*RUMOR* Sizcoz Returns *Part 1*
One Sizcoz rumor goes down last night, and I wake up to find a new one today! While this email isn't really anything more then conjecture, it does talk about a lot of the proposed ideas for the Revolution controller. It is an interesting read at least. There is one part in the email pertaining to the breakapart controller and how it could work in a Zelda game, and it really is an interesting idea. Well anyway, have a read below and see what you think.
The investment in Gyration by Nintendo seriously supports the gyroscope idea. And for you guys that are stating it's not revolutionary, I think you need to wake up and smell the coffee.
(Note Gyration inc, has been recently bought by Thompson)
Gyroscopes are nothing like tilt sensors in practice. As far as I know, a tilt sensor is like having a weight in a small round casing hooked to a center point, as you tilt the machine, the weight shifts in the direction that you tilted the machine in. The center point merely measures the direction that the weight is facing, and inputs this as a directional co-ordinate.
However, correct me if I'm wrong, but current tilt sensors do not have sensitivity, they're multi-directional (more than just four directions, unlike other 2D control devices like the d-pad) but not analog, which would mean that if controlling a character, tilting the system more wouldn't make the character go from walking to running and so on, unlike analog sticks. (this is derived from logical reasoning, please correct me if you've seen behaviour in tilt-sensor games that contradict this)
What this means is that tilt-sensors are horribly limited, they're good only for 2D control, and even then an analog stick performs better as a 2D control device (yes, analog is 2D as well, that's why you need one to move and one to aim in an FPS game).
Gyroscopes are different because the whole idea is that essentially you have a device within your controller that is always turning, and whenever you move your controller, the tiny sensors within can feel the gravitational pull (like when you're in a car, if the car turns right, your body shifts to the left, as if your body wants to keep going straight, this happens with all movement, although you need sensitive sensors to detect it at a smaller scale, that's what gyros do), and this translates into a co-ordinate, but not only that, the gyros I believe also measure how *much* gravitational pull is stressing the device, this means it's completely sensitive. Also, being able to measure all three axis' means it can know exactly where the controller is in the real world, as matter fact I'm wondering how calibration will be handled, it's possible the controllers will have a quick calibration reset on them, to reset the 'center' position, since it would be a little tedious if such a button wasn't available.
Another interesting aspect, is that because there is a small device in there that is turning, you could actually *feel* resistance from the controller when performing an action, like when trying to push a box in a game, you might feel resistance from the box, and they could make it so metal crates give more resistance than wooden ones, so you'd have to push forward somewhat more to acomplish your task, etc. And this feedback would be three dimensional, not like rumble which is just vibration, this feedback would be directional, so if you're pushing forward, the resistance is pushing backwards towards you. For those of you already having nightmares about having to build muscle just to play a game, relax, it's not THAT resistant, but it will be resistant enough to feel a 'diffrence', enough to enhance gameplay, without making it annoying or tedious.
To address another issue I heard someone mention somewhere, about your arms getting tired holding the controller in the air all the time, it likely wont be like that, games will likely be calibrated to register smaller movements, it's not like you'll have to stretch your arms out like crazy, although I suppose some company could make a work-out game for that. :P
Which brings me to another point, there's also a patent that Nintendo has regarding a "break-apart" controller, pictures in the patent show bongos (donkey konga) that can break apart, but Nintendo has never made such a pheripheral, and in the case of the bongos I don't see how it would be a benefit to split them, it's possible that Nintendo didn't want to risk showing the controller for the Revolution in the patent file, so they used the bongos as a placeholder. This would be very neat if there was one gyroscope in each half. and it would give you an unprecedented level of control, you could play FPS games with *one* hand for the first time in videogame history, finally, you can eat those chips without dirtying your controller. ;)
Another awesome use of those two halfs, would be perhaps in a game like Zelda, imagine one half of the controllers being the sword, and the other being the sheild. You'd be able to have actual authentic REAL-TIME battles. Not silly button-pushing which is limited to only basic moves like vertical, horizontal and diagonal slashes, you'd be able to completely control every aspect of offence and defense, battles would be way more exciting and some would require very unique methods to get a hit in. You'd be able to invent your own kinds of techniques.
