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Wii Controls Idea

Started by January 18, 2007 11:40 PM
10 comments, last by ID Merlin 18 years, 1 month ago
http://img443.imageshack.us/img443/9135/wiicontrolspagehb6.swf After seeing the Wii controls I figured out how the First Person Shooter controls should work. I thought the creators had already figured out so I left it alone. With the release of the Wii and the FPS games not using the controls I told a friend about it. He thought I was talking about a real game instead of just this idea on how the controls worked. I don't have time to make a game. 20 credits of college and a part time job make it difficult to do what I am doing now. I made a Flash tutorial on my idea. The graphics are awful, but the idea is a winner. All I ask in return is to be placed in the credits for what ever game uses it. And for the controls to be reffered to as Keith Controls. This will help me make a good reference point for when I graduate and need to show people that I can figure out such interesting questions. Thank you much -Keith Borgholthaus
I'm usually one to encourage newcomers, but this is a joke, right?
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Quote:
Original post by erissian
this is a joke, right?


QFE. Have you ever even played the Wii?

"The possibility of accidental suicides comes into play"
erissian is right it's gotta be a joke

To be honest, it looks like a positive attempt, but it's nothing ground-breaking, and many aspects of it wouldn't work. eg. The position of the controller in space can't accurately be deduced unless you're pointing at the screen, so no 'side-shots'. I've not seen any FPS games for the Wii in action so I've no idea how they do actually work, though I expect they will have already decided on several of these ideas.
Far Cry on the Wii already implements your ideas of reloading, jabbing with weapon, and throwing grenades. Accidental suicide is missing, however.
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Edit: I didn't realize that you could click the Wiimote to see more about the controls. Writing new critique now.

[Edited by - JBourrie on January 19, 2007 11:29:22 AM]

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Your use of the controls on the nunchuck is what they're already doing.

The use of motion to control head movement sounds like an unneccesary conplexity with no real gain - what do I want to move my character's head, especially considering that a 90 degree rotation of the controller is very awkward to do unless I move my whole arm out to the side rather than rotating my wrist. The thrust forward is already used for stabbing in Red Steel.

Your use of the d-pad is quite obviously nothing original, you've got an example title in your own explanation, and Red Steel also partially uses the d-pad for 'inventory' (although it's an extremely limited set of items in this case).

Your use of the A and B buttons is completely standard.

I think you were spot-on with your note that the 1 and 2 buttons probably shouldn't be used or should be used for something non-critical. I completely disagree with the idea that reloading might be one of those things and can assure you it's quite critical.

You are able to tilt the barrel of hand-guns in Red Steel in line with your idea for the remote, although this offers no actual value. It also acts as your sword when you have it drawn (as it also does in Zelda), so there's nothing original in the idea of it being part of the weapon.

Apart from the fact that the sensors in the remote become innaccurate when the led sensors are not in play (we wouldn't need it otherwise), I fail to see the practical use of aiming sideways - you're not only unable to aim in an accurate fashion, but due to the fact that your TV is a flat (close enough for practical purposes) surface in front of you you'd be aiming at something the game is completely unable to represent to you.

Accidental suicide? Try to sell that one to players... The rest of the ideas involving motions of the remote are things that are already being used in games.


Sorry, you seem to have some good ideas, but there's not a lot of originality there to be honest, and the stuff that is original would seem from my perspective to have not already been used because it isn't a particularly good idea.

- Jason Astle-Adams

Quote:
Original post by Kazgoroth
I think you were spot-on with your note that the 1 and 2 buttons probably shouldn't be used or should be used for something non-critical. I completely disagree with the idea that reloading might be one of those things and can assure you it's quite critical.

I think his point was more that those buttons can't be integrated into the "flow" of the rest of the controls, and should be used for situations where the avatar wouldn't flow the motions together either. Reloading is not something you can do without modifying your grip on the gun and doing different things to it; this could map to a similarly "unwieldy" motion in real life.
Quote:
Original post by Kylotan
To be honest, it looks like a positive attempt, but it's nothing ground-breaking


He's made an effort to polish it a bit more since he originally posted it. This version is a lot more convincing, is laid out well, and looks more thought out. Despite that, there's not much that I would call revolutionary.

I do intend, however, to refer to this fairly basic setup as "Keith Controls" from now on, even if it's just tongue-in-cheek.
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Even if the Wii could recognise when the remote is pointing sideways or behind you (which I don't think it can, at best you could track the controllers movement from where it leaves the screen [pointer] and attempt to calculate the direction that way), I agree with others here that it would be a fairly pointless function.

I don't think there's anything here that hasn't already been thought of and implemented in games.

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