Let's be honest: During our early console gaming days, how many of us would fling our controller upward in a desperate attempt to make Mario jump just a little bit higher? We learned to shed those earnest, yet useless actions, but with the rise of motion controls and quirky peripherals, it seems that those old habits have been revived. This week, inspired by an article from Bob Mackey, we discuss the strengths and weaknesses of motion control as it stands today. Although we are less than three years into the mainstream adoption of motion control, the phenomenon has made an impact in game design, player accessibility, and market strategy. As always, feel free to Wii-waggle your way into the conversation with your comments.
Some discussion starters:
- Which games exemplify your favorite forms of motion control and which subject you to your least favorite?
- Are motion controls capable of the kind of complex actions found in button/key-exclusive control schemes, or does motion control necessitate simplicity?
- What will the future of motion control look like? Will motion control become a kind of genre, will it be integrated into traditional games, or is it just a fad?
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- Run time: 30 min 14 sec
- "Cutting the Cord," by Bob Mackey, via 1up.com
- Music provided by Brad Sucks