A Case for Motion Control

Summer_09_029
Tuesday, September 21, 2010
EDITOR'S NOTEfrom Jay Henningsen

I'd personally love to see more natural motion controls for shooters like Gil suggests. I just hope we get the increased accuracy that the developers promised us and maybe the ability to tweak some of the settings. I never really enjoyed aiming with an analog stick, so I'm looking forward to trying some of these shooters on a console again.

Motion control and hardcore gaming are not only compatible, but should be paired more often in the form of shooters.

Shooters have evolved with one outlandishly masculine protagonist after another. With each step forward, fans of the genre have adopted revamped modes of gameplay and discovered more and more reasons to love fragging friends and foes alike. However, motion controls, despite being the most logical advancement for a genre in which aiming is mortally ingrained, have seemingly been spurned by hardcore gamers and, quite frankly, game developers.

Point and shoot — that’s how you make a loaded gun go boom. Two steps are all it takes.  Yet, the controller interface capable of simulating this simple reflexive sensation has frequently been rebuked by the gaming elite.  Why is that? Because it’s simpler? Is unnecessary complexity a prerequisite for a particular gaming experience to satisfy “hardcore” audiences? That makes no sense. If I recall correctly, the Atari 2600 had a joystick, and the original Nintendo only had two action buttons and a D-pad; hardcore gaming is historically grounded on the concept of simple controls. So why snub a slight retraction in controller interface over an obsession with multiple buttons and double analog sticks?  This stubborn prejudice has only misrepresented a legitimate control system seemingly tailor-made for the hardcore shooter.

 

In the age of Wiimotes and Nunchucks, I acknowledge a huge source of our cynicism. As consumers, we can only like what we’re given; and despite a four-year monopoly over the motion-control market, Nintendo’s campaign to support the shooting genre and appease its expansive fanbase has been virtually non-existent.

However, regardless of the Big N’s unfortunate priorities, motion controls do, in fact, make the shooting genre better. I’m sure that many others — myself included — have experienced the improvements bequeathed by motion-based gameplay firsthand.

I first played Resident Evil 4 on the Nintendo Wii. With motion controlling enabled, I had set out to rescue the president’s daughter, unaware that doing so would systematically alter my perception of the traditional shooter. It was not until I played Resident Evil 5 on the PlayStation 3 that I recognized how spoiled I was. As visually appealing as the laser sight was, its functionality as an aiming system felt slow and often aggravating by comparison. Aside from the vexing task of dispatching distant targets with a clammy thumb, the quick one-two punch of shooting an enemy’s legs to halt their advances then finishing with a headshot became a gratuitous production of moving the analog stick down, then up, with varying degrees of left and right intermixed between the two. And, to be honest, I felt less like a badass and more like a dude sitting on his couch. What my ego craved in RE5 were the minute attributes to motion-control gameplay in RE4 like keeping my Wiimote pointed and flicking my wrist to reload or unsheathe my knife. All these seemingly negligible motions — in their own charming way — had transcended Leon’s exemplary combat skills into impressive feats of my own.  In this manner, I discovered that the physicality required by motion controlling not only aligns well with the intensity of the shooting genre, but also offers gamers a level of immersion unachievable with standard controls.

RE5

My Wiimote was especially missed during high-tension scenarios in RE5.  The sensation of mowing down several enemies with a pointed controller is incomparable to simply moving an analog stick from side-to-side.

I'm not saying that shooters automatically surrender their intrinsic value for utilizing the analog system, but rebuffing an improved interface that enhances aiming speed and precision, while enriching the gaming experiencing, is just silly. Although the traditional method of moving an aiming indicator from one target to another has always been sufficient, the absence of a more organic sense of control has always stilted my complete immersion.

For these reasons, I’m excited about Sony’s PlayStation Move. Motion control shooters finally have the opportunity to flourish. Unlike on the Wii, mature content on the PS3 isn’t treated like a boil on society’s ass. Add to that a laundry list of third-party support, and what comes to fruition is a potential golden age of epic motion-control-based shooters that could get hardcore gamers to deny their previous aversion.

Sony has already announced a few impressive Move titles in Resident Evil 5, Killzone 3, and SOCOM 4 amid a launch lineup riddled with the usual casual gaming fair. This is disheartening, I know, but revamping the image of motion controls won’t be easy and requires long-term dedication.

"It's exciting to be on the cutting-edge of the technology that, I think, could really redefine the way shooters are played in the future." -Kevin Schmitt, SR. Systems Designer, Zipper Interactive

So forget the stigmatic perception of motion controls and hardcore gaming. Just because you may not be accustomed to the concept, it doesn’t mean they don’t belong together. I admonish the community to not disparage the progression of motion controls; instead, as a people dedicated to the unceasing improvement of the gaming experience, demand content and disallow Sony from simply settling on the laurels of an established casual market.

We've had enough ping-pong paddles and bowling balls, Sony. Bring us the boom and redefine the shooting experience as only motion-controls can.

 
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GIL LAWRENCE DE LEON'S SPONSOR
Comments (7)
Profile_pic4
September 10, 2010

I'm torn on this issue.  On one hand there are games on the Wii that have made use of the Wiimote effectively.  On the other hand, the controller offers (me) better precision than a bouncy Wii reticle.  Can't imagine Move or Kinect would offer greater precision.

