Playstation Move Games

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not bad figures (sorry - didn't know where to put this!)

"Following a solid initial launch, VGChartz can reveal that as of October 9th over 470,000 units of Move hardware have now been sold in the Americas and EMEAA. Another statistic of interest is that over 600,000 individual Move controllers have now been sold in total (bundles and stand-alone), 130,000 of which are serving as 2nd, 3rd or 4th controllers for the 470,000 unique Move customers. Around 42% of Move sales are coming from the Americas with the remainder from EMEAA.

Sports Champions (bundled with the Move pack in America and with some hardware packs in Europe) has now sold over 380,000 copies, still selling at over an 80% attach rate and the key driver for initial Move hardware sales.

Stay tuned to VGChartz for the latest PlayStation Move sales news."
 
When they say Move hardware are they speaking of Move+PSEye+PS3 sales, or any bundle or offering which involves the PS Move controller?

I know it's VGChartz and they have a certain reputation, but if true these are some seriously impressive numbers... :)
 
"Another statistic of interest is that over 600,000 individual Move controllers have now been sold in total (bundles and stand-alone), 130,000 of which are serving as 2nd, 3rd or 4th controllers for the 470,000 unique Move customers."

So what about all the people like me that already had a PSEye?
What a stupid article.
 
Kinda funny to see you on that particular high-horse.

http://forum.beyond3d.com/showthread.php?p=1477082#post1477082

Well, maybe not funny, as it's kind of pathetic to see to be honest.
....
snip......

So to summarize, because a champ pre-ejaculated while masturbating in front of a TV audience, it should be construed as an failure of the wand in his hand and not with the waggler of said wand.

This is obviously a display that Sony marketing would like to be under exposed to the wider market.

On a personal note, I wonder if an inability to maintain a one to one mapping with the target of my wand would be acceptable with the wife? She'd probably tell me to go waggle myself.........oh well.
 
Hence the closer the video-game is to reality, the more advantageous real-life experience will be. I don't see that as a reckless assumption. Quite the contrary, to think real-life experience counts for absolutely nothing when transferring a real-life game to a video display seems the unrealistic assumption to me.

You're wrong! You're just taking one thing at face value and eliminating a TON of variables. If a person has never played a game, or doesn't quite understand HOW a product works, then how can you expect his real life experience to translate to a video game? No one said their experience counts for nothing, rather, we should all be intelligent enough, I would hope, to understand that not everyone can easily grasp the concept of not only interaction with psuedo-3D objects in a video game, but also understand that the game will represent their movements, right down to position and depth (i.e. real 3D movement). If that's not effectively communicated to the person playing, then they (potentially) have no idea how the product works, and as a result, all of the skill in the world wouldn't help them play it.
 
"Another statistic of interest is that over 600,000 individual Move controllers have now been sold in total (bundles and stand-alone), 130,000 of which are serving as 2nd, 3rd or 4th controllers for the 470,000 unique Move customers."

So what about all the people like me that already had a PSEye?
What a stupid article.

yes, I realise the article is not brilliant, however it's nice to get some sort of number and idea on how well/badly it's doing. I son't know how they came to the figure that 130K are 'extra' controllers unless they know how many people purchased more than one? Having said that I got 4 controllers from 4 different sources so it's pretty much complete guess-work, but 600K is still a fairly good total from 4 weeks on sale...the shoot might help stimulate sales a bit then they have the singstar ones early November
 
...then they (potentially) have no idea how the product works.
If the product is very close to the real-life experience, like a flight simulator, or a driving game in a pneumatic pod, then it'll be obvious how the product works to someone with relevant real-life experience. If the game doesn't match their real-life experience, then it isn't a very accurate representation of that experience.
Looking at it another way...
then how can you expect his real life experience to translate to a video game?
There are different degrees of video-game realism and you can't just call every video game a 'video game' and thus class it as requiring a different set of skills to it's real-life counterpart, as some games get quite close. I wouldn't expect Michael Schumacher to be great at OutRun or Micro Machines which are clearly unrealistic video games with little relation to driving skills, but I would expect him to manage very well in a GT5 demo pod as that's more a simulation.

