Quote:
Originally Posted by Cynthetiq
I find that the actual "real motion" counterparts for games such as pointing, punching, throwing, slashing are just fads for the hard core gamer but a "hook" to grab the incoming newbie.
For the long time gamer, it's tedious, it's slow and quite honestly I don't want to move that much. It's about who can twitch the fastest not who can do these actual moves.
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that's kinda what i saying when i hope the feel is a refined primary method of control vs a tech-demo or novelty at your local arcade. i find it hard to believe that Rev games will require large exaggerated movements like those motion-detection boxing games.
that being said, i wouldn't be too sorry for the pure twitch type of gaming to fall by the wayside. sure it's skill-based, but it relies on the type of coordination developed only by countless hours of practice and familiarity w/standard game conventions. there is little-to-no chance that anyone can load halflife/counterstrike for the first time, join a dust server, and compete.
by changing the interface to one that is better-linked to everyday motions i think Nintendo is breaking down that wall. sure, there will probably be some efficiency lost (especially in this first generation) but thats a small price to pay for the potentiel of positive changes in how games are approached.