One of the people who got to handle/demo the controller is answering questions people have about it in a thread over at GAF:
http://forum.gaming-age.com/showthread.php?t=63993
http://forum.gaming-age.com/showthread.php?t=63993
What amazes me about his response are his statements about just how intuitive the control interface is. Man, I'm definitely going to have to buy this puppy just to check this thing out....I'm so damned curiousDEO3 said:One of the people who got to handle/demo the controller is answering questions people have about it in a thread over at GAF:
http://forum.gaming-age.com/showthread.php?t=63993
Chalnoth said:Why not? You've got both the precise aiming and quick movement. What else is needed?
I think there's a chance it may be more precise in some cases. I can mime the use of the controller, resting the back of my wrist on my leg, and it just feels like I get good control with a wide range of motion. Much like a mouse, there will be an area that you want the controller to be positioned at "in situ"--the idea that the best position for the mouse is dead center, allowing for movement in either direction. The new nintendo controller seems to have that as well, which you can see if you act as if your gripping the controller and rest your wrist on your leg. The interesting thing is that it's terribly awkward to point it straigtforward, but I'm hoping they've thought this through and allow for "straight" to be 20 degrees right of center, or whatever.DemoCoder said:I don't believe it will be as precise. The extra degrees of freedom of not having the mouse on a stable platform (your table) will lead to jitter. Jitter is a killer for games that accurately model shooting physics. I don't filtering is going to help. I play games where you engage with sniper rifles at extreme distances, where pixel perfect aiming is needed. Even with the mouse, I sometimes overcompensate and move 2-3 pixels too far. Auto-aim sucks. I don't like it. It's like people who prefer manual vs automatic transmission. I prefer manual.
Chalnoth said:This is what sensitivity controls and deadzones are for, though. And you don't have to hold your arm out in front of you, as I've stated before: you can use an armrest or your lap for much greater stability..
His response is in line with previous "sugary sweet" testimonials. But Nintenod is one company you can trust when it comes to controller designs. In short the controller is accurate and precise.DEO3 said:One of the people who got to handle/demo the controller is answering questions people have about it in a thread over at GAF:
http://forum.gaming-age.com/showthread.php?t=63993
Nightz said:His response is in line with previous "sugary sweet" testimonials. But Nintenod is one company you can trust when it comes to controller designs. In short the controller is accurate and precise.
You're doing nothing more than enumerating engineering challenges in ensuring that the device has appropriate sensitivity and deadzone. People who have used the device have noticed no such issues, so I think your supposition is entirely unfounded.DemoCoder said:Try this experiment. Pick up your mouse and use your wrist (supported by table or knee) to angle it upwards and downloads. Now place it on the table and push it forward and back. When I perform this experiment, my hand is noticably jerky, left/right positioning is not preserved when moving upwards, and it overall, feels way too loose.
DemoCoder said:Being able to rest my hand on top of the mouse, and use friction forces between the mouse and the table to stabilize my control helps immensely. I don't even like trackballs because of this mouse advantage. I like the ergonomics of resting my hand and making gradual movements, supported by the table.
Chalnoth said:What amazes me about his response are his statements about just how intuitive the control interface is. Man, I'm definitely going to have to buy this puppy just to check this thing out....I'm so damned curious
DemoCoder said:Even if you slid the controller around like a mouse on a table, it is likely that to gain any precision, you'd have to crank sensitivity down and move the controller vastly further than a mouse. I just don't believe the positional sensivity of this device will be as accurate as a high resolution optical mouse.
Nintendo controller has tilt sensors and a 'laser pointer' operation like a lightgun. It can be used as a tennis racket/baseball bat, gun, frying pan, and generally nterface with games as though a handheld apparatus. There's only a D-pad and A button on top of controller, and trigger underneath, so conventional games don't map directly. There's an 'expansion slot' in the back of the controller where add-ons can be attached, such as an analogue thumbstick+trigger combo.london-boy said:I'm sorry to do this, but 12 pages of thread are a bit much even for me...
Can some charitable poster please summarise the good and the bad for the one and only LB?
Pretty please...
Shifty Geezer said:Nintendo controller has tilt sensors and a 'laser pointer' operation like a lightgun. It can be used as a tennis racket/baseball bat, gun, frying pan, and generally nterface with games as though a handheld apparatus. There's only a D-pad and A button on top of controller, and trigger underneath, so conventional games don't map directly. There's an 'expansion slot' in the back of the controller where add-ons can be attached, such as an analogue thumbstick+trigger combo.
The rest of thread is people arguing over whether it's original innovation or just Nintendo reusing old ideas, whether it offers the accuracy and ergonomics to be of use or is it an ineffective gimmick, dozens of people describing their POV with the aid of a pencil held in various positions and pressed at various points to prove/disprove how the controller moves when used hence accuracy is impossible, and a few ideas of how it'll be used.
You won't, cos beathemups in the current form are long overdue for a reinvention.london-boy said:how will we play fighting games
You have the A the B and all the four d-pad directions plus two z-triggers on the analog pod (that comes standard). There is also the a and b button, that could probably also find a use, although they are harder to reach.or any game that requires more than 1 button? These days i can't think of any game that uses one button, and having to plug in peripherals to get more buttons seems like a chore to me.
DemoCoder said:I don't believe it will be as precise. The extra degrees of freedom of not having the mouse on a stable platform (your table) will lead to jitter. Jitter is a killer for games that accurately model shooting physics. I don't filtering is going to help. I play games where you engage with sniper rifles at extreme distances, where pixel perfect aiming is needed. Even with the mouse, I sometimes overcompensate and move 2-3 pixels too far. Auto-aim sucks. I don't like it. It's like people who prefer manual vs automatic transmission. I prefer manual.
Being able to rest my hand on top of the mouse, and use friction forces between the mouse and the table to stabilize my control helps immensely. I don't even like trackballs because of this mouse advantage. I like the ergonomics of resting my hand and making gradual movements, supported by the table.