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> Alternate input methods for games have failed

Is that really so? Motion controls work very well for certain niches. Some types of games are better without them, but so long as developers allow the choice of conventional inputs in cases where they don't work well, it shouldn't be a problem.



Joy stick for fighters.

Mouse and keyboard for FPS and similar games.

Traditional controller for platformers/side scrollers

Touch for a few types of games on mobile, not many though.

Almost never do I want to use motion.


Motion controls actually worked really well for the Madden series on Wii. Only, EA put some bargain-basement coders on the Wii versions, and that, coupled with the below-average graphics, are what made it not as successful a game series.


...Motion control for VR.

It works incredibly well in VR - whereas I know a fair few people find gamepad controls immersion-breaking, compared to interacting with the virtual world with your hands and your body.


Wii bowling


And tennis. And golf. And baseball. And many others where people either don't have or don't let their preconceptions steer their preferences.

Motion controls never caught on because game studios aren't interested in making games locked to one console, and motion controls are far less standardized.


> And tennis. And golf. And baseball.

Until you realize your standing-up-arm-waving strategy is being destroyed by the person sitting on the couch making little wrist flicks, who may as well be pushing buttons for all the motion they're making. And that person isn't experiencing severe RSI, the likes of which doesn't happen playing those sports for real, 5 minutes into the match.


I mean, I am not going to complain if I am sitting there taking my time diligently trying to aim my controller and then my 7 year old brother comes running around the corner with his machine gun just spamming AAAAAAAAAAAAAAAAA and gets an ace. It's all part of the fun. If you aren't having fun playing a video game, stop playing.


The mode of play that is more fun hurts and loses to a mode that is basically button pressing (mostly because when you're making the "real" motions it can't figure out what you're trying to do half the time, and does something else instead, while wrist-flicks are picked up reliably). The failure is (at least their implementation of) motion controls.

Was great for rail shooters, though. Don't know why they didn't make an effort to get a port of every rail shooter ever made on the Wii. Only console ever where they'd be (the only?) first-class citizens.


So, the first generation of motion control games that use that control scheme had some problems? Color me surprised.

In truth, you want to be able to play from the couch. You also want to be able to play in a more immersive style. Being able to detect one or the other and having a slider to allow more lenient play would be ideal. At the other end of the spectrum, I imagine requiring a more true translation to the actions on the screen would help prevent any RSI, as it would naturally require a wider range of actions.

It's easy to fall back on what we know because the new thing doesn't always work right and has some pains in the initial implementation. That doesn't mean we discount it entirely.


That person is also not enjoying themselves. I am with my arm waving.


Random waggling do not true motion control make.


I would posit that some limited motion controls could benefit most, if not almost all games. The big problem is the controllers are poorly adapted for motion in most cases. The Wii is able to do more with motion because the controller setup makes that possible, with the separated joystick portion and motion portion. It causes problems in that it's not as button-rich as contemporary controllers, so cross-platform titles often require changes, but when used appropriately, the motion controls can enhance play quite nicely.

Unfortunately, there's little incentive for established third party developers to put much effort into motion controls, as they want their games on as many platforms as possible and large differences in control schemes make that hard.

That said, the PSVR stuff is really the next level of motion controls. Unfortunately, it looks like they ignored where I think Nintendo had good foresight, and didn't include a way to use analog joysticks with the controllers, so it appears you either use the VR controllers or a regular Playstation controller, and there's no hybrid solution equivalent to the Wiimote nunchuck joystick (I hope I'm wrong, or they have a way to fix this with an attachment). Motion controls are still going strong, we're just still evolving past the equivalents of the Atari joystick and original NES controllers.




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