 

So I don't want to give up my controller, but I think there's room for motion to be added.  For example, I can imagine using my Xbox controller to target, shoot, zoom in, etc.  What if you could do a single movement, and Kinect would register it as reload?  Or as weapon swap?

 

I haven't played any of them in several years, but all the arcade shooter games used something similar.  A quick shoot off-screen or a flip of the wrist so the game registers a movement/action and reloads.

 

Maybe this is the small first step FPS titles need in the motion arena?

 

Oh, and I also like the idea of having menu screens accessible by Kinect.  Tap on select or start, then use a hand to scroll up and down and virtually "push" the selection.  Yeah... I'm looking forward to that implementation to happen yesterday.

Summer_09_029
September 10, 2010

Yah, the Kinect's interface is very "Minority Report" and of all the motion-controls announced is the one I find the most intriguing just because not a lot has been told about how it would handle shooters.  The Move is pretty straight-forward and should be awesome given the proper content support, but the Kinect is shrouded in this grey area that I think adds to motion-control gaming's reputation among gamers.

 

Your "compromise" approach is interesting and is something I've never considered.  The only problem I see would be the awkwardness of maybe having to remove both hands from the controller to really exaggerate the motion in order for Kinect to register your purposefulness opposed to an accidental slip-up or a trembling hand.  I don't know if you played The Other M but switching back and forth from two hands to one hand gets kind of annoying after awhile and you sometimes end up holding the controller in an awkward position as you anticipate the need to switch.  But if they could somehow get it right on the Kinect, a hyrbid between standard and motion-controls would be a decent step forward.

Profile
September 21, 2010

I completely agree with this article. I too enjoyed RE4 and was disappointed when I picked up RE5 on the PS3. If developers take note on the successes of RE4, I think I might come running back to the shooter genre. 

Enough of stale, generic gameplay, lets mix it up a bit!

Brett_new_profile
September 21, 2010

Pointing at the screen is waaaay less accurate than a mouse of analog stick. I can hardly get my Wii pointer to stop flickering; I can't image playing a whole shooter that way. Even the brief bit of time I had with SOCOM using the Move disappointed.

That's why I've been advocating the hybrid idea that Keith brings up -- and it's something that Microsoft said is absolutely possible.

Robsavillo
September 21, 2010

I agree with Gil's commentary regarding Resident Evils 4 and 5 -- I found the Wiimote (despite it's lack of precision) much more accurate and speedy than using analog sticks. I've also played a Conduit 2 demo, and with the high amount of sensitivity customizations, I was able to closely mimic the feel of a mouse in classic id shooters like Doom and Quake.

 

I'm optimistic that the extra precision of Sony's Move could be the answer, but I still don't understand why developers don't support keyboard and mouse controls on the PlayStation 3. The system already has native support for any USB or Bluetooth device! Someone's going to slap me for this, but Unreal Tournament 3 for PS3 did it already.

Default_picture
September 21, 2010

Software evolves to suit the technology.  Because a controller with analog sticks allows for a high level of precision due to the control you have over a cursor with your thumbs, games are designed to require that type of movement.

 

The problem with motion-controlled shooters is that the design hasn't changed to accommodate the strengths of the input device. It's as if the implementation of the controls wrestles against the design. For a specific example, think about camera control with motion controls vs camera control with analog sticks. Motion controlled shooters still haven't solved or eliminated the problem.  Designers need to think outside the box.  Perhaps there shouldn't be constant camera control in shooters.  Super Mario Galaxy is a great platformer that uses motion controls in a 3D space and makes it feel natural by having you not worry about camera control.

 

For another example, it can get tiring to hold your arm straight out constantly pointing at a screen.  That's why you end up with people sitting down with Wii remotes and resting their arms on their legs and making wrist motions - instead of playing to what's natural, and letting you point at the screen only when there is something to point at, most shooters have user interfaces designed to alert you of the problem that you are not pointing at the screen.

 

I am skeptical that Move shooters will solve these problems that Wii shooters have had because they're doing the same thing - take a shooter that is designed for and works with analog controls and throw in Move.

Default_picture
September 21, 2010

Well, I personally would like more motion controlled shooters. For example, the sheer accuracy of a Wiimote in Sin and Punishment 2 is astounding. It's a dramatic improvement over the first game. I can only imagine Resident Evil 4 playing like a dream with the Wiimote.

 

The Wiimote tends to tire your arm if you hold it up too long, but this is the same problem that we've had with all of the shooting games. Every shooter, from Duck Hunt to Time Crisis 3, required a gun controller that you hold up at the screeen. I'm sure that laying a controller on your leg isn't natural, but it is a much more comfortable way to control the reticle on the screen.

 

As for the camera control, I have yet to play RE4. I hope the remote motion doesn't interfere with the camera. I'm uncertain about the camera control, so I'm not sure whether to pick the PS2 version of the game over the Wii version.

 

Could someone tell me whether remote movement is well worth it? I feel like the future of FPS literally hinges on remote controllers. It gets me nervous!

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