Wii get(s) 1:1 motion control

Monday 14th July 2008, 05:41:00 PM, written by Stefan Salzl

In a surprise announcement Nintendo of America unveiled the best kept secret so far of this year's E3: An add-on for the Wiimote, enabling "more comprehensive tracking of a player’s arm position and orientation".

According to the Nintendo's claims the new peripheral called WiiMotionPlus, will for the first time allow 1:1 motion tracking on Nintendo's home console. There hasn't been any announcement regarding price so far, but more details are expected to be revealed at Nintendo's pre E3 press conference tomorrow morning.
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wii ± nintendo, motion control,


Latest Thread Comments (44 total)
Posted by obonicus on Thursday, 17-Jul-08 12:49:52 UTC
Quoting Shifty Geezer
Clearly no-one's expecting or wanting true 1:1 input>output.
Check the thread. That's exactly what one or two posters want.

Posted by obonicus on Thursday, 17-Jul-08 12:52:57 UTC
Quoting StefanS
You're creating a problem where there is none. 1:1 tracking doesn't mean the information is processed 1:1.
Quoting Shifty Geezer
Clearly no-one's expecting or wanting true 1:1 input>output.
Check the thread. At least two people have specifically said they want 1:1. It apparently isn't that clear, and I'm not creating any problem, either. I agree with Shifty, though, and you're both really arguing my point. I'm all for greater sensitivity, but that may not be sufficient to make gamers happy with Wii releases. (Not that Nintendo cares.)

Posted by Arwin on Thursday, 17-Jul-08 12:55:23 UTC
I'd want true 1:1 input myself, but obviously it's up to game designers to make sure the game is still easy to play, and if that is done by adding 'assists' then that's fine of course! It's like a car-sim, where you can get some really realistic stuff going at the highest difficulty level, but you can make cars pretty easy to drive by putting all the available assists on.

For bowling, it would be perfect to have 1:1 motion input though, for instance. This would allow you to revert to similar strategies as real life - for instance gently rolling the ball if you're a kid. ;) and has the advantage that a wii-mote isn't nearly as heavy as a real bowling ball. For darts, too, I'd like 1:1 mapping.

In fact, if there will be games using 1:1 mapping successfully, this would be when I start considering the Wii for purchase. The lack of precision so far kept me from enjoying the system. I will certainly be tempted now to get a Wii-mote for PC experimentation at the very least.

Posted by fearsomepirate on Thursday, 17-Jul-08 13:11:22 UTC
Quoting obonicus
Check the thread. At least two people have specifically said they want 1:1. It apparently isn't that clear, and I'm not creating any problem, either. I agree with Shifty, though, and you're both really arguing my point. I'm all for greater sensitivity, but that may not be sufficient to make gamers happy with Wii releases. (Not that Nintendo cares.)
They say they want 1:1, but would they actually like it if they had it? The odds are that it would look and feel very unnatural in a whole host of situations.

Posted by wco81 on Thursday, 17-Jul-08 14:48:38 UTC
Quoting Shifty Geezer
Clearly no-one's expecting or wanting true 1:1 input>output. Otherwise those Jedi games would suddenly suck, because no-one is a trained Jedi with Jedi's reflexes. What's wanted by some is a closer correlation between their actions and the actions of the game. In the tennis example, instead of just moving the wiimote and the player character performing either a forehand or backhand based on ball/player position, the next step up would be for the player to decide forehand or backhand and time it, with the game taking the player's choice and applying it to a virtual tennis player who has a formidable stroke and can hit straight. Likewise sword fighting, you want a slash to be a slash, a thrust to be a thrust. The sword doesn't necessarily have to go exactly where the player is swinging as that may well be very off, but at the same time you don't want it doing chops when you're trying to parry. And in boxing, you want the hand to hit high or low based on whether you're hitting straight or downwards, instead of being fairly random as you swing your arms around because the actual system for controlling the hands is so unintuitive.
Not just forehand or backhand but top spin or back spin, drops, volleys, etc.

The Top Spin 3 game lets you use 3 different buttons for 3 different kinds of swings/strokes. Maybe it will require more skill/dexterity/motor skills than most gamers have but it would be interesting if they gave you the option of executing all these different kinds of shots with subtle differences in motion.

Or in a baseball game, there are separate buttons for power vs. contact swings. If that can be done through motion, the former would be executed by generating greater bat speed or acceleration.

You might also have an uppercut motion, to try to get under the pitch and try to lift it.

More important is that you would have to swing low for low pitches, extend for outside pitches, etc.

In other words, you would replace a combination of buttons and left/right stick inputs with a motion which incorporates all these parameters.

