique. Then you could skim through in revision, reading this first article and easily revising more if you don't understand. We students are kind of desperate for this stuff. It's knowledge that teachers tend to assume we have. Teachers try to explain each deep and convoluted technique, but loads of students get left behind in a sea of unknown intensely technical talk that means nothing to them. The teachers tend to rely on all their own familiar terminology and like to give a focussed little speech that assumes we know all the background information, just so they can delve into a technique quickly, rounding it out for their own benefit. We really need a well ordered way of studying it ourselves, just to get a grounding. It needs to be in our own time, backtracking to what we need to know when necessary.
NO! Not that. The Wii doesn't have many games that you can get really skilled at and have a whole story with. Mario Galaxy isn't an FPS. And it's fine, it has it's place and is there for conventional dedicated gamers. But the complaint is that there isn't much like it out, and most of the people who call themselves hardcore on this site are old hardcore. Meaning they enjoy Mario and Sonic, but there just isn't a good supply of Mario and Sonic games out. So you're making imaginary FPS loving scapegoats out of all these nice people who are looking for some more nice big adventure games they can sink their teeth into on the Wii. Congratulations. Please stop it or there will be a whole war about it in EVE online. And we wouldn't want that
Oh Zachary. What a big misunderstanding. It's EDGE's fault i think, with their crazy terminology. Your original rant is what hit all this off i think, looking back at it: You had your big Go at core gamers, using big words like "we" and "you", (in both cases seeming to be talking about the whole of your audience) really exacerbated things. You read the EDGE article and, fair enough to feel pissed off at the kind of "core" gamer who seems to only like FPSs and therefore mock the Wii. But already we've hit a potential troubling misunderstanding. It offended all the other people who call themselves hardcore, (Some Zak and Wiki players included), and patronized all your readers by telling us, (as we obviously need to be told since we are all in your target audience), to stop complaining about every game that isn't a gore filled action packed FPS. Forgive me but i think you didn't really look at this thread and your rant at us was out of place. Everyone who's commented is either arguing about the way they feel disgarded as not hardcore despite being dedicated to games, in all this new meaning to the word, or is going off on one about something different. What a big misunderstanding. You're shouting at imaginary people for god's sake! I play FPS but i understandz and enjoy other games, and i think everyone else on the thread gets it too. Conventional dedicated gamers, (we'll have to start calling these people who argue so righteously that the term Hardcore should also describe them, yet inexplicably doesn't) are a bit pissed off with the Wii too. In one example on this thread they like the platforming of Mario (which you seem to support for not being a hardcore FPS with loads of ignorant genre dominating fan boys) and are complaining that partly it isn't called hardcore anymore by the journalists, and that partly there aren't even many of these hardcore (expanded original Blue Hedgehog meaning) games out there. But with far more confusion revolving around just what this solid centre everyone keeps mentioning means. Alright? It's a terrible conundrum and the journalists are partly to blame, but it's also your side's fault for making a scapegoat out of this imagined group of the stupid fat homophobic FPS fans. It offended a load of people as you blamed this group for the terribly massive flux of FPS games. When the truth is that developers are just making more of them. Because they are easy to design and make, because publishers can understand them, and well, because a lot of FPS modders have made their way into the industry.
And then you and Nicky picked over each others words and all these little things that also got brought up badly. It was so depressing to see this big misunderstanding carry on and inevitably develop towards a biggest penis competition. Still. Conundrum solved. Potential for gaming community to continue to misinterpret itself in more extravagant, protracted ways increased. All done. Nice. I hope you bloody read this.
Tomb Raider Underworld producer Eric Lindstrom talks about Lara Croft’s essential personality traits, and why they’ve helped her survive all these years.
littlewilly91's Comments
Well alright. Maybe i was wrong about the FPS control scheme. But i just thought that it could be like time crisis in the arcades but you could also turn the camera round. And games like Zelda and spiderman3 need a right analog. Maybe they could have let the A button slide up and down/ left and right.
And i still kind of think the FPS controls could work. -flick the analog stick, they are on your right. Aim at all the zombies in this angle with the WiiMote. Bang Bang Bang. It would fit for me. Turn your head and aim your gun. Aim beyond the edge of the screen and your character will hold it that way, sensing the direction with the motion sensing. Don't knock it till you've tried it guys? I'm just not sure anyone has. Would Nintendo have demo'd these unlikely seeming control schemes when making the Wii? I is not sure. I senses missed opportunity. Is probably pointless going on about it though.
I think that diagram is really ugly. And the face plate seriously over complicates things. It could just be like a PS3 controller split down the middle, with each half made a little longer and more like a Wii-Mote. Still with the analog sticks and feel. And then they could click together magnetically end to end facing inwards like handle bars, sensing when you tilt and even letting you twist the join as though you're revving it. Or both facing the same way, like a rifle/ fishing rod. I suppose they'd release a patch so that in the options menu of all the old shooters you could switch to a mode where you'd use the controller as a lightgun, but still turn the camera with the right analog.
With the alternative to motion sensing thrown in for good measure it'd be a brilliant controller.
