The Limitations of Motion Controls- Part 2

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Edited By gamer_152  Moderator

Number of Inputs

 The iconic Wiimote.
 The iconic Wiimote.

With any video game you must immediately know which inputs do what. In more traditional video games we have a large number of inputs; an Xbox 360 or Playstation controller has 10 buttons, a D-Pad and two control sticks, and even without motion controls the Wii remote has 6 buttons and a D-Pad. Even if we take the slightly reductionist view that control sticks constitute 4 different inputs, that means that the standard console control schemes of this generation have between 10 and 22 different base inputs. On top of that then we can use various different button and control stick combinations to create a massive different array of inputs.

Meanwhile motion control games are reliant on a series of physical actions and gestures that can be easily memorised and performed. It’s not too hard to come up with a few of these gestures but you’d have to go to some considerable lengths to come up with 22 substantially different, easily memorable, and easily performable gestures, let alone ones that could be combined with other gestures in a way that makes sense to utilise as multiple inputs at the same time. You’ll notice that most motion control games are resigned to the player performing one simple action at a time and not just for the sake of simple game mechanics. The facial muscles and fingers provide more room for a variety of accurate motion inputs, but the face still has nowhere near the accuracy and variable quality of the controller and once you start delving too deep into the realms of finger control you might just as well stick a regular controller back into the hands of the player.

Going back to traditional controls, if we take away the ‘4 inputs’ simplification I was using earlier for the sake of statistics, the control sticks actually provide an accurate and highly variable input device which can be held at any angle and pushed as far away from the centre as we wish.   This may not sound particularly remarkable but it’s this accurate, fast, yet easily variable input which is specific to traditional game controls which allows us to handle delicate tasks like controlling a camera or moving a character around the game world, and it’s the lack of any current kind of equivalent input method in motion control gaming which means that designers haven’t been able to find ways to provide you with non-fixed cameras or practical means to move around the game worlds.

Replication

What’s more, motion control games also generally aim at replication of a real-world action as a form of input or at least try to provide an accessible emulation of it. There’s no rule which says that motion control games have to do this and while we “core gamers” don’t need the stepping stone of accessibility this replication offers it’s often seen as primary appeal of motion controls to us. You throw a ball, the character on screen throws a ball, you jump, the character on screen jumps and so on. The problem is that with such an emphasis on pseudo-realistic actions most motion control games focus on a control scheme which is far more willing to take realism of input over practicality of input than traditional games, and even if they didn’t there’d be little point in having motion controls at all. Now, that’s not to say that motion control game designers don’t look at what’s practical in terms of control, they do, it’s just that traditional controls are usually more practical.

Combining the Two

In situations where games try to balance motion control and traditional control alongside each other there’s also the problem that with the player having to keep hold of both sides of the controller during core gameplay, deciding on gestures which are practical, swift and representative of the in-game actions is a difficult task. This is why motion control gestures in more traditionally-designed games like Super Mario Galaxy and Legend of Zelda: Twilight Princess have ended up largely reducing the motion control elements of their games to a simple waggle and I think it’s one reason why core games may opt for voice control over motion control, Mass Effect 3 is certainly already doing so.

Voice Control

 Voice control is cool but probably not a replacement for regular controls.
 Voice control is cool but probably not a replacement for regular controls.

As a side note voice controls are an interesting addition to motion controls, but don’t necessarily fall into all the same traps that motion controls do. With the breadth of human language, voice control actually potentially provides a much wider range of different inputs than even traditional controls and with the malleability of language words can be shortened down to seem both realistic and more practical, however it must be recognised that voice control is a completely different beast from motion control, it’s about emulating conversation and commands rather than any more physical human action. Unfortunately voice controls also carry that major setback of taking much longer to perform than button/control stick inputs and are still a rather active form of input, potentially clashing negatively with regular controls. Do I think voice control in Mass Effect 3 could be some fun? Yes. Do I think it’ll be a replacement for regular controls? Absolutely not.

Duder, It’s Over

Motion controls have proved to be an original, fun and more accessible addition to gaming but motion control games are very different from the experiences we have traditionally referred to as video games. With a limited number of inputs, lack of speedy input, and a host of other issues these styles of control have a lot of enjoyable gameplay to offer, but are not poised to take over the tried and tested staples of standard control schemes and never were. I think a lot of the expectations and hype over motion controls have been born out of a misunderstanding about the place of realism in gaming. For now I think we’ll be sticking with the good old fashioned control pad. Good luck, have Landmaster.

