Brooks wrote:Honestly my strongest suspicion is that the most successful VR games are going to more neatly resemble text-adventures/IF than most other formats.
Vela wrote:... A first person bird game. Simulate flight by using your arms/hands to adjust angle of attack of the wings. Which are in real birds controlled by their fingers anyway. ...
Vela wrote:Remember an old Edge letter to the mag where someone mentioned the idea of new games where you play a lawyer or a doctor and can save someone's life as either. This was circa 2003/04 before DS gave rise to (translated) Phoenix Wright and Trauma Centre doing exactly that. A VR surgery game would be awesome. You would need 3D spatial sensing of hands though, and you just manually pick up virtual implements. Hell, just make it a VR tool using game. An astronaut on a spacewalk repairing a panel outside the ISS. A formula 1 driver in the cockpit. A single-person diving simulator, or spec-ops diver planting limpet mines. A first person bird game. Simulate flight by using your arms/hands to adjust angle of attack of the wings. Which are in real birds controlled by their fingers anyway. A bomb disposal technician. A crime scene investigator, manipulating in 3D potential traces of evidence. Basically VR and fine control input would let you do stuff that current games only let you do via "press A to complete objective" inputs.
The Witness for me - slow pace, immersive (hopefully) puzzle world thing.Brooks wrote:Honestly my strongest suspicion is that the most successful VR games are going to more neatly resemble text-adventures/IF than most other formats.
djchump wrote:The Witness for me - slow pace, immersive (hopefully) puzzle world thing. Clean line, low noise art aesthetic focusing more on shape, silhouette, flat colour and nice lighting; rather than obsessing over texture density and real world grit, dirt and high frequency environment noise.Brooks wrote:Honestly my strongest suspicion is that the most successful VR games are going to more neatly resemble text-adventures/IF than most other formats.
Vela wrote:Nice to see some of my ideas are so obvious as to have already been experimented with. The problem is they demonstrate the economic reality of the future of VR, but the potential is immense.
LazyGunn wrote:Not sure what this means really, it's not an economic event yet, it's only available in devkit, prototype or DIY formVela wrote:Nice to see some of my ideas are so obvious as to have already been experimented with. The problem is they demonstrate the economic reality of the future of VR, but the potential is immense.
WorKid wrote:Gunn types so fast.
dynamiteReady wrote:Vela wrote:The wiimote as a pointer is basically a mouse where the pad is the 2D plane of space facing the TV. Incredible accuracy and fluidity of control; in my opinion second to none.
Hence the thread.
I think it's dropped in prominence way to soon.
davyK wrote:Angry Birds on Wii feels completely at home. Not a fan of the game but control-wise it is super slick. I recently acquired a Wii game called Ivy The Kiwi that lives or dies on the accuracy and responsiveness of the pointing control and it is rock solid.Hence the thread. I think it's dropped in prominence way to soon.The wiimote as a pointer is basically a mouse where the pad is the 2D plane of space facing the TV. Incredible accuracy and fluidity of control; in my opinion second to none.
No, 100 million Wiis sold don't need to worry about whingers. There were only a handful of games that made good use of the controls. Skyward Sword is not one of them. For all the good the aiming in Metroid did, the lack of buttons gimped the weapon upgrade/switching mechanic. Mario Galaxy would've been as good if not better with a GameCube pad.Vela wrote:The backlash to wavy wavy waggle was led in part by a misinformed campaign by whingers for 6+ years of endless complaints in magazines, websites and forums by petulant tossers who hung their hat on an argument based on shovelware.
WorKid wrote:Gunn types so fast.
IanHamlett wrote:No, 100 million Wiis sold don't need to worry about whingers. There were only a handful of games that made good use of the controls. Skyward Sword is not one of them. For all the good the aiming in Metroid did, the lack of buttons gimped the weapon upgrade/switching mechanic. Mario Galaxy would've been as good if not better with a GameCube pad.Vela wrote:The backlash to wavy wavy waggle was led in part by a misinformed campaign by whingers for 6+ years of endless complaints in magazines, websites and forums by petulant tossers who hung their hat on an argument based on shovelware.
Yossarian wrote:Machine Gunn.Gunn types so fast.
Vela wrote:It means that - using that bird simulator as an example, it is going to be prohibitively expensive to get many of these concepts into a form that can sell well and recoup costs. I'm sold on the idea that the platform has ample potential. I'm not convinced that it will be able to create a profitable market which can take advantage of that potential. In a way, like the Wii.LazyGunn wrote:Not sure what this means really, it's not an economic event yet, it's only available in devkit, prototype or DIY formVela wrote:Nice to see some of my ideas are so obvious as to have already been experimented with. The problem is they demonstrate the economic reality of the future of VR, but the potential is immense.
stonechalice wrote:Pointing to pick up stupid star bits in Galaxy games is a big reason why I detest wavy wavy shite.
Completely unnecessary faff that distracts from the main game. If there was an option to just have coins and play with just a controller I'd still play it now.
The shake in mario did have a vague similarity with the spin but it was a digital action. Button territory. There is merit n some of the other uses in Galaxy.Vela wrote:IanHamlett wrote:No, 100 million Wiis sold don't need to worry about whingers. There were only a handful of games that made good use of the controls. Skyward Sword is not one of them. For all the good the aiming in Metroid did, the lack of buttons gimped the weapon upgrade/switching mechanic. Mario Galaxy would've been as good if not better with a GameCube pad.Vela wrote:The backlash to wavy wavy waggle was led in part by a misinformed campaign by whingers for 6+ years of endless complaints in magazines, websites and forums by petulant tossers who hung their hat on an argument based on shovelware.
This reads like an opposite day comment.
some of the best levels in galaxy worked wonderful with the pointer for the grab stars, or shake for double jump or motion control for ray surfing and ball rolling.
And whining started the day the wiimote was unveiled and still hasn't ceased a good eight years later.
IanHamlett wrote:The shake in mario did have a vague similarity with the spin but it was a digital action. Button territory. There is merit n some of the other uses in Galaxy. …..
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