Nope. just TT on Move and Dance Central on Kinect.
The whole point of Move, its USP, is that is enables true-to-life motion tracking. The main selling point of Sports Champions is its realism. The fact a guy who dominated the sport so long could barely return a ball shows the game isn't a particularly great simulation of the real sport. Ergo, it suggest Move is more Wii like ("I can beat Federra at tennis just by waggling the Wiimote around!") than true to life, which isn't what Move was gunning for.
How is expecting a reportedly 1:1 tracking system with a physical bat-type controller to feel and play like a real-life bat 'absolutely absurd'?!
Because I understand that even the most die hard physics engines still don't accurately represent all conditions in real life and have quirks? Maybe a pro TT player would expect the ball to do things he's done in real life?
Because 1:1 doesn't mean "true to life" physics / bahavior? Pretty sure it only means "you move and the objects moves with you".
Because a controller doesn't give you tactile feedback? Or because you would still have to get used to understanding how a 3D world works in a video game if it's all new to you? Or does everyone you know instantly know how to interact with a video game, even if the mechanic is just run and jump?
You're right, you guy's haven't assumed anything at all
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Let's all hop back on the drama train and
assume that this is somehow bad for Move. After everyone has been clamoring "lol realism won't sell move people don't want that! hahaha" and now suddenly a lack of realism is the nail in the coffin. Brilliant.
I was thinking about a true racing sim, not "sim" (
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).But then that table tennis game probably isn't much of a sim. However it should not mather that much since such a person would be able to easily adapt to either arcade or sim since he already has the coordination, agility and knowledge aswell as experience on how to move the racket and can easily apply this to the wand which a newbie would not be able to.
Anyway point is person will be able to
drive without problems from getgo,
point: drive without problems. That opposed to someone not familiar to a steering wheel. Now change the wheel and racing car part to table tennis game and wand.
Except that driver will still lack those imaginary forces like centrifugal force, and of course, fear. Even a 'true racing sim' (what an absurd thing to say) can't make a driver 'afraid'. I'm sure someone who plays a lot of GTR or rFactor, or a number of other racing sims could beat a pro driver any day of the week. They're missing that mentality that a driver has. Does that somehow spell disaster for those games, or reflect poorly on their 'realism'?
As for driving without problems, that's all relative. If one driver does it without fault, yet another simply has trouble getting his head around video games in general, it's all situational. Again, it's a silly assumption.
Not to mention TT and Driving are pretty different, and the circumstances of both in video games is also extremely different. Apples to oranges, indeed.