-Gamer_152

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#1  Edited By gamer_152  Moderator

Number of Inputs

 The iconic Wiimote.
 The iconic Wiimote.

With any video game you must immediately know which inputs do what. In more traditional video games we have a large number of inputs; an Xbox 360 or Playstation controller has 10 buttons, a D-Pad and two control sticks, and even without motion controls the Wii remote has 6 buttons and a D-Pad. Even if we take the slightly reductionist view that control sticks constitute 4 different inputs, that means that the standard console control schemes of this generation have between 10 and 22 different base inputs. On top of that then we can use various different button and control stick combinations to create a massive different array of inputs.

Meanwhile motion control games are reliant on a series of physical actions and gestures that can be easily memorised and performed. It’s not too hard to come up with a few of these gestures but you’d have to go to some considerable lengths to come up with 22 substantially different, easily memorable, and easily performable gestures, let alone ones that could be combined with other gestures in a way that makes sense to utilise as multiple inputs at the same time. You’ll notice that most motion control games are resigned to the player performing one simple action at a time and not just for the sake of simple game mechanics. The facial muscles and fingers provide more room for a variety of accurate motion inputs, but the face still has nowhere near the accuracy and variable quality of the controller and once you start delving too deep into the realms of finger control you might just as well stick a regular controller back into the hands of the player.

Going back to traditional controls, if we take away the ‘4 inputs’ simplification I was using earlier for the sake of statistics, the control sticks actually provide an accurate and highly variable input device which can be held at any angle and pushed as far away from the centre as we wish.   This may not sound particularly remarkable but it’s this accurate, fast, yet easily variable input which is specific to traditional game controls which allows us to handle delicate tasks like controlling a camera or moving a character around the game world, and it’s the lack of any current kind of equivalent input method in motion control gaming which means that designers haven’t been able to find ways to provide you with non-fixed cameras or practical means to move around the game worlds.

Replication

What’s more, motion control games also generally aim at replication of a real-world action as a form of input or at least try to provide an accessible emulation of it. There’s no rule which says that motion control games have to do this and while we “core gamers” don’t need the stepping stone of accessibility this replication offers it’s often seen as primary appeal of motion controls to us. You throw a ball, the character on screen throws a ball, you jump, the character on screen jumps and so on. The problem is that with such an emphasis on pseudo-realistic actions most motion control games focus on a control scheme which is far more willing to take realism of input over practicality of input than traditional games, and even if they didn’t there’d be little point in having motion controls at all. Now, that’s not to say that motion control game designers don’t look at what’s practical in terms of control, they do, it’s just that traditional controls are usually more practical.

Combining the Two

In situations where games try to balance motion control and traditional control alongside each other there’s also the problem that with the player having to keep hold of both sides of the controller during core gameplay, deciding on gestures which are practical, swift and representative of the in-game actions is a difficult task. This is why motion control gestures in more traditionally-designed games like Super Mario Galaxy and Legend of Zelda: Twilight Princess have ended up largely reducing the motion control elements of their games to a simple waggle and I think it’s one reason why core games may opt for voice control over motion control, Mass Effect 3 is certainly already doing so.

Voice Control

 Voice control is cool but probably not a replacement for regular controls.
 Voice control is cool but probably not a replacement for regular controls.

As a side note voice controls are an interesting addition to motion controls, but don’t necessarily fall into all the same traps that motion controls do. With the breadth of human language, voice control actually potentially provides a much wider range of different inputs than even traditional controls and with the malleability of language words can be shortened down to seem both realistic and more practical, however it must be recognised that voice control is a completely different beast from motion control, it’s about emulating conversation and commands rather than any more physical human action. Unfortunately voice controls also carry that major setback of taking much longer to perform than button/control stick inputs and are still a rather active form of input, potentially clashing negatively with regular controls. Do I think voice control in Mass Effect 3 could be some fun? Yes. Do I think it’ll be a replacement for regular controls? Absolutely not.

