An article on MTV News delves into the process of creating and testing gestures for the Wii version of Marvel: Ultimate Alliance (the one without hyper-realistic graphics) and highlights how videogame testing is affected by Nintendo's unique approach to gaming. Unlike traditional games that might pose challenging requirements such as pressing the A-button to jump or the X-button to attack, Wii games may ask players to perform more elaborate motions. The wide range of movement detected by the controller means that the gestures used in gameplay require a lot fine-tuning, lest your arm's attack thrust becomes misinterpreted and your character instead chooses to hug the mutant abomination attacking your party. Associate designer on the project, Mike Chrzanowski, points out that the game initially started with over 20 different gestures but was eventually simplified to include only five. With players constantly shooting webbing and tossing patriotic shields about, it was vital that the game could successfully recognize and distinguish between the various gestures. Tasking testers with repeating various swipes and stabs, the Vicarious Visions team carefully monitored the motions that resulted and how different players interpreted and reacted to the on-screen instructions. After countless coding and tweaking, they claim to have constructed an interface that is 97 percent reliable. While Marvel: Ultimate Alliance doesn't make the most extensive use of the Wii's controls, it does illustrate how game testing and control mechanics need to be adapted for the platform.
It remains to be seen whether or not other developers will go through as much trouble as Vicarious Visions did to differentiate between specific arm motions and mindless flailing (there will likely be several games that count on the latter). More interesting is the recurring issue of shoehorning game actions into motion-sensitive controls. There's a fine line between taking advantage of a platform's capabilities and tacking on new mechanics. After all, is it really better that you twist your wrist in order to open a door as opposed to merely pressing a button?
[Via Game|Life]



















(Page 1) Reader Comments
Reply
Reply
Reply
Reply
Reply
Reply
Let's assume that I have to interact with the system only once every 30 seconds (a generous allowance). In an average hour, I would expect to have four failures, one about every fifteen minutes.
Once every fifteen minutes, the prince of persia would mysteriously flop into a canyon, not because I didn't press the button at the right moment, but because my attempt to stab something was interpreted as an attempt to jump into the pits of oblivion.
That's not something I'm interested in playing with.
Reply
"You idiot, he's having an epiliptic fit!"
Reply
That's worded perfectly. So perfect, I would like to have your babies.
Reply
Reply
Also, when they talk about their 97 percent reliability I think they're talking about just their game and the system of gestures they have worked out for it.
Reply
Unfortunately, due to the lack of buttons on the Wii, developers are unable to map certain actions to buttons. The Wii only has 10 buttons on it, which include the buttons on the nunchuk device, and with a game that has possibly 12-14 inputs like one that's ported from a PS2 or Xbox game, it'll be tricky to map everything there.
But I think the point is clear: Why the heck are you going to make a Wii game out of an isometric view dungeon crawler with superheroes in them?
Reply
Simple question - Which is a more immersive and rewarding way to remove a shield from a badguy's grasp and pummel him with it in MUA for the Wii. A simple series of button presses(of which there are only a few) or a series of motions that feel like you're yanking the shield away and pummeling him yourself?
Second, why even develop a game for the Wii if you are not going to take advantage of the new interface in some way? At this point, anyone who buys the Wii would be disapointed by games that do not support one of its major selling points.
To 7.
The designers would likely have the foresight to create very different gestures for such key moves as attacking and jumping. To the point where you wouldn't confuse the Wii Mote unless you were wielding the controller like a 4 year old having a fit.
Reply
Only if the door has a handle that would require a twisting motion in the gameworld. Its all about immersion in this case. If the the door in the game had a large button on it labeled, "press to open", then having to twist the wiimote to open it would be a bit silly. However if it had a door handle that would require a turning motion, I would prefer that.
"Once every fifteen minutes, the prince of persia would mysteriously flop into a canyon, not because I didn't press the button at the right moment, but because my attempt to stab something was interpreted as an attempt to jump into the pits of oblivion."
I agree, this is a problem. Unfortunately, its a problem that already exists in todays games. Prince of persia is a perfect example. There are several "context sensitive" button assignments. Meaning, in one situation, a button does a certain thing, while in another situation that button does a different thing. Its been a while since I played PoP so forgive the exactness of the example but here goes.
In PoP there was a button for something like "squat" that would cause you to do a squat if you were standing still and do a roll move while running. That same button was also mapped to something like "attach to wall" so that if you were near a wall you could run on it for a short time to clear gaps too large to jump over. Well, often in a fight, if I was too close to the wall, I would try to squat, or roll, and I would end up running up the damn wall. Basically the game misinterpretted my input. I would say this happened easily 3 percent of the time. Its quite frustrating I agree. Its not, however, a new problem. Just like there are workarounds in todays games, like "DO NOT FIGHT TOO CLOSE TO THE WALLS!", so there will be workarounds with the Wii to compensate for this. I don't know if there will be an increased incidence of this one Wii, perhaps on first gen games while they work out the kinks?
Reply
Interesting typo there in the second sentence. Freudian slip?
Reply
I think everyone should be able to recall a similar situation where context sensitive controls didn't always work as the user expected.
It brings to mind an early scene in 'Buckaroo Banzai Across the 8th Dimension.' BB is doing brain surgery on a patient who lacks directcontrol of his body. After the surgery he is intended to be able to issue orders from his conscious mind and have his body execute them as if he were commanding a separate person.
It occurs to me all these years later that the patient would essentially be living his life like a video game, always at one remove from his bodies actions.
Reply
Oh and YES - it is really better that you twist your wrist in order to open a door as opposed to merely pressing a button - Duh its called interactive entertainment
Reply
This is the #1 reason why I will not be buying this console when it comes out.
Reply
Reply
Reply
Reply
1 week later: "Virtual Console is SO awesome isn't it guys... oh and LOOK! If I play a modern game instead of pushing a button I turn my wrist! AWESOME HUH!?"
2 weeks later: "Holy crap I'm still opening doors with my wrist this is awesome and so NEXT GEN"
1 month later: "Ok this is fucking old... I've opened 300 doors all with the same motion... "
I'm not a fat out of shape gamer... so being tired isn't an issue. What I worry about is the "wow" factor turning to wishing there was an easier way to do something.
But really some people play games for "wow"... I guess I just see opening 300 doors in a month in a video game as something tedius.
If I had a choice... doors would be opened by buttons, or you would have the option to do so, but you would still be able to swordfight, lightsaber duel, and aim a projectile weapon.
Reply
The GOOD:
(1). A novel way to get involved with games. Feeling a part of the game is one of the most important experiences, at least in my mind.
(2). Hundreds of thousands of kids (and adults) will get off of the couch and be involved in some rather vigorous and beneficial aerobic exercise.
(3). The Wii will be more adaptable to innovative gameplay, including titles that are for far more than just entertainment (like exercise, as stated in point # 2)
The BAD:
(1). The concept is novel and interesting, but many are likely to be disappointed because actions that THEY thought would be "cool" to implement using the motion of the controller will prove too difficult for the game developers.
(2). Nintendo might end up with a class action lawsuit after players everywhere start suffering repetitive stress injuries. Tennis elbow or RPS, anyone?
Reply
Reply
Cuz it's a Wii launch title, and people will expect it to use the Wiimote.
"Interesting typo there in the second sentence. Freudian slip?"
Don't you have anything better to do than correct the way people type? Last I checked, we're only human, we make mistakes.
Reply
Reply