This new, elightened age of motion gaming is supposed to be moving away from 'video games' that are inaccesible to people who haven't learnt the skills, and changing controls so it's obvious and follows real-life expectations. Certainly for those courting real-game recreations, if not for those just using novel interfaces. It's all about breaking down such barriers. Hear the descriptions of Sorcery and how the devs say to a player, "shake the potion and now drink it," and the player immediately gets it as it matches their real life actions if they really had a potion in their hand . If a person stumbles to achieve in a motion game what would be fairly trivial for them in real life, then the motion aspect (hardware or software) can't be working very well, no?
 
If the product is very close to the real-life experience, like a flight simulator, or a driving game in a pneumatic pod, then it'll be obvious how the product works to someone with relevant real-life experience. If the game doesn't match their real-life experience, then it isn't a very accurate representation of that experience.
Looking at it another way...

There are different degrees of video-game realism and you can't just call every video game a 'video game' and thus class it as requiring a different set of skills to it's real-life counterpart, as some games get quite close. I wouldn't expect Michael Schumacher to be great at OutRun or Micro Machines which are clearly unrealistic video games with little relation to driving skills, but I would expect him to manage very well in a GT5 demo pod as that's more a simulation.

This new, elightened age of motion gaming is supposed to be moving away from 'video games' that are inaccesible to people who haven't learnt the skills, and changing controls so it's obvious and follows real-life expectations. Certainly for those courting real-game recreations, if not for those just using novel interfaces. It's all about breaking down such barriers. Hear the descriptions of Sorcery and how the devs say to a player, "shake the potion and now drink it," and the player immediately gets it as it matches their real life actions if they really had a potion in their hand . If a person stumbles to achieve in a motion game what would be fairly trivial for them in real life, then the motion aspect (hardware or software) can't be working very well, no?

I'm done dude. You clearly are avoiding my point in any manner possible.

Just because someone can play TT, doesn't mean that they can hop in and deal with something as abstract as "augmented reality". For him it may simply be a matter of not being able to judge when the ball is within range for him to hit, or that he actually has to move around to hit the ball (i.e. reach in and out, etc). This has nothing to do with "real life". The idea of interacting with something on a two dimensional plane (your TV) displaying a 3-Dimensional rendered world is abstract in and of itself to people who are unfamiliar with the concept. I've seen people who have trouble with freaking LIGHT GUN games, let alone something like table tennis...

Simply writing it off as "oh everyone should be able to do it because that's the purpose" is silly. Clearly Sony has taken this in to multiple directions, with some games reflecting accessibility, and some games being extremely deep, requiring more familiarity. You're simply writing off everything else in favor of your own view point that somehow, this guy who may have never played a video game in his life, should be able to just jump in and destroy this guy. That's so wild and baseless I can't even begin to take it seriously.

That said, I haven't seen the video, and don't think I'm able to, but if anyone has the video I'd love to watch it. I tried to find it on their site, but it's so terribly organized I can't seem to locate it.
 
I wouldn't expect Michael Schumacher to be great at OutRun or Micro Machines which are clearly unrealistic video games with little relation to driving skills, but I would expect him to manage very well in a GT5 demo pod as that's more a simulation.

Maybe not Micro Machines, as a good line there is still a good line. ;)

Anyway, if GT5 was the first time he sat behind a 'simulation', it would take even Schumacher an hour to become comfortable enough and learn to compensate for the lack of depth and g-force by listening to other cues (in this case in the force feedback, in the audio, and in the 2D environment).

1.5 million in Europe - great numbers! Hopefully the US isn't far behind, Move will become a de facto standard for at least 50% of games out there and increased production is warranted (should be at least to meet the Holiday demands). I think the target for Move should be at least 50% of current PS3 owners out there. Yeah, that's high, but it's not unrealistic - the DualShock managed similar numbers.
 
I agree with Shifty. The devs of the Motus darwin said playing Wii made real golfers play worse at the sport.

