Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 31, 2014
arrowPress Releases
October 31, 2014
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Motion vs. Conventional: The Legend of Zelda Problem.
by A W on 01/10/12 09:55:00 am   Featured Blogs

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Ok... so Legend of Zelda: Skyward Sword has been out for a full month or more.  My question is which do gamers / game makers prefer. Link's Motion Controls in Skyward Sword, or his conventional control in Windwaker / Twilight Princess (although Twilight Princess did introduce some limited motion on the Wii.)

Was it a step forward, or does it still need proving? I think this is a big deal considering design in the future of games that involve action (and RPGs). Also it might a sticking point in the fact that Nintendo didn't give players a choice this time around.

So lets hear it - voice your opinions, fact, love, and fustrations about which is better.

Related Jobs

Next Games
Next Games — Helsinki, Finland

Senior Level Designer
Magic Leap, Inc.
Magic Leap, Inc. — Wellington, New Zealand

Level Designer
Grover Gaming
Grover Gaming — Greenville, North Carolina, United States

3D Generalist / Artist
Demiurge Studios, Inc.
Demiurge Studios, Inc. — Cambridge, Massachusetts, United States

Lead System Designer


Michael Frauenhofer
profile image
I love the motion controls when they're working - and when I played SS in a house, they worked nearly 100% of the time. However, the precision/convenience of conventional controls comes in handy when I'm in my tiny apartment, and just getting the Wii to reliably let me use my remote as a pointer can mean having to rearrange furniture. In an ideal world, motion would totally be my bag, but I just don't really have the space for it...

profile image
I hear that space can be a limiting factor. And it makes a valid argument against motion control. I find that at first when I played the game I though that you need broad strokes to swing the weapon, much like Red Steel 2. However later I came to understand that shorter directional quicker strokes where better because you had a better sense of direction with the way you are holding the Wii mote.

The only motion mechanic I find is the weakest is the musical aspect of the harp. I think the motion on that is poorly designed. One part of the game actually had me quitting because it could not get the tempo to a song correct enough to gain the prize.

Chris Hendricks
profile image
My first experience with a 3D Zelda game was Wii's Twilight Princess, believe it or not. I absolutely loved the motion control scheme, and found difficulty later when trying out older 3D Zeldas like Ocarina of Time. Skyward Sword's refinement of Twilight Princess continues to be a great control scheme for me, although it doesn't always recognize the kind of sword swipe I'm doing (either that, or I just am not moving my arm in the direction that I think I am).

profile image
I find that in SS I have to be careful how I hold the controller because sometimes I twist my arm while I'm swiping and that can throw off the way link swings. TP was easier because the control was just a waggle. I found myself pressing A more in that game though because I was use to to the old style of play. I think the biggest adjustment will be going back to the select item way of the older games, where you had to map the item you needed to use to a button by going to a menu screen.

Michael Frauenhofer
profile image
@A W - Small spaces actually work great for swordplay, strokes broad or abbreviated - what suffers is using the remote as a pointer - as in dowsing sections. Zelda being Zelda, though, the game is definitely compelling enough to make me spend all of two minutes dragging around some furnture each day!

profile image
I do wish there where less dowsing though it is completely optional to use that. I have had problems with switching from the sword to an item that uses the pointing. But I lay on my couch when I play, and I had a lot of space to play between me and my TV. So I will be testing it out in my smaller space to see if the problem goes away. I don't think this game uses the bar for pointing. It may all rely on just the gyro and motion+.