
|
|
|
|
The idea behind motion controlled games is a pretty cool one... in theory. Slash to use a sword. Point to use a gun. Turn a wheel to drive a car. But after 3 years of the Wii's motion controlled games, and the PS3s motion enhanced Sixaxis controls, it is hard to find an instance where most of us wouldn't just prefer to have a regular controller without any sort of real, physical movement necessary.
There are a lot of places where blame can be placed when it comes to answering the question of why motion controls are so popular yet have such a negative connotation from gamers. Is it a problem with us as gamers? It could be a problem with how we like to play... my slouched sitting style doesn't exactly make most Wii games easy to use. The TV is also at an awkward angle from where my recliner is at in my room, and the bed is further away from the screen. So I can either stand or sit in a chair in the middle of my room. Neither are as comfy or as appealing as a bed or recliner. And how many gamers really get into games like the people in commercials? I've played a lot of Wii party games with friends, and we've never been as excited as them. Not even drunk. So maybe part of the problem is with us as gamers... But could it also be a problem with the control system itself? The fairly obvious answer is "duh!" Even Nintendo is looking to answer that problem with the Motion Plus attachment, meant to give a more 1:1 control than whatever the hell the Wii currently can give us. It's an attempt to better the technology, but after 3 years of games that the Motion Plus can't fix/help at all, and with maybe another 3 years left on the market, it might be too little, too late. Even more discouraging is that early feedback from EA has said that they had to limit the technology because it was responding to movements they didn't want or intend to be commands. This makes me wonder if the Wiimote isn't inherently flawed technology. Microsoft and Sony are supposedly looking at using their camera technology with new controllers to do a more accurate motion control system which would track full body movements. These technologies are a backwards form of the Wiimote, so they should be better at tracking motions which the Wiimote has sucked at. But from the looks of things, most gamers don't really care anymore. Maybe part of the problem lies with the developers/games themselves. Most people would say they at least played a big part in the lackluster motion controls we know and have come to groan at. Jumping in deBlob was just stupid. Eventually, after hours of popping the Wiimote up in the air for a jump, I finally quit playing cause it wouldn't let me remap the jump to an actual button. How about the stupid wheel for racing games!? They absolutely suck. I tried to use the Wii-Wheel for Mario Kart Wii but I can always beat my times by just using the regular controls, so why go through the frustration and humiliation of turning a wheel that isn't connected to jackshit? And sure, there are games that just plain use the controls badly... but when even first-party games seem like a gimmick rather than a good use of the technology, and their controls are the best out there, I think we need to take a step back and look at whether this is a "revolution" we really want to be a part of. And maybe that's just what is happening within the gaming community. Wii sales have dropped pretty dramatically this year, their library of games can't sell as well as those on the "next-gen" (HD capable) systems, and the Wii's tie-ratio seems to be slowing down, whereas the other systems keep climbing. So what does this mean for Nintendo's revolution? From the looks of the market, it means that the Wii fad has saturated the market with plenty of systems in peoples homes, but that they aren't picking up the games that are put out there for it. Part of that problem, though, could just be with the sort of games which the Wii is aimed at actually getting out on the market. Of the top 20 Wii games on metacritic, six of them are Nintendo titles (mario, ssbb, metroid, tetris), four of them are music games (guitar hero, rockband), one that is arguably better on PC (world of goo), and two of them are games originally made for the last gen's systems (okami, re4). That leaves 7 games that aren't Nintendo titles, casual games on other systems, or haven't been ported to the Wii. Not very impressive... especially when you compare those games sales to the others on the top 20. But that isn't stopping the competition from trying to pick up the casual market which the Wii has managed to capture, and which its games has seemingly fumbled. Microsoft is putting Lips up against Sony's legacy of Singstar games (which, along with Guitar Hero, could have arguably sparked this latest casual fad in gaming). You're In The Movies! is an attempt to create a party game around the camera rather than a controller. Trivia games like Buzz for Sony and Scene It! for Microsoft have used simpler controllers as a way of getting non-gamers to play. A lot of the artsy games for the PS3 take advantage of the camera, Sixaxis controls, or both. And even the huge FPS title Killzone 2 jumped on the Sixaxis bandwagon for some of their games controls. I guess the real question is what consumers plan on spending their money on this year. E3 will most likely have Sony and Microsoft debuting new, motion controlled, casually aimed titles and hardware. Nintendo will continue down that path (and it will probably go over just as well as it did last year). And casual consumers will keep buying a handful of games per year, while the rest of us, whose support keeps the industry alive, have to sort through all the BS just to find a few good games among the overwhelming tidal wave of shovelware. Wait a second. I have this creepy feeling of deja vu... Could something like this have possibly happened before?! ...nah!
|
|
|
|
Post a comment! You can also post a photo below:
|
Comment with FacebookClick connect and comment instantly! |
Comment with Dtoid
New? SIGN UP - it takes 5 seconds |
Comments policy
Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?
Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

Follow
RSS
Contact
After playing it for a few days we came to the conclusion that it really was a huge waste of time and money. We also felt that the controls were horribly gimmicky.
My friend was of your opinion, and he felt this signaled the beginning of a second crash cycle. I called him crazy.
Now, years later, with the spiraling production costs of games I think he was right. The market is expanding at an unsustainable rate, and all the extra casual demand will eventually burn out.
Companies who fund these multi-million dollars games and bring out a "brand-new" console every few years will be left holding the bag.
The crash is coming, and the Wii is the first sign.
Madworld, No More Heroes, Metroid Prime 3 and Deadly Creatures. That's four titles that I think use the Wiimote very effectively and would be less of a successful experience without them, for whatever that's worth.
I think the Wii is tapping into the same model that appears to work so well for cell phone games, even in the iPhone era. Give your consumer a list of relatively inexpensive options with some hook that will get them to put their money down. Regardless of the quality of experience, commerce will be had. I don't have a fancy link for you, but I feel the casual market piggy backs on top of the core market. And that core market, for better or worse, is just as small as it ever was.
I don't think we're heading for a crash. There's so many more things happening in games than there were back when The Crash happened. Though the casual market could very well crumble in this economy, I think all of the companies involved in consoles today have a level of contingency that the early makers did not.
... also, "while the rest of us, whose support keeps the industry alive, have to sort through all the BS just to find a few good games among the overwhelming tidal wave of shovelware." We have the internet. Honestly, I can't understand how a flood of mediocre titles is a major concern. Quality core titles market their games like they always have, and the "shovelware" usually just shows up with little fanfare. I don't really get how this is a real concern when you have places like Destructoid in the world.
But again, I disagree, but good article.
In todays economy, a flop could kill a development house. That sort of pressure creates stress/fear in the game developers and in the consumers, which means they don't take the chances they probably should and we don't buy decent games while waiting for excellent ones. Very glad you liked the article though! I'll have more on the way.
@tubatic: I can definitely understand why you don't agree with the article. I painted a very bleak outlook of future (like fox news) which I guess is my right as a blogger but doesn't make it true in anyway/shape/form.
The internet is a great filter for shovelware titles. Sites like this, metacritic, gamefaqs, etc are a definite filter for shit games... but seeing as how so many are still getting made, and are being bought up, I guess it confuses me. Maybe there really are people out there that buy a game based solely on the box art. That would explain the PetZ games...
I think the DS is a great example for both our arguments since its sales have continued over 5 years and all sorts of games have been made for it and done well/poorly when they should have done the opposite.
And I do acknowledge that most hardcore gamers play casual games quite a bit, which will keep them alive and pushing forward. When you can get both install bases with a cheaper, simpler game... why chance a AAA title that could flop and seriously hurt your company/business. It's just being smart.
Thanks to both of you for excellent feedback.
As usual, I find us disagreeing.
You bring up some excellent points about the differences in today's climate and the climate of the industry back in 1983.
We really are operating under a completely different paradigm. That being said, I feel that themizarkshow's basic point still stands.
Market forces are still market forces, and I feel that we're rapidly reaching a saturation point.
Most games are now multi-platform; games appear on cellphones; the ipod is emerging as a gaming platform; very few new i.p.'s are reaching market; and I really see the major console manufacturers becoming desperate for some sort of identity.
"Innovation" is rapidly becoming simply a euphemism for novelty. I believe the Wii to be emblematic of this problem.
In short, I see a crash coming: because I feel that this rapid growth is unsustainable.
I could be wrong, of course. Debating this thing has really got me thinking; I might attempt a blog on the matter to present my thoughts in a more logical manner.
