Is motion-sensitive gaming a gimmick?
As a Wii owner, I've spent a considerable amount of time playing my way through games that required me moving around the room, jumping up and down like a fool, and generally using my body to control the action on-screen. And while I enjoy it at times, most of it feels like a gimmick.
But there's no debating the fact that the Wii is the de facto leader in the video game space and although Sony and Microsoft have tried repeatedly to downplay its significance, the former may be announcing a new motion-sensitive controller to compete on the same level.
According to Gamesindustry.biz, Sony's latest foray into motion sensing will "break apart" and work in a way that's extremely similar to the Wii-mote.
Although I can't blame Sony for trying to capitalize on a major fad in the gaming industry, does it really want to enter that domain? Motion-sensitive gaming is nothing more than a gimmick that has a slew of hurdles to overcome before it becomes the next logical choice for controlling a video game.
Now I know certain Nintendo fans won't necessarily agree with my contention that motion-sensing controllers are nothing more than gimmicks to make people feel like they're a part of the game, but after playing through so many Wii games, it's abundantly clear that it's true.
Sure, motion controllers make sense if you're driving a car with a wheel or standing on a device, but what about implementing it into a game like Metal Gear Solid 4 or Rainbow Six Vegas 2 where you're not governed by any one move and the complexity of the game requires a conventional controller?
Motion-sensing works for some Wii games like Wii Sports or Wii Fit because you're performing a relatively simple task and can't veer off the beaten path. But in an environment where you're required to move stealthily around objects, fire, duck, roll, and control a team of minions, how would motion-sensitive gaming actually work?
Certainly some are saying that we don't need to worry about that because complex titles are few and far between, but is that true? It may have been true years ago, but today, developers are more than willing to drop millions into major titles and create games that go beyond the old model of jump, shoot, run, and follow a path that takes us through a variety of worlds, doing a variety of things, at a variety of times.
Simply put, motion-sensitive gaming is best suited for the past where video games were less complex and more about ease of understanding than anything else. But today, games are becoming more sophisticated and we need a controller that does as well.
Suffice it to say that although motion-sensitive gaming may look like the future, it's nothing more than a relic of the past that makes you think it's futuristic. In reality, it's a gimmick with limitations that doesn't adequately respond to the changing times.
Sorry, but if you're looking for the future in gaming, motion-sensitive controllers are not the place to find it.
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Don Reisinger is a technology columnist who has written about everything from HDTVs to computers to Flowbee Haircut Systems. Don is a member of the CNET Blog Network, and posts at The Digital Home. He is not an employee of CNET. Disclosure.





Now looking at the PS3 and 360, I think motion control could arguably be a gimick since it's mainly being developed as a response to the Wii. While I suppose a response from both parties is to be expected, I honestly think it's a waste of time for them to play catch up to the Wii's motion control with new peripherals. The sixaxis stuff in the Dual Shock 3 is an interesting hybrid of motion control on a standard pad, and maybe MS should match that sort of hybrid motion functionality eventually, but neither will have much to gain by taking Nintendo on when it comes to motion gaming proper.
I liken the situation to when the analog stick took over for the D-pad.
The analog stick in the N64 controller and in the Dual Shock was no good for playing analog games designed to work on older consoles. Side scrolling platform games for example. It took long, but not too long, for developers to begin making games that actualy untilized the analog control system for analog games. After that, digital control centric games were, for the most part, no longer made.
With the Wii, developers have been continually making analog stick centered games and then placing them on the wii. Usually they rely on "waggle" to trigger a digital action such as triggering a spin command that would, on any other system, just be a button press.
OF COURSE people don't like that.
For the wii to take off, developers are going to have to begin making movement based controls that, for the most part, are on a 1:1 scale. Wii Sports Baseball is a good example of this.
When people imagine games wtih the wii, they imagine doing actions as though thye WERE the character. the farther the wii strays from this basic concept of the system, the more they will struggle with games.
The games are designed around controllers. That's why the PC and it's mouse and keyboard has traditionally been the home to a completely different style of gaming than consoles and their "joypads".
It is in this way that the Wii MUST play host to an entirely different set of games than what is on other consoles.
The question "how can you play MGS4 on the Wii" shouldn't even be a relevant question since it's like saying "how can I slice my apple with this spoon?". MGS as a series was designed to be on the playstation. Developers should be making Wii games that couldn't ever be played on a PS3, not trying to port crap.
"Motion-sensitive gaming is nothing more than a gimmick that has a slew of hurdles to overcome before it becomes the next logical choice for controlling a video game."
Sorry Don, the market has already decided.
"But in an environment where you're required to move stealthily around objects, fire, duck, roll, and control a team of minions, how would motion-sensitive gaming actually work?"
Certainly no worse than the horrible kludge of a dual-stick joypad, as Resident Evil 4 (which controls vastly better with the Wii Remote), Metroid Prime 3 and Super Mario Galaxy (among others) have already comprehensively proven.
2. Mario Galaxy barely uses the motion controls. Other than one simple attack move Galaxy plays just like a normal game. So the best Wii game on the market barely makes use of motion controls.
Now I do understand and agree while Nintendo has certainly captivated that audience, they need to start paying attention to the hardcore and typical gamers who will demand a more rewarding and challenging gameplay experience. Otherwise they run the risk of eventually branding the Wii console as the "beginners console."
1. Developers know their core shooter audience has an Xbox
2. Developers are too lazy to learn how to actually program for the Wii and end up trying to port, instead.
3.They get all high and mighty and believe that because the Wii has less processing power that they can't make a good shooter on it.
The controls are perfectly suited for a FPS; it is the fault of the developers that we don't see more FPSs on it.
- by Renegade Knight June 17, 2008 12:29 PM PDT
- As I steer my lastest car with a motion sensative controller in Burnout Paradise I'm not sure I follow you. It's one more way to control the action in addition to the normal buttons and joysticks. Can it be gimicky? Heck yes. Can it add another layer and give you more control? Heck yes. Unless there is something fundamentlaly broken about steering, shooting, and other motion actions...I'm not sure the concept is past it's prime so much as in it's true infancy.
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