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Are Motion Controls the Future of Gaming?

May 04, 2012 | Comments: 0 | Views: 107

In our current console generation, I can see a trend towards adding motion controls to everything. With the rise of the Kinect, Wii, and Move, it seems that every new game must have either motion control support, or a token element of motion control. In Halo Anniversary, they added Kinect support in the form of voice-activated reload, grenade throwing, and an "analyze mode" where by shouting analyze, the game scans objects and adds them into an in-game codex. Now while you don't need a Kinect in order to play this game, it is suggested. Is this a marketing ploy, another bullet point for the back of the box, or is it actually beneficial to the gameplay. With Halo, a game that has been hailed as one of the most innovative and trend setting of the past decade. Does this mean that every game that has taken even a little bit of influence from Halo is somehow incomplete, less of a game than they would be if they took their inspiration form the newly Kinectified version of the game.

Currently motion controls feel more like a hindrance than they do a liberator in games. Very few of the popular motion controlled games are actually better for having these controls. Players are limited by what they can do with a Wii-mote as compared to what they can do with a mouse and keyboard or controller. The limits that they impose are greater than those that they remove.

But even with these complaints, I can see the possibilities. When they originally announced the Kinect, the first things that I imagined were the computers from Minority Report. I hoped for those kind of intuitive controls and possibilities on the Xbox, but alas, they are not quite to that point yet. But the day that they do reach that point of control, and that kind of interface, is the day that I can see almost total adoption and integration of motion controls, in almost every game, and to almost every gamer, hardcore or casual.

I love video games, but I don't want to stand in front of my TV, waving a plastic wand in the air and hoping that the character on screen does what I say. Added to that is the fact that it is impossible to not look ridiculous while playing any of these games, I'm serious. If you doubt me, look it up on YouTube, you'll know what I mean then. But the point is that these games aren't fun for me, and for many other people, so why should we have to change the way that we play just to please those of us that do like this play style.

In the end, we have to remember that we've seen this kind of thing before. Does anybody remember the Virtual Boy. How about virtual reality arcade games. If not, there is a reason for that. These things failed for several reasons, not the least of which is the limitation that the controls instill in the games. I caution the three big console companies to be wary in their design decisions, for they are not always wise. Don't put all of your eggs into the motion control basket, lest it go the way of the past several iterations of so-called "innovative" technology.

Tom Blaich is the current staff writer at http://www.games-cave.com. He produces all of the sites content, from great reviews, to fantastic articles, news stories, and top 10 lists. If you love video games, then feel free to check him out, he would really appreciate it.

Source: EzineArticles
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