And i think sword fighting could work, it would just show a dotted line or something where you are indicating the sword should be, and the character would just try and push towards it. When you're character is holding a heavy axe or something and isn't that strong, it would regularly get behind your marker when you are swishing about and it can't keep up with it's heavier load. It's a compromise, but all realistic video games make compromises. And i think when you've understood it it would still feel right. The 1:1 relationship of the sword to your controller, apart from when you can see the character straining toward the desired position which is also still indicated on screen, would allow for intense immersive combat.
It probably wouldn't be the be-all end-all; since people's arms get tired with the amount of action in game, modes where you just flick your wrist or press buttons would still be everywhere in hack and slash. But for boss battles and when you want to get involved... And online... If you could just challenge your friends accross the world to a duel with something as immersive, practical and physically based as this, with no real life wounds or need to actually meet up in a park with sticks, it would be a lovely, automatically stats gathering alternative.
There's some problem solving for you. Ha. I want to be a game designer actually. I'm going for the degree. So if you think i'm just coming up with stupid naive ideas but don't understand the realities of the technology etc, have a nice shout at me. Why not? I'd like to know.
This is a brilliant article EDGE. I've just been on an animation course and i really needed the basis like this to understand what the hell i was doing. I didn't most of the time. So although i can use Maya quite well it feels pretty hollow.
This has been really helpful. I think they should put this sort of thing in as the first chapter in the textbooks, and have references to pages where each effect is explained in more detail, and pages which explain using it in Maya. You could have a checklist for your understanding of each technique. Then you could skim through in revision, reading this first article and easily revising more if you don't understand. We students are kind of desperate for this stuff. It's knowledge that teachers tend to assume we have. Teachers try to explain each deep and convoluted technique, but loads of students get left behind in a sea of unknown intensely technical talk that means nothing to them. The teachers tend to rely on all their own familiar terminology and like to give a focussed little speech that assumes we know all the background information, just so they can delve into a technique quickly, rounding it out for their own benefit. We really need a well ordered way of studying it ourselves, just to get a grounding. It needs to be in our own time, backtracking to what we need to know when necessary.
NO! Not that. The Wii doesn't have many games that you can get really skilled at and have a whole story with. Mario Galaxy isn't an FPS. And it's fine, it has it's place and is there for conventional dedicated gamers. But the complaint is that there isn't much like it out, and most of the people who call themselves hardcore on this site are old hardcore. Meaning they enjoy Mario and Sonic, but there just isn't a good supply of Mario and Sonic games out. So you're making imaginary FPS loving scapegoats out of all these nice people who are looking for some more nice big adventure games they can sink their teeth into on the Wii. Congratulations. Please stop it or there will be a whole war about it in EVE online. And we wouldn't want that
Oh Zachary. What a big misunderstanding. It's EDGE's fault i think, with their crazy terminology. Your original rant is what hit all this off i think, looking back at it: You had your big Go at core gamers, using big words like "we" and "you", (in both cases seeming to be talking about the whole of your audience) really exacerbated things. You read the EDGE article and, fair enough to feel pissed off at the kind of "core" gamer who seems to only like FPSs and therefore mock the Wii. But already we've hit a potential troubling misunderstanding. It offended all the other people who call themselves hardcore, (Some Zak and Wiki players included), and patronized all your readers by telling us, (as we obviously need to be told since we are all in your target audience), to stop complaining about every game that isn't a gore filled action packed FPS. Forgive me but i think you didn't really look at this thread and your rant at us was out of place. Everyone who's commented is either arguing about the way they feel disgarded as not hardcore despite being dedicated to games, in all this new meaning to the word, or is going off on one about something different. What a big misunderstanding. You're shouting at imaginary people for god's sake! I play FPS but i understandz and enjoy other games, and i think everyone else on the thread gets it too. Conventional dedicated gamers, (we'll have to start calling these people who argue so righteously that the term Hardcore should also describe them, yet inexplicably doesn't) are a bit pissed off with the Wii too. In one example on this thread they like the platforming of Mario (which you seem to support for not being a hardcore FPS with loads of ignorant genre dominating fan boys) and are complaining that partly it isn't called hardcore anymore by the journalists, and that partly there aren't even many of these hardcore (expanded original Blue Hedgehog meaning) games out there. But with far more confusion revolving around just what this solid centre everyone keeps mentioning means. Alright? It's a terrible conundrum and the journalists are partly to blame, but it's also your side's fault for making a scapegoat out of this imagined group of the stupid fat homophobic FPS fans. It offended a load of people as you blamed this group for the terribly massive flux of FPS games. When the truth is that developers are just making more of them. Because they are easy to design and make, because publishers can understand them, and well, because a lot of FPS modders have made their way into the industry.
And then you and Nicky picked over each others words and all these little things that also got brought up badly. It was so depressing to see this big misunderstanding carry on and inevitably develop towards a biggest penis competition. Still. Conundrum solved. Potential for gaming community to continue to misinterpret itself in more extravagant, protracted ways increased. All done. Nice. I hope you bloody read this.
All littlewilly91's Comments