Monday, July 19, 2010

1:1 Motions, why not?

This little talk is way overdue. Sorry to all my numerous, horde-like fans out there who clearly have been hungering for the latest morsel of thought only to be sorely disappointed.

Now that all the big players in the home console market are preparing to unleash motion-controlled terror in the living room (or in Nintendo's case, continue to unleash said unfathomable terror), many are evaluating the merits and demerits of each solution. One particular element to be considered is the degree of fidelity that each system brings. What seems to be considered the Holy Grail of fidelity is 1:1 motions, where motion in the physical space is perfectly recreated in-game. While I would agree that this is more impressive on a technical level than the 'waggle vigorously for effect' that plagues many uninspired mini-game compilations for the Nintendo Wii, there are some very fundamental problems to liberally applying 1:1 motions in upcoming video games.

My primary point that is to be brought up is how video games exist to contrast and differ to what is represented in reality. This is not a jab at saying that games are unrealistic, merely that what is being portrayed on screen, as the environment in the video game, is almost always different to the environment where the video game is being played (most likely one's living room). Thus motion that is possible in the living room environment, that is not possible in the video game environment, will cause the 1:1 experience to break as the user does something 'impossible' in the game.

While I'm not a fan of using a very specific example to illustrate my point, it might just be necessary to explain myself. Consider a scenario where the 1:1 motion mechanic involves wielding a sword (or melee weapon of choice). This has been demonstrated on both the Wii and PlayStation 3 platforms, and with a bit of a stretch of imagination, may well be possible on the Xbox 360. Consider where the user decides to swing his weapon in a spacious living room. If in the game, there are no obstructions, the game can fully mimic what motions are being inputted to the system. However, if there is an obstruction (e.g. a wall) to the path of the weapon, then one of two things must occur, and in either case the experience breaks. Either the weapon does not yield to the physical obstruction, and clips straight through to maintain 1:1 motion, or it hitches upon the barrier and 1:1 motion is broken as the user continues to do the 'impossible' in the game environment that is still possible in the living room. Unless said weapon is of unstoppable quality, able to pass through all materials in the game environment, at some point a concession to the impossible must be made, and the 1:1 perfection must be broken. Then there's the possibility that the fancy flourishes every aspiring living room swordsman wants to demonstrate may very well sever the limbs and and cranium off their own character in game if recreated in full detail.

So with all honesty, when people say they want 1:1 motion controls in the latest hack-n'-slash title, they might be better off saying they want 1:1 motion controls with a lot of compromise. Compromise that might involve animations that end abruptly and snap back to the player's position, or compromise involving a more forgiving (read: less accurate) interpretation to do what the system thinks the player is actually trying to perform.

Of course, where games occur in environments that aren't as ridden with obstacles, perhaps like Echochrome 2 for the Playstation 3, or skydiving in Wii Sports Resort, 1:1 motions are less likely to encounter any breaks in the experience. For these sorts of titles, 1:1 motion may work sufficiently with minimal adjustment.

While 1:1 motions are becoming less and less a technical pipe dream, I for one would always vouch for a functional game experience - whether that needs 1:1 (in its strict meaning) really shouldn't be all that important for anything beyond an immersion factor.

1 comment:

  1. Hear hear. It was a really long post though.
    Still, the ability to pretend that you're swinging the in game infinity sword plus 1 is pretty cool.

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