Jubenhimer
Member
Gamers have always had a very complicated relationship with the concept of motion controls. While when done right, they can add a level of immersion, novelty, and even precision to games that work well with them. But, there are also a lot of games that just play best with a standard button-based control scheme and motion controls, when needlessly shoved in, just add a layer of confusion and annoyance. Nintendo first made the input big in the late 2000s with its Wii console, which used its Remote-like controller to simulate gestures and movements, best demonstrated with its pack-in title Wii Sports.
But the original implementation of Motion Controls on the console was a bit of a mixed bag. There were plenty of excellent uses of Motion controls that added to the experience such as with Metroid Prime 3, No More Heroes, and Red Steel 2. But for every one of those, you had a bunch of games that used convoluted or pointless motion control schemes that are more frustraiting than fun, largely as a byproduct of the Wii Remote's limited button layout. This phenomena of randomly shaking the controller to do something a button could've done just as well, if not better is dubbed 'Waggle', and was a common problem with a lot of the console's earlier titles, which turned quite a few people off from the concept of motion controls, as the original poor implimtaions of the format were perhaps one of their few, if only experiences with it. It didn't help that the Wii's Classic Controller wasn't very well supported in the console's early years, so motion was your only option for many of these games.
After the Wii, the hype for motion controls quieted down considerably, as the succeeding console generation all had a standard gamepad as the default controller. But here's the dirty secret of motion controls... They never actually died. Nintendo Switch's Joy-Con controllers are basically tiny Wii Remotes with improved motion technology that quite a few games utilize. And there's things like the PS5's DualSense having a motion sensor, along with other platforms like Steam allowing for motion input. There's also been a rise of gyro-based aiming in console shooters, where you can precisely aim at targets just by moving your wrists. And there's of course VR, which has done perhaps the most development in motion control technology in recent years
So with Motion control still alive and kicking, abiet not having that shiny new hottness factor it once possessed, that begs the question, what makes a good motion control game? IMO, Motion Controls often work best as a compliment to button based inputs, not as the sole replacement for them. The problem motion has vs. buttons is the inherent delay in them. A waggle isn't going to be as fast or instant as pressing a button, so for games that require lightning-quick precision, button inputs just work better. But for mechanics that require slower, more deliberate actions or don't need as much precision, motion can really add a layer of context and depth to the experience that can be just as entertaining as standard controls.
The No More Heroes games understand this brilliantly. Basic attacks are mapped to a button press, while more impactful moments such as finishers or the katana recharging are mapped to gestures with the controller. So you get a good mix of the prescision and speed of button inputs, as well as the satisfaction and imerssion of motion as well.
Super Mario Odyssey I think is another game that works well with Motion Controls. You can play the game normally with buttons and not miss much of anything, but the Motion Controls with detached Joy-Con allow for a greater degree of control over how you throw the hat that it can be very satisfying and fun. And even with motion controls, you still have the option of a basic throw with the Y button, so you always have a button on hand for moments that require a little more response time.
Anything aiming related of course, is always going to be enhanced with some type of gryoscope input. Being able to simply subtly snap your wrist to quickly aim at different targets is just faster and more precise than the slow, fumbling nature of an analog stick, who's actual limitations are disguised by a series of auto-aiming and magnatism mechanics. It's why you see this feature poping up in literally every console shooter these days on Switch and PlayStation.
Obviously not every game is going to work with motion, and there are still plenty of gamers who would rather sit on their couch with a standard controller mashing buttons instead of moving their arms. But for games that do work well with motion controls, it can be very enjoyable and satisfying experience. I think where motion is today, is at a perfect sweet spot, especially on Nintendo Switch, where you have a standard control layout for traditional games, but also out-of the-box motion control system for games that play well with it. And for most games, the gesture based motion controls are often optional, so gamers who prefer a button-based scheme can enjoy them as well.
But the original implementation of Motion Controls on the console was a bit of a mixed bag. There were plenty of excellent uses of Motion controls that added to the experience such as with Metroid Prime 3, No More Heroes, and Red Steel 2. But for every one of those, you had a bunch of games that used convoluted or pointless motion control schemes that are more frustraiting than fun, largely as a byproduct of the Wii Remote's limited button layout. This phenomena of randomly shaking the controller to do something a button could've done just as well, if not better is dubbed 'Waggle', and was a common problem with a lot of the console's earlier titles, which turned quite a few people off from the concept of motion controls, as the original poor implimtaions of the format were perhaps one of their few, if only experiences with it. It didn't help that the Wii's Classic Controller wasn't very well supported in the console's early years, so motion was your only option for many of these games.
After the Wii, the hype for motion controls quieted down considerably, as the succeeding console generation all had a standard gamepad as the default controller. But here's the dirty secret of motion controls... They never actually died. Nintendo Switch's Joy-Con controllers are basically tiny Wii Remotes with improved motion technology that quite a few games utilize. And there's things like the PS5's DualSense having a motion sensor, along with other platforms like Steam allowing for motion input. There's also been a rise of gyro-based aiming in console shooters, where you can precisely aim at targets just by moving your wrists. And there's of course VR, which has done perhaps the most development in motion control technology in recent years
So with Motion control still alive and kicking, abiet not having that shiny new hottness factor it once possessed, that begs the question, what makes a good motion control game? IMO, Motion Controls often work best as a compliment to button based inputs, not as the sole replacement for them. The problem motion has vs. buttons is the inherent delay in them. A waggle isn't going to be as fast or instant as pressing a button, so for games that require lightning-quick precision, button inputs just work better. But for mechanics that require slower, more deliberate actions or don't need as much precision, motion can really add a layer of context and depth to the experience that can be just as entertaining as standard controls.
The No More Heroes games understand this brilliantly. Basic attacks are mapped to a button press, while more impactful moments such as finishers or the katana recharging are mapped to gestures with the controller. So you get a good mix of the prescision and speed of button inputs, as well as the satisfaction and imerssion of motion as well.
Super Mario Odyssey I think is another game that works well with Motion Controls. You can play the game normally with buttons and not miss much of anything, but the Motion Controls with detached Joy-Con allow for a greater degree of control over how you throw the hat that it can be very satisfying and fun. And even with motion controls, you still have the option of a basic throw with the Y button, so you always have a button on hand for moments that require a little more response time.
Anything aiming related of course, is always going to be enhanced with some type of gryoscope input. Being able to simply subtly snap your wrist to quickly aim at different targets is just faster and more precise than the slow, fumbling nature of an analog stick, who's actual limitations are disguised by a series of auto-aiming and magnatism mechanics. It's why you see this feature poping up in literally every console shooter these days on Switch and PlayStation.
Obviously not every game is going to work with motion, and there are still plenty of gamers who would rather sit on their couch with a standard controller mashing buttons instead of moving their arms. But for games that do work well with motion controls, it can be very enjoyable and satisfying experience. I think where motion is today, is at a perfect sweet spot, especially on Nintendo Switch, where you have a standard control layout for traditional games, but also out-of the-box motion control system for games that play well with it. And for most games, the gesture based motion controls are often optional, so gamers who prefer a button-based scheme can enjoy them as well.
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