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New Wii FPS Control Scheme (long post)

maxfukmaxfuk Registered User regular
edited April 2007 in Games and Technology
maxfieldsfpscontrolmd5.gif

Maybe a lot of you are like me and are getting tired of the same old "invisible box" (http://www.nintendowiifanboy.com/2006/06/23/the-fps-conundrum/) FPS games that lazy developers have come up with for the new Wii controller, which was supposed to inspire creativity.

While I believe that this method is awesomely intuitive and should be implemented, it's definitely only half of a complete FPS control scheme. While the Wii-mote is being utilized, developers haven't explored the potential behind the Nunchuck, settling for cop out "shake for ammo" type controls.

Basically, by holding the remote in a certain orientation with respect to the ground, the accelerometers in the Nunchuck can be used like another analog control stick. This idea is currently being explored by Vicious Engine: (http://www.joystiq.com/2007/03/08/vicious-engine-envisions-creative-wii-fps-controls/).
While the idea in the article is good, I think that we can go even further to truly revolutionize the FPS on the Wii.

If you want to turn to a direction instantly and shoot, why shouldn't you just be able to turn the Nunchuck that direction, then aim the Wiimote and fire, as seen in the above sketch. This way you could turn to whatever angle as fast as you could tilt your wrist. This is equivalent to whipping the gun around and shooting, turning your head while leaving the rest of the body stationary. This would be especially useful for Close Quarters Combat where precision isn't as necessary as response time. Since a button needs to be held down to activate this control feature, the player wouldn't need to constantly worry about the orientation of his Nunchuck.

If the player wants to make a sharp turn in his movement, another button (like the A button, which is frequently used for more locking on or more careful aim) could be tapped to turn the body to where the head is facing. This way a quick about-face could be done by holding the Z button and flipping the Nunchuck to glance over your right shoulder, and then tap the A button to completely turn around.

The Wiimote would still have control of the less-intense camera movement by pointing the Wiimote outside of the "invisible box", which is an indispensable game play mechanic. This would also allow the player to turn his body while using the Nunchuck to look around.

I would love for this control system to be built into an FPS, but unfortunately I'm no game developer. Let me know what you think and what you'd do differently.

maxfuk on
«1

Posts

  • yalborapyalborap Registered User regular
    edited April 2007
    Yeah....No. Just the first one could work, for the most part, but mixing in the tilting doesn't work. You'd want to mix in 'invisible box' use for subtle aiming.

    yalborap on
  • maxfukmaxfuk Registered User regular
    edited April 2007
    ...but mixing in the tilting doesn't work.

    So you're saying the instant vertical looking wouldn't work, or the tilt analog control like that used in the Vicious engine?
    You'd want to mix in 'invisible box' use for subtle aiming.

    This control system would require the invisible box to be mixed in to work correctly. Sorry if that wasn't clear.

    maxfuk on
  • ShadowfireShadowfire Vermont, in the middle of nowhereRegistered User regular
    edited April 2007
    I remember reading somewhere that Heatseeker was making marvelous use of the nunchuck's tilt sensing, to the point that you could actually tilt the nunchuck to control the plane. I hadn't realized it was that sensitive, but apparently it works well... this method you provide could probably work, too, if the article was any indication.

    Shadowfire on
  • SupersplinesSupersplines Registered User regular
    edited April 2007
    The tilt controls with the nunchuck wouldnt really work in that the angle the character looked at would have to be a preset. That would get totally annoying, you dont always want to look 90 degrees left, or 45 degrees up etc etc You could say then, that you would have the invisible box thing as well, but then why have the nunchuck tilt controls if your just going to look with the remote?

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  • SupersplinesSupersplines Registered User regular
    edited April 2007
    Shadowfire wrote: »
    I remember reading somewhere that Heatseeker was making marvelous use of the nunchuck's tilt sensing, to the point that you could actually tilt the nunchuck to control the plane. I hadn't realized it was that sensitive, but apparently it works well... this method you provide could probably work, too, if the article was any indication.


