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Nintendo Announces MotionPlus Wii-mote Accessory
by Brandon Boyer [PC, Console/PC]
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July 14, 2008
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Ahead of its E3 media briefing scheduled for July 15th, Nintendo has announced MotionPlus, a new accessory for its standard Wii-mote that it says will "more quickly and accurately" track motions in 3D space.
The accessory clips on to the end of the Wii-mote and "combined with the accelerometer and the sensor bar, allows for more comprehensive tracking of a player’s arm position and orientation, providing players with an unmatched level of precision and immersion."
Nintendo says the addon will record "every slight movement players make with their wrist or arm is rendered identically in real time on the screen, providing a true 1:1 response in their game play."
No further details about the availability or compatibility with the accessory has yet been revealed, but the company says it "reconfirms Nintendo’s commitment to making games intuitive and accessible for everyone" and that it will further detail the addon during its media briefing.
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Or perhaps, a lightsaber game could not be satisfying the way you are imagining it.
With no force feedback these sorts of VR applications fall apart. If your opponent parries a blow, the virtual sword stops, but your real hand keeps going. When you pull your hand back to match ... what happens? Does the virtual sword immediately pull back putting itself further out of sync? Or does it wait until your real hand gets back to where it should be, making the application seem unresponsive.
Professional 'goggles & gloves' VR apps run into this sort of usability issue all the time, and so far there are no very good solutions to it.
I don't see how Lucas could make a lightsaber game that is fun to play but also does not draw criticism because it is not the game that people think is possible.
Obviously, I'd very much love to be proven wrong.
For example, when an attack is parried, the user has a small amount of time to mimic the character's sword position on-screen. The success of the parry depends on how long the user can hold the position.
My biggest gripe about the Wii remote is it's lack of 1:1 motion detection, and, while this isn't the elegant solution, it's a move that is greatly welcome.
Yes, I am saying that I don't believe that this little add-on will magically enable 1:1. I see no evidence to support the idea that it can do that.
What Nintendo is doing right now is selling things that should have been there all along, like VOIP and a Wiimote with a half-decent accelerometer, and presenting it as a "new feature" or "awesome upgrade" and charging a lot for it.
Software consultants will recognize this trick: Code something that just barely meets spec. While you're doing this, you come up with three simple ideas that would make it better. DO NOT CODE THOSE IDEAS. Give it to the customer as-is. Then, next year, sell them version 1.1 with one of the three features. Then sell them 1.2 the year after. Then announce the jump to version 2.0 with the coolest of the three features included. You've now sold them four products in four years with just the work needed to create one product. If you had given them the "real" solution up-front, they wouldn't have appreciated the three cool features because they wouldn't have noticed them.
That's exactly what Nintendo is doing. Look back at how Reggie talked in tones of wonder about being able to play Mario Kart online. Big deal! Online play? Quake 1 played over the internet in 1995. XBox Live! has been around since last generation. Online play isn't new or amazing, but Nintendo basically left online play out initially, then acted like it was some amazing thing when they added rudimentary, crappy online later.