Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Strong Tales of Xillia sales help Namco Bandai to Q3 profits [1]
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [8]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [14]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Sony Computer Entertainment America LLC
Senior DevSuite Web Administrator
 
Sony Computer Entertainment America LLC
Senior Staff Software Application Engineer
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Gala Networks Europe
augura un buon San
Valentino
 
Gala Networks Europe
herkesin Sevgililer...
 
Gala Networks Europe sort
le grand jeu pour les...
 
Gala Networks Europe
Sends Valentines to All
 
Gala Networks Europe
feiert Valentinstag
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  Nintendo Announces MotionPlus Wii-mote Accessory
by Brandon Boyer [PC, Console/PC]
9 comments
Share on Twitter
Share on Facebook RSS
 
 
July 14, 2008
 
Nintendo Announces MotionPlus Wii-mote Accessory

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.
 
   
 
Comments

James Belcher
profile image
Now will Lucasarts consider a Wii lightsaber game?

Peter Bartholow
profile image
I wouldn't be surprised if LucasArts showed their lightsaber game tomorrow, and this is packed in with it.

Scott Galloway
profile image
my question is though, are they going to integrate this add on into a new generation of Wiimotes instead of it being an accessory?

Andy Lundell
profile image
A lightsaber game would not be as satisfying as you imagine.
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.

jaime kuroiwa
profile image
Wii remotes DO have force feedback in the form of rumble. Of course, the controller cannot block your physical movement during a parry, but there are ways around this through well-designed gameplay.

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.

Anonymous
profile image
So basically this thing won't really do 1:1, it will just replace the low-quality accelerometer with a higher-quality one. Big deal.

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.

Ephriam Knight
profile image
I'm with Scott on this one. While it is nice to see this addition, will the be including it in a next gen Wiimote? Also, will they be dropping the price of current Wiimotes to make up the difference?

Anonymous
profile image
HAHAHA, dropping the price. Good one! No.

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.

paul good
profile image
what i still want to know is.. how does it actually work? is it just another accellerometer like the one thats already there? i cant find anything that says anything at all about the internals.


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.