    The tilt controls are unbelievably sensitive, if youve ever used the mac light saber wii remote program it tells you how much motion its picking up on each access as you wield it around. Seeing this, (the sensitivity) then playing party games that dont use all this information very well makes me extremely frustrated.

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  • Bloods EndBloods End Blade of Tyshalle Punch dimensionRegistered User regular
    edited April 2007
    Will I have to wear dark shades?

    Bloods End on
  • NaromNarom Registered User regular
    edited April 2007
    I don't know, this seems a bit too complicated. Really, the "invisible box" seems like the most practical scheme at this point in time.

    edit: ideally, there would be several boxes that had varying sensitivity.

    Narom on
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  • ShadowfireShadowfire Vermont, in the middle of nowhereRegistered User regular
    edited April 2007
    Shadowfire wrote: »
    I remember reading somewhere that Heatseeker was making marvelous use of the nunchuck's tilt sensing, to the point that you could actually tilt the nunchuck to control the plane. I hadn't realized it was that sensitive, but apparently it works well... this method you provide could probably work, too, if the article was any indication.


    The tilt controls are unbelievably sensitive, if youve ever used the mac light saber wii remote program it tells you how much motion its picking up on each access as you wield it around. Seeing this, (the sensitivity) then playing party games that dont use all this information very well makes me extremely frustrated.

    Re-read, please. I said they were making marvelous use of the nunchuck's tilt sensing, not the wiimote. I know the wiimote is sensitive as fuck. :P

    Shadowfire on
  • maxfukmaxfuk Registered User regular
    edited April 2007
    you dont always want to look 90 degrees left, or 45 degrees up

    That's the point of this control scheme, I didn't like the "shake to turn 180" type control , so you should be able to tilt the remote any amount you want to turn that amount of degrees around.

    Let's say you're shot at from the left but you don't know where from, then you'd simply hold down the Z button, and rotate your wrist to the left until you see the threat, then stop rotating (i.e. if the target was shooting 77 degrees to your left, you would need to rotate your wrist 77 degrees to the left). Then you could either hold your wrist in that position and aim the Wii-mote to fire, or release the Z button to turn and face the threat.

    maxfuk on
  • maxfukmaxfuk Registered User regular
    edited April 2007
    I don't know, this seems a bit too complicated. Really, the "invisible box" seems like the most practical scheme at this point in time.

    This control is in addition to the existing "invisible box" control. That control scheme is intuitive and works extremely well, but as I said it's only half of a control system in my opinion.

    edit: ideally, there would be several boxes that had varying sensitivity.

    That is the way the new Metroid is going to work as of right now.

    maxfuk on
  • NaromNarom Registered User regular
    edited April 2007
    maxfuk wrote: »
    I don't know, this seems a bit too complicated. Really, the "invisible box" seems like the most practical scheme at this point in time.
    This control is in addition to the existing "invisible box" control. That control scheme is intuitive and works extremely well, but as I said it's only half of a control system in my opinion.
    I guess I can understand that. It would be nice for those looking for more quickness/responsiveness in addition to precision.
    edit: ideally, there would be several boxes that had varying sensitivity.
    That is the way the new Metroid is going to work as of right now.
    Yeah, I know. You can definitely see it in the more recent trailers.
    I was glad to see them go that route.

    Narom on
    <cursive>Narom</cursive>
  • maxfukmaxfuk Registered User regular
    edited April 2007
    So in summation, my control scheme is actually a combination of two existing schemes with an original idea.

    First, use pointer control with "imaginary box" style turning.

    Second, analog nunchuck camera control, ala the Vicious Engine (see article).

    Finally, my original control scheme works in support of all that, connecting the camera's orientation with the Nunchuck's orientation directly by pressing the Z button, to look quickly in any direction.

