(Untitled)

Apr 04, 2010 00:22

http://www.youtube.com/watch?v=DfEGdiJRYa0&feature=player_embedded

If there's an ad beforehand, ignore it. The video isn't amazing until the very end but it has a hilarious punchline that makes the whole 2 minutes worth it!

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Too much of anything is bad... dragonbait1 April 7 2010, 03:42:47 UTC

I don't like motion control. That said I understand that others might. If motion control works for a market segment, and especially if it draws a repeat market, awesome. Have fun motion controllers.

I do think that it's possible that you can make a motion control game with a story. I don't think motion control is well suited to traditional turn-based games or RTS. (touch control and RTS could be best friends tho)

Motion Control was supposed to be one of the major breakthroughs for true Virtual reality (the other being realistic force-feedback). I think we'll see induction mental interfaces before force-feedback suits.

Games free me. I can't pilot a fighter plane, skateboard, or do crazy martial arts. With a controller I can enjoy these things for a low cost and no chance of injury. Motion control (and esp Natal) bring me back to my own physical prowess, not the prowess of the programmer/mo-cap team. I know I'm a spaz. I don't need to be reminded on my TV. This is the opposite of escape.

Videogames make us the hero we all wish we were. It's a shame that instead of enabling our fantasies, Videogames will now be breaking our hearts as we struggle to pass any level because we're just not coordinated enough.

Nothing wrong with exercise, it's a general good thing. but limiting gaming systems to exertion based controls will just speed the takeover of computers as the dominant gaming system.

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