But again, maybe the demographics of the Wii doesn't lend itself to games requiring or offering this kind of precision.

Posted by Scott_Arm on Thursday, 17-Jul-08 15:01:11 UTC
Quoting wco81
Not just forehand or backhand but top spin or back spin, drops, volleys, etc.

The Top Spin 3 game lets you use 3 different buttons for 3 different kinds of swings/strokes. Maybe it will require more skill/dexterity/motor skills than most gamers have but it would be interesting if they gave you the option of executing all these different kinds of shots with subtle differences in motion.

Or in a baseball game, there are separate buttons for power vs. contact swings. If that can be done through motion, the former would be executed by generating greater bat speed or acceleration.

You might also have an uppercut motion, to try to get under the pitch and try to lift it.

More important is that you would have to swing low for low pitches, extend for outside pitches, etc.

In other words, you would replace a combination of buttons and left/right stick inputs with a motion which incorporates all these parameters.

But again, maybe the demographics of the Wii doesn't lend itself to games requiring or offering this kind of precision.

I think with something like tennis they could have the tilt, speed and forehand/backhand position 1:1, but the height of the swing would probably be fixed so that it would be practical for making contact with the ball. Maybe a high and low, but not 1:1. The same goes for golf and baseball.

Posted by Teasy on Thursday, 17-Jul-08 15:50:50 UTC
Quoting DrJay24
What if you buy one, does one kid always win? I always felt there was too little correlation between the motion of the controller and the motion on screen, how do you handle a mixed environment? What about online competition?
How do you do so with online PC gaming?, when one person might have a crappy old ball mouse and another a expensive high precision mouse.. Or console gaming in, for instance, a racing game where some will have a full wheel/peddal addon and others just a controller, its not an issue there so why is it one here?

This is a very unexpected and extremely welcome announcement, I have to admit it has me quite excited. Though I'm not 100% sure if it can actually help all current games, it may be something that requires developer support. In which case Nintendo better be giving them away with certain popular games and selling them by themselves for £10, otherwise it won't get the support it deserves.

Posted by Teasy on Thursday, 17-Jul-08 15:54:04 UTC
Quoting wco81
Or in a baseball game, if you wanted to wave the bat while waiting for the pitch, will that be rendered?

The Wii appeals to kids, many of whom do not have fully-developed coordination. Does it really matter to have more accurate motion tracking for them?
The baseball game in Wii Sports already does that.. You're last sentence is solved pretty easily by difficulty/sensetivity settings. As it has been for years, if its too hard for you (whatever the age) change to an easier setting. Meanwhile the hardcore gamers Wii also apeals to can have the option of more accurate and challenging controls.

Posted by Entropy on Thursday, 17-Jul-08 21:06:20 UTC
This is enabling technology - in the discussion I referred to above, I observed that in just about all physical games, the interface and rules are extremely simple. 2-3 year olds can get the idea, and it is extremely easy to get into most physical games, and yet they can offer offer feedback and satisfaction as far as skill building goes for the rest of your life.

Computer games do not, as a rule, work like that. There are several issues involved as to why, but one of the reasons is that computers do not offer the straightforward physical control that grants accessibility, feedback and skill building.

The Wii is a cheap commercially successful example showing that even a relatively simple motion recognition can offer a compelling experience. The physical to screen correspondence isn't perfect, and isn't likely to be in the future either, so the same degree of skill building and tactile satisfaction that physical games offer will probably never quite be there. On the other hand, the abstraction offers a wider gamut of virtual experiences. You can pick up your shield and sword and fight with venom-spitting dragons for instance, drive a jet-ski down rapids or whatever strikes your fancy, and have a sufficiently strong physical correspondence to the virtual world that the experience is both satisfying in its own right, and allows skill building and the accompanying sense of achievement.

So while the players do not start out as fully trained jedi, they can aspire to become damn good light-saber fighters, (and also use The Force via the nun-chuck. ;)) And they can potentially test their skills against others around the world, or fight along side them. Or imagine the battles of Middle-Earth fought by individuals making up armies, and they are fighting using their skill, not their "stats".

This would be very different from what we have today, and IMO vastly superior. Again, this is enabling technology - it opens up possibilities we can only hope will be pursued. If all that comes of it is slightly better golf games - well, that's decided by the games industry.

Posted by wco81 on Friday, 18-Jul-08 00:25:29 UTC
Maybe we need cheap, real-time mocap to control the onscreen characters. ;)Or if something like Eyetoy can be more refined to just track motion and render it to screen (instead of overlay graphics on a video input.


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