    I think that I should make a change to the controls, in that releasing the Z button would make the player's "head" look forward again, while a separate button, let's say the A button, would need to be pressed to turn the players "body" toward the camera. Let me know what you'd do.

    maxfuk on
  • FyreWulffFyreWulff YouRegistered User, ClubPA regular
    edited April 2007
    It's just too complicated. The best one I've heard of is 3's "pro" setup, where it moves the entire camera with the Wii-mote.

    FyreWulff on
  • ProfsProfs Registered User regular
    edited April 2007
    Anyone remember that gun peripheral that Nintendo showed off last E3 that the Wiimote would slide into? The wiimote could slide into it, and there would be an analog stick where the hammer of the gun would normally be. Meanwhile, you'd still have the nunchuck attached, thus giving you two analogs and the wiimote for control. Matt Cassamasina (IGN editor) suggested a control scheme based on this setup where movement would be controlled via nunchuck analog, camera (or head movement in this scenario) would be controlled by the gun's analog, and the actual aiming would be controlled by the wiimote. This, to me, is one of the best possible set-ups, though there has been no mention of the gun peripheral since the pictures at E3. The precision on it would be freaking crazy, as you wouldn't have to bother with the bounding box with the analog stick on the gun at a high sensitivity rate, and yet you would still have the precision aim of the wiimote. Anyone get what I'm saying?

    Profs on
  • KlaymenKlaymen Registered User regular
    edited April 2007
    This seems quite unintuitive, and the pressing/releasing of the Z-button is basically just simulating a "mouse lift" and "mouse drop" action, like current existing hand-held mice. If you were going to go down this route, in my opinion you would be better off using the wiimote like a mouse (no moving reticule), with a button press to enable/disable looking (to put the wiimote into the position you want to keep looking/turning again).

    On top of this if we need to insist on moving the reticule, that can THEN be done by tilting the nunchuck in the appropriate axes.

    Make sense?

    [EDIT: Another option could be to use the wii-mote like the standard invisible-box moving reticule setup, then use tilting the nunchuck in the appropriate axes as an additional analog turning system ]

    Klaymen on
  • wombatwombat __BANNED USERS regular
    edited April 2007
    Sorry, I skimmed the posts, so I'm not sure if anyone mentioned the fact that this control scheme has already been introduced a few months ago, and there's a company already looking to implement it in their own Wii game. Personally, I think it sounds a little complicated, and not so intuitive to me.


    edit:

    here's the article

    http://www.joystiq.com/2007/03/08/vicious-engine-envisions-creative-wii-fps-controls/

    I guess they're slightly different. But the idea of mapping both movement and look controls to the nunchuk is, uh, I guess 'old hat'

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  • KlaymenKlaymen Registered User regular
    edited April 2007
    That was linked in the OP.

    The difference with the OP is it is suggesting to use the invisible-box pointer controls on top of the nunchuck controls suggested in that link. Although the OP has switched one of the nunchuck axes, so that a "twisting key" motion turns the player horizontally, instead of twisting about a vertical axis.

    [EDIT: Actually I think the joystiq article suggests the nunchuck look control would emulate analog motion, while the OP suggests more of a 1to1 movement relationship]

    Klaymen on
  • maxfukmaxfuk Registered User regular
    edited April 2007
    pressing/releasing of the Z-button is basically just simulating a "mouse lift" and "mouse drop" action, like current existing hand-held mice.

    This is not really accurate assessment, since the pressing/releasing of the Z-Button is actually enabling/disabling the players head from looking around freely via the Nunchuck orientation.

    It is most analogous to the a flight simulator, where the Hat switch on a joystick is pressed backward to check your six, or slowly rotated in a circle to scan the sky horizontally for a missle.
    Actually I think the joystiq article suggests the nunchuck look control would emulate analog motion, while the OP suggests more of a 1to1 movement relationship


    That is exactly right Klaymen, you hit it right on the nose. Unfortunately, while the twisting key motion is not as intuitive as a rotation about the vertical axis, it is not possible to measure steady state orientation of the remote by rotating in that way.

