And that a flight stick has a maximum physical reach doesn't mean that an analog stick is better for a flight sim than the tilt in the DS4 either.
Shifty, I respect you highly, but you tire me to no end with all your discussions on this topic. Come back when you've actually tried sword-fighting with the Move, for instance in the original Sports Champions, and then talk to me about how broken that is and no fun whatsover.
I don't think you've read me correctly in this thread. I liked and used motion controls in Warhawk. I think it worked well. The
masses didn't. I guess as much given the fact it was dropped from Starhawk and the devs should have had data on this.
I have never said motion controls are rubbish, nor really been against them, although I recognise the limitations and how they have to be factored into game design. My argument is from the business/developer POV how to target them, and if Joe Public even wants them. If Joe Public doesn't want them, it's a dead end, which has been my ever-present argument. Doesn't matter how awesome or capable the tech is (whether Kinect, Move, EyeToy, whatever, I've always been an advocate), the software and the user experience needs to be sufficient to maintain the platform and grow the concepts. Which repeatedly doesn't happen. There's a reason for that. How's about we identify what that reason is and if there's a fix, or if it's a commercial dead end? OnQ's points seem to fail to recognise the business and user aspects IMO which is why I raise then repeatedly every time he starts another motion control thread.
Or maybe explain to me how Table Tennis using the analog sticks is so hugely superior after you've actually tried it in Sports Champions.
I've played TT in Sports Champions. It was good. Thumbsticks aren't better and I never said they were. This thread isn't about Move though. It's about DS4, a controller with dual sticks, eight face buttons, four should buttons, a touch sensor and motion controls. Try reading it a little more carefully?
Edit: Okay, I see this comment irked you:
Conceptually, sword fighting would be awesome with something like Move. But without force feedback, it's completely broken.
That's probably expressed too harshly. Point being, the user loses all haptic, natural feedback for their actions, and has to learn to read the game and adapt. And it's that point which holds back motion games IMO (an opinion which can be argued against).
Me, post 24
What's really required is for the motion controls to be sensible and for the gamer to learn them, like they have every other control input. But that doesn't seem popular.
When a game requires the user to learn how to user it, you end up alienating gamers who just want an immediate interactivity, and I believe motion controls come with a lot more expectation that you can just drop in. Wii's success came about entirely because you didn't have to learn anything, and anyone could pick up the motion controller and move it how they felt they should and get a suitable result. If Wii's focus had been FPSes, it would have flunked because the learning curve was too impenetrable. I'm seeing this a lot in the game I'm making (and previous games made) as I test on people. There's absolutely zero interest in learning how to use the mobile touch interface. Everyone jumps in with preconceived ideas and expects the game to work according to those. If it doesn't, they lose interest. Hence the enthusiasm for one-touch games, where there's zero barrier to entry. Now I appreciate that core gamers owning a PS4 aren't going to be as fickle as mobile tap gamers, but we've still seen the learning requirements of motion controls being a barrier to entry and adoption. Joe Gamer could learn to read the screen when he swings his sword and try to match it and adapt, but he'd much rather that learning curve removed thanks to natural haptic feedback. similarly with Lair - the gamers wanted the movement to by direct, and Lair suffered as a result of trying to be original and more realistic. As a dev, you don't want to create some amazing new control scheme if it's just going to confuse your audience and scare them away. That limits what can be done with DS4's motion controls and game styles. IMO, the future would have to be games where the motion experience provides the fun, so whizzing down tunnels say, but I can't help but think back to the success of Warhawk's implementation and yet the failrue of its adoption. If people didn't want to use motion controls for flying, why would they want to for an infinite tunnel runner?