Duder, It’s Over

Motion controls have proved to be an original, fun and more accessible addition to gaming but motion control games are very different from the experiences we have traditionally referred to as video games. With a limited number of inputs, lack of speedy input, and a host of other issues these styles of control have a lot of enjoyable gameplay to offer, but are not poised to take over the tried and tested staples of standard control schemes and never were. I think a lot of the expectations and hype over motion controls have been born out of a misunderstanding about the place of realism in gaming. For now I think we’ll be sticking with the good old fashioned control pad. Good luck, have Landmaster.

-Gamer_152

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#2  Edited By Goly

I think its bound to become the new standard, as soon as the technology becomes more precise and accurate. It seems to be a step further towards a more immersive experience.

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Holodeck or GTFO

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#4  Edited By Video_Game_King

I think Twilight Princess only had waggle control more because it was pretty much the first Wii game. Also, there is one downside to voice control: it would absolutely destroy Let's Plays :P.

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#5  Edited By MeierTheRed
@Khann said:

Holodeck or GTFO

Hear, hear.
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#6  Edited By gamer_152  Moderator
@Goly said:
I think its bound to become the new standard, as soon as the technology becomes more precise and accurate. It seems to be a step further towards a more immersive experience.
I've heard people say this before and I just don't think it's an issue of accuracy. I mean as it is the Kinect is a very accurate peripheral, I don't see how it can get that much more accurate, and the Wii with Motion Plus and Move are no slouches either, but these seem barely more applicable as control schemes in themselves than the motion control on the original Wiimote. I don't see the logic behind how this jump up in accuracy is supposed to be the answer to making motion control schemes applicable to traditional video games. It may seem like a step towards more immersion but as I said, I think the whole "motion controls are the future" thing has come about as a misunderstanding about realism in games. It's been repeatedly proven that games are usually more immersive if they just aim to be fun rather than realistic, this has been true for game mechanics, this has been true for aesthetics and I think this is true for input methods.
 
I think precision has something to offer the more physical video games out there (although even then I don't think it's the kind of improvement some people think it is), but as I've said in these blogs solely basing your game around motion controls doesn't just provide a new control scheme for games, but it changes the experience of a game entirely, and with all the limitations I've outlined here, most prominently the lacking number of inputs and speed of inputs with motion controls, I just don't see them as a successor to the gamepad.
 
@Video_Game_King said:
I think Twilight Princess only had waggle control more because it was pretty much the first Wii game. Also, there is one downside to voice control: it would absolutely destroy Let's Plays :P.
Well that was no doubt an issue but let's take a game like Super Mario Galaxy 2. Nintendo had a lot of time to get used to motion controls since the first game but did any of it seem that less limited? I think there was some cool motion control stuff in there but the very large majority was still about pointing at the screen and waggling. The Wii MotionPlus has meant that the new Zelda will be able to track more precise slicing as opposed to just waggle, but even then I still think you have to accept that keeping your hands on the controller during a motion control game is a big limitation on which motion control actions can be performed. That doesn't mean Skyward Sword is a bad game, it looks very well-made, it's just the way it is and the point I'm really trying to make is that combining motion controls and traditional controls doesn't give you all the inputs of both in one, and that the limitations of this style of input are something that game designers will have to deal with.
 
@pornstorestiffi said:
@Khann said:

Holodeck or GTFO

Hear, hear.
You guys have no idea how much I want a holodeck right now.
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#7  Edited By Video_Game_King
@Gamer_152
 
I was more commenting on that one specific instance. I was going to end the comment by saying that it was the only thing I had to say on the subject, but then the Let's Play thing came up.
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#8  Edited By tourgen

Hey, great blog post, thanks.
 
My take on motion controls is pretty much the same.  They have their place but in a different, entirely new game genre.  Not grafted onto existing game types.
 
A controller gives you the feel of interacting with something real and physical, and ideally can provide a little bit of physical feedback.  That is just going to work better in situations where you are simulating physical interaction within the game (interacting with a gun, a guitar, driving a jeep, flying a plane).
 
Expressing your love for blooming flowers with modern interpretive dance routines: there you go, a perfect game for kinect.