    The Nunchuck measures its steady state position with respect to the earth using gravity. Therefore a slight tilt of the wrist to the left or right can be measured. The problem with the motion of twisting your wrist vertically like you were revving up a motor cycle is that the nunchuck is in the same final position that it started in with respect to the ground. While you could use a filter which integrates the accelerometer values over time in order to yield an estimate of position, the One to One relationship would be lost, and final position error would become considerable.

    And that is the technical reason why a twisting key motion is necessary to implement One to One looking with the Nunchuck.

    maxfuk on
  • killamajigkillamajig Registered User regular
    edited April 2007
    meh.

    if they put an analog stick on the wii mote this whole thread would be moot.

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  • maxfukmaxfuk Registered User regular
    edited April 2007
    The best one I've heard of is 3's "pro" setup, where it moves the entire camera with the Wii-mote.

    The reason why rotating the chuck vertically like a motor cycle handle wouldn't work well is the same reason why fixed reticule aiming like the "pro" setup on Metroid Prime 3 is so difficult to implement. You couldn't just point the remote behind you and expect the aim to be a one to one relationship with that motion. While it is possible to integrate the changes in motion over very small periods of time to estimate where the remote is aiming while pointed away from the screen, without the sensor bar to rely on the aim would probably be very inaccurate. Tilting the remote up and down to aim when pointed away from the screen is still simple to measure since it changes the remotes position with respect to the ground, but small, slow horizontal changes in aim would be next to impossible to measure accurately.

    maxfuk on
  • RookRook Registered User regular
    edited April 2007
    Hai Guys! I got this totally sweet idea for a FPS control scheme.
    14013.jpg

    Seriously though, why would you want to introduce such a mind numbingly complex scheme into what's supposed to be a pick up and play console. All you're essentially doing is inventing more and more convoluted ways of trying to emulate the mouse with the limitations of the wiimote and nunchuck.

    Rook on
  • FaceballMcDougalFaceballMcDougal Registered User regular
    edited April 2007
    I applaud the effort but the mechanisms just are not there to make FPSs on the Wii fun at all unless you just use the dual analog.

    FaceballMcDougal on
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  • -SPI--SPI- Osaka, JapanRegistered User regular
    edited April 2007
    If you just took the first couple of ideas and ditched the rest you'd have a nice control scheme for a Wii Panzer Dragoon sequel. SEGA! Get on this!

    -SPI- on
  • maxfukmaxfuk Registered User regular
    edited April 2007
    All you're essentially doing is inventing more and more complex ways of trying to emulate the mouse with the limitations of the wiimote and nunchuck.

    Yes, we all know that the mouse is the end all beat all FPS control, so why try anything new or different? It's obvious that you didn't attempt to understand anything about the control scheme or how to take full advantage of a controller which can sense nearly any degree of orientation. Thank you for contributing nothing to the topic.

    maxfuk on
  • DrezDrez Registered User regular
    edited April 2007
    Bloods End wrote: »
    Will I have to wear dark shades?

    That depends on how bright the future is.

    Drez on
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  • fdiskcdrivefdiskcdrive Registered User regular
    edited April 2007
    The problem with wiimote with nice 1:1 fps controls is to do a full 180 you would actually have to physically do a full 180, losing site of the TV. What I don't get is why FPS developer's for wii don't just use the B or A button to emulate picking up the mouse. Basically if you hold one of those down, the wiimote would stop trying to track motion allowing you to recenter the position. It doesn't seem like it would be unintuitive since we are used to doing it with a mouse.

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  • wakeboarderbluntwakeboarderblunt Registered User regular
    edited April 2007
    I like that you're thinking about ways to improve a FPS on Wii, but it does seem pretty complicated... I had an idea to change FPS on Wii as well, different alltogether, but not sure if I want to share it now. Seems it will be complicated too.

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  • PikaPuffPikaPuff Registered User regular
    edited April 2007
    Haha, I don't think this has been mentioned yet. The OP's control scheme will cause Zoolander syndrome.

