Feature: Solving the Wii's Control Problems Subscribe to this RSS feed
More problems, and more solutions
A Possible Solution?
Note the use of the word "Illusion". Everything in games is fake. This is usually compensated for in other ways. For example; if a character can't look real, he can, at the very least, act real. I'd like to cite Shadow of the Colossus as an excellent example of using detailed body language to make the game feel more "real".
In the case of Wii games, animations that are detailed and correspond to a general range of motions are what animators should be aiming for. For example; I wouldn't mind a difference of a few degrees in my remote swing's angle not making a difference ingame as long as an extremely large difference does. Whether or not the harder swing would do more damage would be up to the developer. However, it should at least result in a more exaggerated (or different) swinging animation onscreen. Both swings should look believable and smooth.
Nope. Not cutting it.
Another example could be combos in games. The player wouldn't have to perform the exact motion corresponding to the onscreen character. A semi-circle, for example, could result in a roundhouse kick in a third-person game. A wide range of semi-circle movements could be mapped to this move, while still allowing for an "exact movement" bonus. This could then be conveyed to players through the rumble functionality. As long as it looks believable and feels fluid, players will like it. Let's term this mechanic "1:?", since it could be used to varying extents.
Even motions that don't necessarily serve any purpose could contribute to realism. Red Steel's "gangster style" shooting is one such example. And you have to admit, it would be cool to see your character perform a context-specific motion and swat a fly when you wave the remote as it flies past. Small touches like that are what make games like Metal Gear Solid so impressively detailed.
Objective 2: Sending feedback to the player:
Player feedback is extremely important in any game. The Wii remote has already been praised for being capable of providing players with feedback through varying rumble intensities. In this regard, my suggestion to developers would be this: Do not be afraid to use the rumble.
Some sensation is better than no sensation at all. This might come off as rather "gimmicky" at first, but the truth is, most players will get accustomed to receiving feedback on a constant basis after which, they'll have a hard time getting used to a lack of it. Once again, the need for an interface could be replaced with rumble functionality to an extent.
The only thing to keep in mind is that rumble needs to be used where appropriate. Upon impact, in places where you are trying to convey pressure etc. Players will tend to automatically draw a connection between the two.
It doesn't really look like fishing, but it feels like it.
Sound is important, too. Not only does it add to detail, it also adds to feedback. I'd recommend kicking up the volume of the Wiimote speaker a couple of notches and using it wherever it is appropriate. Again, it sounds gimmicky at first, but you can always provide players with the option to turn rumble and Wiimote sound effects off.
What counts as "gimmicky"?
In my honest opinion, any feature that isn't polished enough is gimmicky, period. Any feature that is coated with a nice layer of polish and is given the amount of time it needs to be properly fleshed out adds to the game positively.
Keeping this in mind, developers need not be afraid of experimentation. Boogie from EA is a fine example of a step in the right direction. Sure, the end product might not have turned out too well, but it probably did provide the company with useful data for future Wii projects.
Given the relatively low development costs required to work on Wii games, I think everyone in the gaming community would be all for developers experimenting more with the system. The hardest part of this would, of course, be storage space issues, but with the proper dedication, I'm fairly positive a proper balance could be struck between quality and quantity.