[QUOTE="mjarantilla"]Developers would have to anticipate those outcomes and build compensations so that the animation on screen adapts appropriately. It's not difficult, it's just not complete 1:1 (which is impractical anyway, since complete 1:1 would force you to become a real master swordsman to play a swordfighting game :P).
Ontain
I dont' know how hard it is. i've never programed for something like it. I'd think that the compensation would be tricky to find a balance. right now i think most devs are overcompensating already for users which is why they only detect general quick motions rather than more complex and subtle ones.
I do agree that 1:1 is impractical. the lack of real feedback, and correct weight would make it feel a little strange too.
Yes another issue is momentum, I can swing the wiimote much faster than any one can swing a real sword and definitely stop it much faster. Therefore, the action on screen cannot mimick what I am doing with the wiimote, without it looking ridiculous. And so with you would end up with a Wii boxing situation, where you end up trying to simulate the motion that the Wii wants you to make, rather than it mimicking the motion you are making, which is often frustrating even in Wii sports. This might work as a very small part of the game but as an underlying mechanic, not likely.
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