Shogmaster said:
And if you bother to read my post, you would know what the actual problem with Wiimote is for FPS. The IR emitter/sensor bar basically reduces the experience to point and click advanture instead of immediate control of the camera. That guy you've quoted doesn't even get to the fact that there is no way to consistantly center the cursor like dual analog set ups. Also, not having immediate control of the look camera means fast circle strafing is all but impossible.
Not that I have tried the Wii-mote, but I would note that circlestraffing and other techniques, born out of KB/MS style controls (and mimicks) is a biproduct more of the limitations of controllers. In many ways circle straifing and like techniques are kind of silly, but were a necessity because the first FPS really only had the 2 control inputs and jump/crouch. No lean left/right, no prone, no option to take cover.
Since you are a skilled traditional-FPS being asked to do things in a different way is going to annoy you. Yet that is what games are starting to do. 3rd person views like Gears and GRAW, camara lag, limited rotation speed (to eliminate circle straifing), etc.
In theory setting up the Wii-mote for circle straifing would be very simple. But the question is: Do they want players running around in circles? It is like circle-flying in many games with planes. The physics/controls are so limited that people end up flying in large loops chasing eachother.
Everything I have read is that the Wii-mote is pretty sensative. The decision to "cage" the cursor may be a mistake. It took FPS on consoles years to find the best solution for control inputs, and even then we are still evolving in regards to "damage/health" systems.
My guess the caged cross hair is more a design goal due to their demographic aim (i.e. casual gamers). Saying it sucks for FPS seems a little quick to conclude. The remote is sensative (which is important) and can be adjusted in software, and developers can choose how they impliment it. I see no reason why a traditional FPS control layout with the Wii-mote with Numchucks would not be possible. Of course the issues of a dead area, locking onto a target (or once you are looking where you want to lock the controller), etc are all issues. They may also need to consider different ideas like "roll" for turning and use the screen space for aiming or have the numchuck do left/right forward/back and move straifing to the 2 triggers on the numchuck, as roll, or as the edge of the screen with the Wii-mote. Even using a button to level off in the Z plane is an option, or to go back to "center". Right now *software* is trying to find the best use of the *hardware* for a specific use, so these are not hardware limitations but design issues. And then there is always the gun addon...
I think I would like a more traditional method and just deal with the sensativity/manually tone it down, especially if they added a small camera "lock" so you don't need to move back to center to stay exactly where you wanted. But there are a LOT of options for FPS, and just like it took a while for the Gamepads to settle down in this area, so will the Wii-mote.
Just thinking back to how poor many FPS's controls were on gamepads and how to adjust to the limitations they just limited player movement in the world... eek! Not that gamepads are very good now, they actually quite suck for FPS. Having observed dozens and dozens of people looking at the floor/feet more time than aiming has reinforced this to me. There are always us 6 fingered people who do fine, but handing a gamepad to a newb and expecting anything but frustration is asking too much. At least with Nintendo everyone is a newb.