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Arcadegeddon player count
Arcadegeddon player count






arcadegeddon player count

Or if you gave someone a baseball bat and tried to pitch them anything that is even remotely like a real pitch with real physics, they would utterly suck and have little fun playing the game. For instance, everyone wants a 1:1 sword fighting game, but if you actually gave it to them, besides the lack of force feedback, a lot of their inputs would end up looking essentially like "waggles" and the equivalent of "button mashing" anyways. "Waggle" wasn't part of that game and despite the wonky tracking of Boxing (it's impressive they got the tracking from just accelerometers) it was still playable.ġ:1 tracking is intuitive if you are shooting a gun or picking a rock and tossing it or leaning to peer around a corner, but then that sets up an expectation that shatters the illusion as soon as you try to tell someone they have to obey some game logic and conventions that are less accessible, things we as gamers tend to take for granted. Pong was so big at the time that even Nintendo made a "Pong console", Color TV-Game 6, one of their very first home consoles that was also a collection of sports games.īoxing was the worst of the bunch but every other game worked basically as advertised. Tennis was the main attraction and it's no coincidence when what is considered to be the very first video game is "Tennis for Two" and one of the first big mainstream arcade games was Pong. Yeah I said the same thing when the Wii launched. Just because it's not in a familiar retro package that people respond to or pushing realism and complexity, it doesn't mean it's not still the sorts of gameplay we all can enjoy. Nintendo didn't try to push waggle in the same way people perceived them to, lots of that was 3rd party developers trying to find ways to incorporate motion like Nintendo and Nintendo never stopped caring about Gameplay. It's another reason I really felt Nintendo was unfairly criticized in those days as gamers felt Nintendo left them to pursue "waggle" and shallow casual games, when the reality is that the Wii was Nintendo's return to simplicity and accessibility also meant a return to simple arcade roots in some ways. In fact, a lot of gamers and developers think that realism/simulation/1:1 control is the end all be all of VR and just gaming in general, forgetting that sometimes some of the most fun games are also some of the most simple and accessible. It really was brilliant for Nintendo to take an aspect of realism (like the timing/speed of swinging) and building the game around that rather than attempting to get the Wii remotes to track 1:1 motion. Aiming for realism doesn't always make for a fun and accessible game. It's a lesson I saw a lot of VR developers miss when trying to make games like tennis in VR. Pong was so big at the time that even Nintendo made a "Pong console", Color TV-Game 6, one of their very first home consoles that was also a collection of sports games.

arcadegeddon player count

Click to expand.Yeah I said the same thing when the Wii launched.








Arcadegeddon player count