Will the Wii eventually support 1:1 motion mapping in games ?

Eh, I'm not specifically looking for reality. But I'm sure devs will try to do it the best they can if it fits the game.
 
Well, it doesnt have to be 100% realistic, but it has to be better than what it has to offer right now..



(see my post in the "wii imperssions" thread)


I just want the movement to be more fluent to what i actually do while im playing the game. I do not want scripted animations based on some silly recognition scheme in order to identify what im doing or not doing. Thats what i get with a gamepad.
 
I just don't see how they could do 1:1 mapping in most games, at least without serious consequences.

Take swinging a sword, for example. If all you have to do is flick your wrist from left to right, and your character's sword follows in real time, it's going to look like that sword has no mass or inertia. It would take some discipline on the part of the gamer to move in a realistic way.

Any thoughts on how to deal with this problem?
 
I just don't see how they could do 1:1 mapping in most games, at least without serious consequences.

Take swinging a sword, for example. If all you have to do is flick your wrist from left to right, and your character's sword follows in real time, it's going to look like that sword has no mass or inertia. It would take some discipline on the part of the gamer to move in a realistic way.

Any thoughts on how to deal with this problem?

LIGHTSABERS FTW
 
A sword attachment for the Wiimote? ;)
The problem isn't just mass, but what about when you connect? eg. Say you swing from right to left, and your sword hits against your opponent's shield. You hand ends up on the left side of you, while your sword has been caught on the right side. Now if you raise your sword, what happens? Does it lift in the game but stay to the right? Or move up and left? If it stays right, what happens when you swing your arm right?

So definitely Lightsabres FTW, and just go through everything! (except other lightsabres...curses!)
 
If all you have to do is flick your wrist from left to right, and your character's sword follows in real time, it's going to look like that sword has no mass or inertia. It would take some discipline on the part of the gamer to move in a realistic way. Any thoughts on how to deal with this problem?
If you try to move the sword faster than it can go, it slips out of your character's hand and falls to the ground, and he is left defenseless and is killed. The technique you'd have to use would be something like that mastered by Paul Atreides for knife fighting with shields which protect against fast thrusts. It wouldn't be natural or easy.
 
The animation may be triggered, but the actual computations may not be. In a recent interview, one of Nintendo's lead programmers on Wii sports said that the spin, angle, and velocity of the tennis ball are computed directly from the data coming from your swing, although the animations are predefined.

1-to-1 animations may not look as cool as you imagine them, either.
 
Wernt they working on a star wars game for the Wii?

Anyway movements might not be mapped for 100% in the animations but data is so even though your movement isnt 100% accurate the input is (speeds, velocity etc).

I do think alot of games will use more or less 100% accurate movements.
 
The animation may be triggered, but the actual computations may not be. In a recent interview, one of Nintendo's lead programmers on Wii sports said that the spin, angle, and velocity of the tennis ball are computed directly from the data coming from your swing, although the animations are predefined.

1-to-1 animations may not look as cool as you imagine them, either.

It would be cool if you needed to develop proper form or mechanics to have good results. If you hit the ball late, then the ball goes out of bounds or over the baseline or into the net.

And if it let you do work on developing unique styles, like maybe do an exaggerated overarm swing to get those high, looping topspin shots which some tennis players use, then I could see the thing as revolutionary.

But if it just recognizes a variety of motions to trigger the same set of precanned animations, then it's simply replacing buttons for gestures.
 
No its not. Even though the gestures are the same, the data that is used to hit the ball is still depending on the movement you make.

Besides whats the use in complaining about a demo title like wiisports? its nowhere near a full game is just gives you a idea about the wiimote ofcourse its going to lack in alot of places.
 
It would be cool if you needed to develop proper form or mechanics to have good results...But if it just recognizes a variety of motions to trigger the same set of precanned animations, then it's simply replacing buttons for gestures.

You don't really seem to understand the relationship between animations and game mechanics. For example, did you ever notice how in the original Quake, bad guys would shoot upward at you without rotating their gun? That's because the angle of their shot was based entirely on where you were standing in relation to them, while the animation was 100% canned.

That's the case in Wii Tennis. The animation is predefined, but what happens to the ball is directly computed from the data coming from the controller, not the predefined animation.

The same thing happens in Wii bowling. Your avator does not shift his wrist or anything like that in the animations, but all your movements are registered for computing how the ball is going to roll down the lane.
 
I'm talking about being able to do idiosyncratic motions if you wanted to.

Say you try to emulate the batting style of some baseball player.

Or you want to swing at a tennis ball underhanded, like a beginner, because you feel like it.

If you can't do these things, what does the wand give you that a regular controller doesn't?
 
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