Think of new, fun ways to utilise the SIXAXIS on PS3 games

rabidrabbit

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I just thought of some cool new uses for the SIXAXIS:

- In a game like Silent Hill, you could control the flashlight aiming with tilting and motion sensing.
- In racing games, gear shifting could be assigned to forward - backward "jerk", also different cameras and cockpit view angles could be done by tilting the controller.
- A game like Space Channel 5, the dance moves would be mimicked with moving the controller.
- Soccer, the goal keeper could be controlled by motion sensing independently of other players.
 
I just thought of some cool new uses for the SIXAXIS:

- In a game like Silent Hill, you could control the flashlight aiming with tilting and motion sensing.
- In racing games, gear shifting could be assigned to forward - backward "jerk", also different cameras and cockpit view angles could be done by tilting the controller.
- A game like Space Channel 5, the dance moves would be mimicked with moving the controller.
- Soccer, the goal keeper could be controlled by motion sensing independently of other players.
...add to that...

- in war games, you could use it to throw grenades
- in sword weilding games (Assassins Creed) you could switch to a "sword mode" and use it like a real sword
- in sports games that require side-stepping (NFL, Rugby:cool:, Football) you can use motion to do the side-steps

...just to name a few - I'm still thinking!

PS: On that last one: EA, make it happen for Rugby'07!;)
 
I could think of literally a tonne of things, but I am so looking forward to more detailed information on what I can actually do with it and how. I'd really just love to be able to experiment with it, measuring its input data on all axis, measure how precise it is, and test if it goes out of alignment easily or not at all, how I can work with calibration settings and so on.

A few obvious ones:

- in a boxing game, you could use the tilt for controlling the upper body. I would transfer the punching to the new L2 and R2, so you can gauge the strength and speed, but the type of hit would depend on your upper body stance mostly. The left analog stick could make you move around. The right analog stick could be for sideways movement, but maybe that's not really needed in a boxing game as you could assume that you'll always want to face the opponent anyway, so instead you could still add some options to combine the right analog stick to modify the location of your punches. Lots of different options there, but the control of the upper body seems to make the most sense for the motion sensing.

- in an fps game I would not only have turret control be made extremely realistic by having to hold the controller upright in front of you and then move it around as if you were holding the turret handle, but also I would like to see if the motion sensors are precise enough for looking around and aiming (this is where I'd need more technical information), while you use the left analog for running, and the right analog for strafing. Accellerometers would be used for jumping forward, sideward, upward, backward, ducking, etc. Lots of possibilities here again.

- in a racing game you could try to steer using the tilt, and as mentioned, look around your cockpit left and right while doing so with the tilt. I like the shifting idea too though I don't know if it would work.

- in games like loco roco and mercury, I don't think I even need to explain

Tonnes of other stuff. I could spend all day on this, so I'll quit now, and maybe come back later. ;)
 
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Whenever I play any of the Wipeout series I end up leaning into the corners etc. If the controller could pick up on that to control the game that would be cool.

I guess the same would apply to motorcycle racing games.
 
I just thought of some cool new uses for the DS3:

- In a game like Silent Hill, you could control the flashlight aiming with tilting and motion sensing.
That'd be cool.
- In racing games, gear shifting could be assigned to forward - backward "jerk", also different cameras and cockpit view angles could be done by tilting the controller.
So to change up to 6th gear from 1st, you'd have to reach really far in front of you (moving forwards 5 times)?
- Football, the goal keeper could be controlled by motion sensing independently of other players.
In football the controller gets move around a lot. I can imagine the keeper never being on his line!

The DS3 could do things like TH: DJ on Wii very well. I can't imagine it being a sword though - totally the wrong shape.
 
That'd be cool.
So to change up to 6th gear from 1st, you'd have to reach really far in front of you (moving forwards 5 times)?

Gesture recognition could work really well there. :D But in many rally cars, you'd also would have to move forward 5 times.

The DS3 could do things like TH: DJ on Wii very well. I can't imagine it being a sword though - totally the wrong shape.

Not if you hold it side/upwards!
 
In COD3 you can use controler for melee atack and "Lean left / right". The first is cool and the second , judging from my multiplayer experience in cod2 , is a very a important factor when we speak for a MP game among skilled players. So you you can can use controler motion to execute some important or cool movements and have 3 less buttons to worry about.
Also according to Jeremy Luyties players will be able to use the controler holding it vertical as a *steering wheel. Maybe this is an indication about future racing games ?

*edit: this is about vehicles to COD3
 
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I can't imagine it being a sword though - totally the wrong shape.
It doesn't necessarily have to be shaped like a sword, just as long as you have a sword on screen as a reference of direction. Maybe?

Thought of another...

Anyone for Bass Fishing? Me & my brother used to love playing these when we were younger! I'd imagine the 6XS would be at imitating a fishing rod! You can give the line little jerks while you're teasing the fishes with the bait, then fight to reel in a marlin...or a shark!
 
I would like the ability to use 2 controllers to control in Fight Night 3, one for each hand of the boxer. Detection of position should be done by integrating acceleration twice wrt time.
 
It doesn't necessarily have to be shaped like a sword, just as long as you have a sword on screen as a reference of direction. Maybe?
Holding it like one would just feel so very wrong though. For sword fighting it'd be better to use EyeToy and a prop. In fact Sony could release a combination EyeToy visual prop with motion sensing as an 'interactive rod'...that might upset a few folk!
 
Holding it like one would just feel so very wrong though

It really isn't so far fetched to view the controller as the hilt of a sword. I tried it with the DS2, and it works quite well, and you still have decent access to a few buttons at that.
 
A table tennis game where you hold the controller in one hand and play like with a real table tennis racket, perhaps? Together with an EyeToy camera and the computational power of the Cell processor it should be doable.
 
- In a boxing game, using the motion sensing funtion to dodge attacks. Just think about the old snes punch out and think about it using the sixaxis controller to dodge attacks, it would be awesome to see it implemented in a game like Fight Night.

........... and i dont even need to explain how the controller would work in a next gen Katamary Damaxy game (namco, make it happen).
 
In a racing game you can move your head in a cocpit mode. This would be great for Motorstorm!

It's already using it for bike handlebars IIRC... At least that's how the demo was working. Resistance was using it to control a rocket launcher as well.

I think the bigger deal though is that 3D tracking of the controller is a standard feature means that 3rd party controller makers have more incentive to make their own interesting takes on controllers (head tracking headband (ala Track IR), a rudmentary clone of the wiimote, or perhaps the return of the PowerGlove).
 
Since the pads are wireless it would be a good idea to implement a feature that auto-pause the game in case that you drop the pad by accident. Angry gamers who like to throw stuff might appreciate such a feature too ... hehe
 
It doesn't necessarily have to be shaped like a sword, just as long as you have a sword on screen as a reference of direction. Maybe?

If you ever played Die By The Sword, then you probably know that game was really lame. It's probably still best to have canned attacks based on button presses. Even in Red Steel on the Wii, you are limited to canned attacks activated by gestures.
 
Even in Red Steel on the Wii, you are limited to canned attacks activated by gestures.
I'm not sure you are any more. That was something they were supposed to be changing as it wasn't intuitive.

As for DS3 as a sword, I can't see it working. It feels uncomfortable no matter how I hold in one hand. There's lumps and bumps that make it totally unergonomic. I wouldn't want to play any games with it like that, save perhaps an occassional ball-throwing type movement.
 
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