Gyroscopes trully open up an endless world of possibilities. Do not underestimate this, it *will* be extremely revolutionary. We can only pray that this is what they're planning.
This could even launch Nintendo back into first place, because honestly, playing in this way would be too addictive, you could NEVER go back to regular controllers after trying this, it would be like color-tv VS black&white. People would simply become addicted. They'd look at their poor controllers and can't help but feel neutered in comparison to the Revolution's.
We'll have to wait and see. But this has me extremely excited to say the least. And you all should be excited too.
During E3, Iwata said "you wanted a revolution, well, we've GOT one!", and if all these rumors about gyroscopes and break-apart controllers are true, then he's definitely right. ;)
The investment in Gyration by Nintendo seriously supports the gyroscope idea. And for you guys that are stating it's not revolutionary, I think you need to wake up and smell the coffee.
(Note Gyration inc, has been recently bought by Thompson)
Gyroscopes are nothing like tilt sensors in practice. As far as I know, a tilt sensor is like having a weight in a small round casing hooked to a center point, as you tilt the machine, the weight shifts in the direction that you tilted the machine in. The center point merely measures the direction that the weight is facing, and inputs this as a directional co-ordinate.
However, correct me if I'm wrong, but current tilt sensors do not have sensitivity, they're multi-directional (more than just four directions, unlike other 2D control devices like the d-pad) but not analog, which would mean that if controlling a character, tilting the system more wouldn't make the character go from walking to running and so on, unlike analog sticks. (this is derived from logical reasoning, please correct me if you've seen behaviour in tilt-sensor games that contradict this)
What this means is that tilt-sensors are horribly limited, they're good only for 2D control, and even then an analog stick performs better as a 2D control device (yes, analog is 2D as well, that's why you need one to move and one to aim in an FPS game).
Gyroscopes are different because the whole idea is that essentially you have a device within your controller that is always turning, and whenever you move your controller, the tiny sensors within can feel the gravitational pull (like when you're in a car, if the car turns right, your body shifts to the left, as if your body wants to keep going straight, this happens with all movement, although you need sensitive sensors to detect it at a smaller scale, that's what gyros do), and this translates into a co-ordinate, but not only that, the gyros I believe also measure how *much* gravitational pull is stressing the device, this means it's completely sensitive. Also, being able to measure all three axis' means it can know exactly where the controller is in the real world, as matter fact I'm wondering how calibration will be handled, it's possible the controllers will have a quick calibration reset on them, to reset the 'center' position, since it would be a little tedious if such a button wasn't available.
Another interesting aspect, is that because there is a small device in there that is turning, you could actually *feel* resistance from the controller when performing an action, like when trying to push a box in a game, you might feel resistance from the box, and they could make it so metal crates give more resistance than wooden ones, so you'd have to push forward somewhat more to acomplish your task, etc. And this feedback would be three dimensional, not like rumble which is just vibration, this feedback would be directional, so if you're pushing forward, the resistance is pushing backwards towards you. For those of you already having nightmares about having to build muscle just to play a game, relax, it's not THAT resistant, but it will be resistant enough to feel a 'diffrence', enough to enhance gameplay, without making it annoying or tedious.
To address another issue I heard someone mention somewhere, about your arms getting tired holding the controller in the air all the time, it likely wont be like that, games will likely be calibrated to register smaller movements, it's not like you'll have to stretch your arms out like crazy, although I suppose some company could make a work-out game for that. :P
Which brings me to another point, there's also a patent that Nintendo has regarding a "break-apart" controller, pictures in the patent show bongos (donkey konga) that can break apart, but Nintendo has never made such a pheripheral, and in the case of the bongos I don't see how it would be a benefit to split them, it's possible that Nintendo didn't want to risk showing the controller for the Revolution in the patent file, so they used the bongos as a placeholder. This would be very neat if there was one gyroscope in each half. and it would give you an unprecedented level of control, you could play FPS games with *one* hand for the first time in videogame history, finally, you can eat those chips without dirtying your controller. ;)
Another awesome use of those two halfs, would be perhaps in a game like Zelda, imagine one half of the controllers being the sword, and the other being the sheild. You'd be able to have actual authentic REAL-TIME battles. Not silly button-pushing which is limited to only basic moves like vertical, horizontal and diagonal slashes, you'd be able to completely control every aspect of offence and defense, battles would be way more exciting and some would require very unique methods to get a hit in. You'd be able to invent your own kinds of techniques.