    Step 1: Rotate left hand (nunchuck hand) clockwise to mimic the right turn.

    Step 2: Rotate left hand (nunchuck hand) counter-clockwise to mimic the left turn.

    You can't turn left!

    PikaPuff on
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  • ZekZek Registered User regular
    edited April 2007
    I think FPS control on the Wii is very simple. Movement on the analog stick, camera control on the wiimote with a locked crosshair like a mouse. One button that locks the camera and allows free aiming with the wiimote. Another button that disables mouselook so you can recenter the wiimote. Bam, you're done.

    Zek on
  • fdiskcdrivefdiskcdrive Registered User regular
    edited April 2007
    Zek wrote: »
    I think FPS control on the Wii is very simple. Movement on the analog stick, camera control on the wiimote with a locked crosshair like a mouse. One button that locks the camera and allows free aiming with the wiimote. Another button that disables mouselook so you can recenter the wiimote. Bam, you're done.

    exactly.

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  • RookRook Registered User regular
    edited April 2007
    maxfuk wrote: »
    All you're essentially doing is inventing more and more complex ways of trying to emulate the mouse with the limitations of the wiimote and nunchuck.

    Yes, we all know that the mouse is the end all beat all FPS control, so why try anything new or different? It's obvious that you didn't attempt to understand anything about the control scheme or how to take full advantage of a controller which can sense nearly any degree of orientation. Thank you for contributing nothing to the topic.

    I'm sorry if you can't accept the simple criticism that your idea is far too complex. And because if this complexity manages to introduce some uncomfortable play styles as well as some huge limitations. Try tilting your left hand 180 degrees clockwise. Simple? Now try doing it 180 degrees counter clockwise. Pretty fucking uncomfortable right?

    Rook on
  • darleysamdarleysam On my way to UKRegistered User regular
    edited April 2007
    i guess this has already been considered, or even implemented somewhere, but could you not just use the analog stick to control your forward, backward and strafe movement, and use its tilt to control turn? Then use the wiimote to aim the cursor on the screen for where you want to shoot.

    darleysam on
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  • LewiePLewieP Registered User regular
    edited April 2007
    Zek wrote: »
    I think FPS control on the Wii is very simple. Movement on the analog stick, camera control on the wiimote with a locked crosshair like a mouse. One button that locks the camera and allows free aiming with the wiimote. Another button that disables mouselook so you can recenter the wiimote. Bam, you're done.

    exactly.

    This really really wouldn't work. once you turn 180* you are starting to face away from the TV, in an FPS you should be able to have not just 360* motion, but consistant 360 motion.

    A solution I thought of. Design a game with very limited vertical aiming required, have the nunchuck analogue do the same a anaolgue in goldeneye, forwards/backwards movement, and left/right turning. Aiming on screen is like a light gun, has no mouse look effect, but points where you shoot. Left and right strafe could be done by either one of the shoulder buttons on each wiimote + nunchuck, or by Dpad (might be a bit more awkwards) basically any two buttons.

    LewieP on
  • fdiskcdrivefdiskcdrive Registered User regular
    edited April 2007
    LewieP wrote: »
    Zek wrote: »
    I think FPS control on the Wii is very simple. Movement on the analog stick, camera control on the wiimote with a locked crosshair like a mouse. One button that locks the camera and allows free aiming with the wiimote. Another button that disables mouselook so you can recenter the wiimote. Bam, you're done.

    exactly.

    This really really wouldn't work. once you turn 180* you are starting to face away from the TV, in an FPS you should be able to have not just 360* motion, but consistant 360 motion.

    A solution I thought of. Design a game with very limited vertical aiming required, have the nunchuck analogue do the same a anaolgue in goldeneye, forwards/backwards movement, and left/right turning. Aiming on screen is like a light gun, has no mouse look effect, but points where you shoot. Left and right strafe could be done by either one of the shoulder buttons on each wiimote + nunchuck, or by Dpad (might be a bit more awkwards) basically any two buttons.