That may never come though, as I'm currently chest-deep in a huge historical deconstruction of Finno-Soviet relations.
Where do you see the market heading?
I'm actually somewhat surprised that there wasn't a flood of such games after the first Mario Party. Knockoffs and whatnot. I can understand that the people who put out those games cashed in on the popularity of the system, but...didn't the Gamecube have FOUR Mario Parties? Is Nintendo afraid to add to the already saturated market? XD
I dunno. A few of my friends have Wiis and they barely ever play them, having gone on to bigger and better things. I can unfortunately agree--I mean, I was a great Nintendo fan in eons past but I rarely use my Wii. But then again, I don't really console game anymore, despite the fact my PS2 has five to seven shiny new titles I haven't even played yet. TV's been off since February! =P
I think if anything, I may be evolving as a gamer. I used to be able to sit in front of the TV for several hours on end and plow through games like nothing else. The last time I did that was with Persona 3, and that nearly killed me (putting in around 14 hours one day for example). I mean, I still game, just not so much on consoles. Portables are very nice as they allow me to game on the go and outside, and all of them I have allow me to break the action when I have to do something else, something a console generally can't afford me. When I become a working adult/parent, I probably won't be able to game even that often.
I do think that motion technology is a step in the right direction, since eventually we're going to have Holodeck-esque gaming systems sometime in the future. Just, the Wii should've been 1:1 to begin with, and needless motion controls exist in too many games (shake-to-jump being one of them), so it's off to a rocky start. It's a step towards total immersion/virtual reality.
I would agree that the rapid growth has to stop eventually. The pace has to slow, if not for the general economy, but for the novelty wearing off. Eventually.
But I really don't see that manifesting as a crash. Not at all.
I think the key thing here is that the demand for finely crafted, high quality premium experiences is not required to sustain the digital distribution business model.
Take the cell phone software industry. It was considered a huge growth industry, into the billions. But what's the content? Wallpapers for $2, ringtones for $3 and short-play puzzle games like Columns or Bejeweled. Tetris is still one of the highest selling games for mobile platform. For at least the last three years.
Does a cell phone game maker have to address the passionate cry for more complex, intricate or beautiful games? Nope. Not a huge concern. It doesn't take all that much capital to make a 2D puzzle game, I reckon. Further, you don't need to advertise extensively under this model. The consumer picks a name off a list. You don't even need a sample image to sell a game.
What I see on the Wii, considering the yards of shovelware, is an application of the same model. Get your application on the platform at low production cost, offer it for a low price (compared to the big box consoles) and garner whatever revenue you can while the low cost console/cellphone sells like gangbusters. Repeat as viable. Certainly, companies will fail from this model. But look at Pop Cap Games. They're not going anywhere, because they've perfected the short game.
What's going to happen to the market? I see it being sustained by both casual games at a low cost and high profile AAA titles. Little brothers will inherit their teenage sister's Wii when she feels like she's grown out of it, and little brother is still going to want games. Mom's going to buy a $30 game with a couple cars on the cover. Meanwhile, Zelda Motion Plus will sell in the millions on the back of high quality and name/company brand recognition. Nintendo will continue coming up with neat tricks to get people talking and excited abobut their hardware. DLC will play an even larger factor in keeping dollars flowing for core gamer experiences.
And somewhere in this whole mess of commerce, original and truly innovative game ideas will come out of it, as they always have.
The Wii, as a complete package, brings into the home the general spirit of the arcades. Over the top actions effecting what you see on screen. While there's a hit in the accuracy and skill of gamers, the experience allows for a different, physically engaged play that the big boxes are now trying to access.
But I definitely think the Wii and the connection it gives the user to a physical object to play with. From what I can tell, Sony and Microsoft are going for camera based, controller less models that, considering its lack of direct connection, will ultimately fail to ... (bah!) ... connect to a large audience.
As for the Wii itself, I have said over and over that a meeting at Nintendo probably went something like this:
"So the GameCube didn't do as well as we hoped, what should we do?"
"Resurrect something from the past? People like retro crap."
"I've got it! Lets bring back the Power Glove! But lets try and do it right this time."
"And we can use the GameCube to base the hardware off of, that way we don't need to spend a crap load of money making new and better hardware to run the games!"
etc...
It would have worked if they presented it as "The Power Glove's Back!" or something.