Gyroscopes trully open up an endless world of possibilities. Do not underestimate this, it *will* be extremely revolutionary. We can only pray that this is what they're planning.
This could even launch Nintendo back into first place, because honestly, playing in this way would be too addictive, you could NEVER go back to regular controllers after trying this, it would be like color-tv VS black&white. People would simply become addicted. They'd look at their poor controllers and can't help but feel neutered in comparison to the Revolution's.
We'll have to wait and see. But this has me extremely excited to say the least. And you all should be excited too.
During E3, Iwata said "you wanted a revolution, well, we've GOT one!", and if all these rumors about gyroscopes and break-apart controllers are true, then he's definitely right. ;)
9 Comments:
I really hope this gyro controller would be real...i've always dreamed about something like that so you could use a sword with other hand and shield with other...
The point of having the controller break appart is so the gyros can be used in conjunction with a camera. You don't want your arms chained together. You could imagine the camera plugging into the Cube ports on the machine and having multiple uses as a connector and charger for the two halves. The camera would then be in your hands allowing innovative games using face mapping for expression in games and lip sinking.
Mostly a camera would give a third perspective of input on control...there are four ports on the system. Just as one game maybe designed to be able to play four player with four cameras the next game might be designed to use multiple cameras for single player.
The gyros, cameras, and split controllers are all really awesome ideas. I just wonder whats plausible as far as keeping the cost down.
Keeping the cost down means hot/cold generators will be unlikely though I've always liked the idea. Smell generators are definately out of the picture. Haptic touch screens; no chance. Stereoscopic vr helmet; ask again in five years.
They are already saving by making people buy an add on to play movies. They likely will go with single or dual CPUs rather than multiple cores. Maybe a stand alone PPU to deal with the code from all the cameras and controllers.
I maybe wrong; it could be just a remodeled evolution of the Wavebird with a trackball and gyro. I don't know how Nintendo fans would take that news. People will be looking so hard for a revolution they won't be able to see just how much more the controller would be able to do compared to the competition even if it were as simple as a single gyro.
I also had the idea of a 2-parted controller when Falafelkid posted the link to the mock-up creator (http://claudiotosado.vilabol.uol.com.br/nintendocontrollerfakeeditor/) but never thought so far about it. The possibilities sound AMAZING to me!! This might in fact be a revolution, but I question if multi-platform programmers really want one... it could also just mean Revolution gets even fewer third-party support, or at least the feature remains unused.
another one of my ideas (much simpler): why not have an analog stick (like the c-stick) in place of ABXY? the "button layout" would stay the same, but you just move the stick in the respective direction to push them. you could even do "combos" like when you move the stick from one position to another without going through mid-position, the first button remains "pressed". (is that comprehensible?)
btw, your site is great! keep on!! sad there's so little discussion in the comments yet. spread the site, y'all!!
If there are enough buttons still on the controller then 3rd parties would develop for it. Nintendo said it would be fine for 3rd oparties so I'm not worried about that. I've seen this idea before, it's really cool.
I mean, I think Nintendo is the best game publisher out there hands down, but if you have a console out there you definately need third party support. I really hope the Revolution is the system to bring back third party games in droves...and I actually think the Revolution has what it takes to do that.
Once people are able to aim in the air as if they have a real gun, bow, or sword in their hand they won't be able to go back; and it will encourage games that more women will be able to enjoy.
I want games I can play with my girlfriend as well as all the gut buster adventures and shooters.
Some games would use the gyros to control weapons or camera, but I could see Mario Bros using it simply for fully 3d character control.
Either way it solves many issues with 3d games.
I still can't decide if games that actually have you using your body will encourage more gamers to try the revolution, or further alienate the gaming public. I mean I understand that games like dance dance are very popular, but thats because its using your feet to dance...I dont know if the same crowd would love swinging a virtual sword or other actions like that.
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