Motion gaming to me has always been like using 3D hand writing recognition as a controller. And we cant even get that right in 2D
 
Just because someone can play TT, doesn't mean that they can hop in and deal with something as abstract as "augmented reality". For him it may simply be a matter of not being able to judge when the ball is within range for him to hit, or that he actually has to move around to hit the ball (i.e. reach in and out, etc). This has nothing to do with "real life". The idea of interacting with something on a two dimensional plane (your TV) displaying a 3-Dimensional rendered world is abstract in and of itself to people who are unfamiliar with the concept. I've seen people who have trouble with freaking LIGHT GUN games, let alone something like table tennis...

Anyone that has ever looked in a mirror and been able to cognitively associate the movements of the reflected figure they see upon it with their own physical movements in real life is already VERY MUCH familiar with the concept...

I.e. people all over the world of all ages do it every single day... :???:

Heck even orang-utangs don't have a problem with that... I really don't see many people in general society that would have a problem with waving a wand around and imagining they are playing TT...
 
Anyone that has ever looked in a mirror and been able to cognitively associate the movements of the reflected figure they see upon it with their own physical movements in real life is already VERY MUCH familiar with the concept...

I.e. people all over the world of all ages do it every single day... :???:

Heck even orang-utangs don't have a problem with that... I really don't see many people in general society that would have a problem with waving a wand around and imagining they are playing TT...

:rolleyes:

The two are not really related. You don't interact with a mirror, you use it as a point of reference. If you are shaving, you use the mirror to judge where the razor goes, but you use other senses (like touch) so you can gauge when it hits your skin, and how much pressure to apply. There is no depth perception involved when you use a mirror. There is "depth" perception involved when you're playing TT on Move, and for some, it is an abstract concept.

Apples to oranges.
 
http://www.siliconera.com/2010/10/14/playstation-move-makes-top-ten-accessory-list-for-september/

Today, NPD reported that, while both hardware and software dropped for the month of September as compared to the same period a year ago, accessory sales were up by 13%.

The #1 selling accessory for September was, once again, the Xbox Live 1600 point card, followed by the $20 PlayStation Network card. Additionally, the PlayStation Move, which released on September 17th, was also among the top-ten accessories for September in the form of three separate SKUs, including the Move + Sports Champions bundle.
 

Brilliant ! This is why I want to buy Move ! Whatever minor bugs exist can get ironed out if Zipper watches this video. Hope GG watches Zippers implementation and removes the snap-to -enemy ironsights too. I think they should just copy the SOCOM implementation as it is. The best I have seen till now.

One question to Patsu: why do you say it takes a LOT of getting used to in MAG? I mean haven't shooters been done with the Wiimote so many times now? How is Move different wrt shooters? I think shooters don't use the Z axis sensing of the Move anyway, so shouldn't it be just like the Wii shooters/lightguns just with more precision?
 
Brilliant ! This is why I want to buy Move ! Whatever minor bugs exist can get ironed out if Zipper watches this video. Hope GG watches Zippers implementation and removes the snap-to -enemy ironsights too. I think they should just copy the SOCOM implementation as it is. The best I have seen till now.

One question to Patsu: why do you say it takes a LOT of getting used to in MAG? I mean haven't shooters been done with the Wiimote so many times now? How is Move different wrt shooters? I think shooters don't use the Z axis sensing of the Move anyway, so shouldn't it be just like the Wii shooters/lightguns just with more precision?

It takes just as much to get used to shooters on the Wii. The best way to describe it is passive and active. When you use a mouse / analog stick, the control is passive, so when you get off the stick / mouse, the reticle remains stationary. With Wii / Move, it is always active, so you are always aware (and paying attention) to where your cursor is, which means you have to control your arm, since the reticle is never "still".

It takes some adjustment, for sure.
 
Yap, because the pointer is free floating and takes effort to maintain position.

The other thing is I need to get used to the camera. I always invert my Y-axis. With a pointer UI, it's closer to non-inverted.

The last thing is different button layout and sizes. When I panic, I often forget where the buttons are, and what the buttons are mapped to. e.g., In MAG, you knife someone by pressing R3. With Move, you have to swipe the controller. It's easy to forget.
 
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