Imagining something and it being realistic/viable/worthwhile are two different things.
Of course. But one would hope that as technology and programming expertise continue to evolve, so would the realms of possibility expand.
The underlined is way more realistic than the made for sixaxis fighting implementation. Six-axis use in fighting games is a solution looking for a problem. In and of itself it solves NONE of the issues with gameplay mechanics or realism that bog down current fighters.
For me it does. I want to have better control of my upper body. Moving my body along with or even against my hits or grabs, or moving it just out of reach, or using it to push someone, or trip someone, and so on. I have experience with several fighting styles (judo, kung fu), and studied a few others. One of the most important things in it is controlling my torso, which is central in many of the moves that you make, including kicks - you cannot kick very high, for instance, if you don't lean back.
I've always been charmed with Tekken's button layout, which assigns each of the four face buttons to a limb. I've always played with two fingers, so that you can do fast combos (haven't had an Arcade stick, but that you need one over a controller is telling enough, because you have to make all sorts of weird up-down-semi-circles and so on to be able to pull off some moves).
Putting those limbs onto the trigger buttons will allow me to spend more or less energy on my hits, allow fakes, and so on.
Being able to control your upper body with the tilt controls will allow me to controll my upper body in relation to the rest will greatly enhance the control I have over my fighter, and I promise you, it will make the game look very, very much more realistic as a result.
After moving to the third axis of interaction, the only definitive improvement in the gameplay experience has been force feedback which ironically and for very silly reasons the six-axis doesn't have.
I never experienced that as an improvement for fighting games. In fact, in current fighting games it is less needed than in any other game I can think of, because there are so many audio-visual and gameplay cues indicating whether or not you hit someone that the vibration doesn't add anything at all, and I usually disable it. (Probably also the reason why most Arcades haven't built it in.
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Mind you, it could be great for other applications. I'd love something where you couldn't see a thing, and you could use the wii-mote to feel your way around, and it would vibrate if you touched anything. That kind of stuff is great, and I'm sure there are more uses for it too. Maybe in a first person view boxing game, it would help if the controller vibrated if you hit something.
You have got to be kidding me.
Tssk. Try to stay polite please.
Your setup is interesting in that it relies on the player to always have at least four fingers in contact with the PS shoulder buttons in order to attack. Im not sure how jumping works there.
Accellerometer.
At the same time, simple and potentially unintended tilting
You're saying that a game like Mercury Wii inherently isn't possible.
will change the attitude of the characters upper body and that new weight transition/distribution will translate onto the screen...
Yes, and it will look great. Mind you, right now the games already simulate slight waving because no fighter stands still in the first place and the only perfectly still people are dead people.
while you still leave open the modification of the height and level of multi-limb attacks with the analogue sticks?
That might be pushing it, I agree. I think we'll need them for movement more, and the combination of upper body tilting, the four buttons per limb (same as Tekken, but now permanently in reach of all four fingers), the analog sticks for movement (maybe one for walking, the other for turning?), and the accellerometer for should provide enough logical combinations for the movement that your character is 'allowed' to make (if we keep it in that mold). Maybe we can even keep the thumbs for certain grabs and defense stuff.
It may seem complicated, but if it feels natural enough it's going to beat remembering 100 different combinations of punch, kick, block and their corresponding move parameters (speed, hitrate, etc.).
Uh... I think there is reason why eight way/analogue joysticks with six to eight buttons is the preferable way to ENJOY an arcade fighter.
Sure. But I've seen enough of the Arcade Fighter for now (well, almost - I still like them, but I also want something new ok?)
I dont quite get it. Your setup is very advanced but not really functional due to the controller imo. Wimote or even better dual wiimotes replicate that control scheme with real space movement and recognition better than that "overmapping" of controls...
I don't know. Think about how many axis of input you have, and what you can do with them. Dual Wiimotes would be great at simulating the movement of your two arms, but anything beyond that (and we all know there's generally more to fighting than just moving your two arms) is going to be very difficult to cover.
Six axis would make your movements actually more imprecise than simple analog stick movement because you are simulating 3d dpace movement on a 2d screen with a non-precise 2d input device. I'm not saying it cant work... just that it would take a radical change in how people interact with gaming systems, that for all intents and purposes is unnecessary imho.
I think it would allow very much more precise input in many cases than you have right now. Unless of course you keep thinking in terms of frames and 3-way hit-areas ...
Anyway, as I said in my previous post, different controls are just one way in which the genre can change. There are a lot of possibilities. Especially having the impact of your hit change dynamically and become truly 3D could be very interesting. And you don't have to master a fighter immediately to such an extent that you can control it as fast as you can control VF4 Evo now; as long as you feel in control and are having fun, and are impressed with what you can make your fighter do, it is very likely that you will enjoy yourself, especially in a two player game. Oh, and if it does slow down, then it has the advantage that at least you can play it online.