For the first time in years, a generation of gamers are excited for a set of totally new gameplay experiences. Since the release of the original Playstation, the evolution of consoles has mainly been an incremental development of the way 3D graphics are displayed. While the N64, Playstation 2, GameCube, Xbox, Xbox 360, and Playstation 3 have all intended to continue in that vein, the Nintendo Wii was designed to alter the way players interact with their games. Regardless of whatever console you favor for whatever reasons, it's undeniable that the Wii is fundamentally different from the other consoles, and developers will be forced to put serious thought into crafting innovative gameplay experiences that utilize the Wii-mote's capabilities. The most prominent innovations so far have been using the Wii-mote to simulate sword swings and to aim and shoot for FPS games, but those functions are just the tip of the gameplay iceberg. Opportunity exists to create a myriad of previously unthinkable mechanics. We here at Game Crush have begun to take a serious look at some of the new ways the Wii-mote will allow us to play our games. Here are the first of the results of our brainstorming session.
Total immersion - sort of a vague idea, but when I think of the Wii and it's input method, I feel am always seduced by the idea of the player's hands existing as permanent objects within the game world. One might think, "but doesn't that happen already in the FPS on Wii?" Well, yes and no. The hands are always there, but their function is strictly limited. My idea is that the actions of the gamer are represented in a 1:1 fashion on-screen. Consider the following:
If one should happen upon an object and decide that they simply must interact with it, then reaching a hand forward should cause a congruent gesture by the in-game avatar - it should reach for the object. At this point, the item isn't picked up, but simply pushed around. Why? Well, the Wii-mote can also simulate grasping motions. The A and B buttons oppose each other just the same as do fingers and thumbs. Pressing the two in concert can translate to gripping any object in the virtual world. If an object isn't available, the result is simply a fist - which has it's own separate implications. If something is there, however, there are multiple new options available, and all are viable with no further control-mapping required. If the object is small, then a twist of the wrist allows for examination. If it is a ladder, moving hand-over-hand allows easy ascent. A tree or rock face can be scaled in similar fashion. Large objects can be pushed or pulled to clear or block a path. The list goes on...
I can imagine countless possibilities when it comes to combat, and just as many for puzzle-solving situations. At the most basic level of combat, punching and grappling are now possible in a truly interactive way, and as I've already described, weapons can be manipulated to strike or shoot from all angles. At the same time, complex combat routines will arise from the very same set of controls. Environment interaction is key - weapon improvisation can become a fun and creative option for dispatching foes. As for general exploration, gestures as simple as turning cranks, placing items, and pulling levers can now provide the player with a feeling of accomplishment, when previously they represented the most mundane of activities. This level of interaction can essentially recapture much of the joy of gaming because it dissolves habituation to gameplay mechanics experienced by so many gamers.
The Wii has the potential to make everything fresh again.
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