    Read my post a couple down from the top.

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  • LewiePLewieP Registered User regular
    edited April 2007
    Read my post a couple down from the top.

    urgh, that sound horrible, actually think about what movement and coordination you would be doing there, it's sounds really unintuitive.

    LewieP on
  • maxfukmaxfuk Registered User regular
    edited April 2007
    Haha, I don't think this has been mentioned yet. The OP's control scheme will cause Zoolander syndrome.

    Step 1: Rotate left hand (nunchuck hand) clockwise to mimic the right turn.

    Step 2: Rotate left hand (nunchuck hand) counter-clockwise to mimic the left turn.

    You can't turn left!

    Yeah, I had thought that might be a problem, but anyone should be able to rotate their wrist at least 90 degrees to the left without any difficulty. Besides, a normal person probably wouldn't be able to shoot accurately much more than 90 degrees to their left with the gun in their right hand and keeping their feet stationary (go ahead try it out).

    It is true that the arc from 8 oclock to 6 oclock would be difficult for a right handed person to cover with 1-1 instant look controls, so I guess people will just have to turn slightly while looking in order to cover that region.

    maxfuk on
  • darleysamdarleysam On my way to UKRegistered User regular
    edited April 2007
    LewieP wrote: »
    Zek wrote: »
    I think FPS control on the Wii is very simple. Movement on the analog stick, camera control on the wiimote with a locked crosshair like a mouse. One button that locks the camera and allows free aiming with the wiimote. Another button that disables mouselook so you can recenter the wiimote. Bam, you're done.

    exactly.

    This really really wouldn't work. once you turn 180* you are starting to face away from the TV, in an FPS you should be able to have not just 360* motion, but consistant 360 motion.

    A solution I thought of. Design a game with very limited vertical aiming required, have the nunchuck analogue do the same a anaolgue in goldeneye, forwards/backwards movement, and left/right turning. Aiming on screen is like a light gun, has no mouse look effect, but points where you shoot. Left and right strafe could be done by either one of the shoulder buttons on each wiimote + nunchuck, or by Dpad (might be a bit more awkwards) basically any two buttons.

    Read my post a couple down from the top.

    but as me and Lewie suggested, this negates the "can't turn round" problem. You're using the wiimote to aim a gun on the screen, not aim the camera itself. The rest of the controls, say on the nunchuck, can be used for aiming the 'body' of your character, instead.

    darleysam on
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  • fdiskcdrivefdiskcdrive Registered User regular
    edited April 2007
    LewieP wrote: »
    Read my post a couple down from the top.

    urgh, that sound horrible, actually think about what movement and coordination you would be doing there, it's sounds really unintuitive.

    Yeah about as unintuitive as using a mouse. Seriously. Use the analog stick in the nunchuck for movement. Aim with wiimote just like a mouse, only to pick up the mouse to recenter, use A. How hard is that?

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  • DusdaDusda is ashamed of this post SLC, UTRegistered User regular
    edited April 2007
    I see what you're going for, Max. You're trying to find a control scheme that allows the player to move freely, while being able to fire at any point on the screen with the Wiimote. I like how you use the nunchuk as a 'third thumbstick,' but unfortunately I don't think it'll work. Have you ever played Marvel: Ultimate Alliance on the Wii? Rotating the nunchuk left or right rotates the camera. While this is cool for whenever you want to turn the camera, it makes it impossible to rest your hand. It makes the game damn near unplayable to me.

    Its a cool idea though.

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  • darleysamdarleysam On my way to UKRegistered User regular
    edited April 2007
    Are there any great problems with the sort of schemes me and Lewie have suggested? Honestly, in my head, they sound pretty workable. For mine, i would've thought that using the wiimote to aim a crosshair on the screen would cancel out any inaccuracies in using the nunchuck tilt to turn. As for aiming up and down.. that's something i haven't really thought about :(

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