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#9  Edited By Claude

When I hear the word waggle, I automatically think you're doing it wrong. In a lot of Wii games, a quick flick of the wrist is all that's needed. Mario Galaxy did not use waggle, it was a flick of the wrist. If you flail, you fail.

The Wii Remote also uses IR Pointing control which has nothing to do with motion. But, a lot of traditional gamers had problems with this. As for me, I didn't. I just place the Wii Remote on my lap or my chair's armrest and use slight wrist movements to achieve my desired goal. I guess I'm just good at Motion Controls and using the IR.

In the end, money talks. It was proven again and again on the Wii that people that play traditional games did not like or buy these games for the Wii. With the Wii U continuing to use motion controls and IR functionality along with its new controller, I'll be curious to see how developers use these devises with more traditional games. As for Move and Kinect, only time will tell and of course again, money talks.

I wrote a blog a year and a half ago on some observations of people playing my Wii. Some people have a hard time playing with these control sets. My true feeling is that these alternatives to playing video games is not for everyone. But man, do I like having them.

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#10  Edited By gamer_152  Moderator
@Video_Game_King said:
@Gamer_152:   I was more commenting on that one specific instance. I was going to end the comment by saying that it was the only thing I had to say on the subject, but then the Let's Play thing came up.
Ah, okay, I'm with you. You know after reading your comment I also began thinking trying to use voice control and voice chat with your friends at the same time would be impossible too.
 
@tourgen said:
Hey, great blog post, thanks.  My take on motion controls is pretty much the same.  They have their place but in a different, entirely new game genre.  Not grafted onto existing game types.  A controller gives you the feel of interacting with something real and physical, and ideally can provide a little bit of physical feedback.  That is just going to work better in situations where you are simulating physical interaction within the game (interacting with a gun, a guitar, driving a jeep, flying a plane).  Expressing your love for blooming flowers with modern interpretive dance routines: there you go, a perfect game for kinect.
Thank you very much. I agree with pretty much everything you have to say, although I don't think motion controls are necessarily better for games where you're simulating physical interactions, but more for when one specific physical simulation is the focus on the game. All FPS games contain physical interactions with guns, but only games like Resident Evil 4: Wii Edition are actually about feeling like you're holding and firing a gun. This is actually one area where I feel the Kinect falls a little short in one way, as while the complete lack of controller makes it more accessible than probably even the Wii, it also means that unlike the Move and Wii it can't provide the player with tactile feedback. Oh, but I do really love the idea of Flower for the Kinect.
 
@Claude said:

When I hear the word waggle, I automatically think you're doing it wrong. In a lot of Wii games, a quick flick of the wrist is all that's needed. Mario Galaxy did not use waggle, it was a flick of the wrist. If you flail, you fail.

The Wii Remote also uses IR Pointing control which has nothing to do with motion. But, a lot of traditional gamers had problems with this. As for me, I didn't. I just place the Wii Remote on my lap or my chair's armrest and use slight wrist movements to achieve my desired goal. I guess I'm just good at Motion Controls and using the IR.

In the end, money talks. It was proven again and again on the Wii that people that play traditional games did not like or buy these games for the Wii. With the Wii U continuing to use motion controls and IR functionality along with its new controller, I'll be curious to see how developers use these devises with more traditional games. As for Move and Kinect, only time will tell and of course again, money talks.

I wrote a blog a year and a half ago on some observations of people playing my Wii. Some people have a hard time playing with these control sets. My true feeling is that these alternatives to playing video games is not for everyone. But man, do I like having them.

You're right about the waggle thing, I was only really using that to mean a quick, simply movement of the wrist. I do see IR as part of motion controls though, and I think it's susceptible to some of the same limitations, but I think you're right that IR needn't involve the big, overblown motions some use. That being said a lot of games do encourage big, overblown motions when using IR. Like you say it will be interesting to see exactly how the Move and Kinect are going to be utilised in more "core" games if they are at all, and it'll be interesting to see how developers use the Wii U's features in games.
 
I was kind of disappointed with the Wii that with all the shovelware and cheap party games selling so well that there was little incentive for 3rd-party developers to really try and use the Wii's motion controls in original and clever ways, and I fear that the same thing may happen to other motion control platforms. I'll check out your blog, but I must say that even if our tastes differ here, your love of your God damned Wii has been heart-warming Claude.