The Wii Remote is one of the most innovative controllers ever, but developers are still trying to figure out its complexities. Here’s the problems we’ve found and the potential solutions we’ve figured out.
Ten years ago, when Nintendo introduced the N64 and its analog stick, the move created an industry-wide decision to use the analog (or control stick / thumbstick) to control three-dimensional movement in videogames. After the N64 demonstrated its superior “free-movement” controls in Super Mario 64, it didn’t take Sony very long to introduce their own version of a similar controller; the Dual Analog, which later evolved into the Dual Shock.
At the time of its conception, the analog was a truly revolutionary step ahead for precise game control. To this day, that decision has stuck with the games industry, and nearly every single system since then has used analog control in one way or another.
Ten years later, the same company is doing the exact same thing all over again: Introducing a revolutionary controller with the potential to create a lasting industry-wide trend. This time, however, things are slightly different from the last. While the Wii remote has more potential to create a newer, more immersive form of game control than the analog stick did, it is also harder to implement in games. Motion-sensitivity in games wasn’t unheard of before the Wii, but it is only now that an active movement is being carried out to truly make it a standard in videogame control.
While some developers have experimented with the Wiimote, most are still too obsessed with high-definition graphics to care about contributing to what could be the biggest shake-up in the industry in years. The developers who have contributed to this shake-up are still trying to figure out what fits best where, what works, what doesn’t work, and most importantly, what is considered “gimmicky” and what isn’t.

Red Steel: The first (but not last) game to suffer from Wii control woes.
Seeing as how most game journalists are only too eager to pounce on a Wii game and rip the holy hell out of its control scheme, citing it as gimmicky, I thought I’d try something a little different and a little more productive, and offer my humble opinions on what game developers should keep in mind while developing control schemes for their Wii titles.
Keep in mind that what follows is my opinion and my opinion only, and isn’t necessarily correct. In fact, there’s a good chance I could be completely off the mark here, but hey; the more people that contribute, the better chances we have of seeing some really innovative titles out next year. I’m aware that a lot of developers - especially those involved in Wii game development - look to the gaming community for ideas. It is to these brave innovators that I humbly present my ideas.
The Goal: Increased immersion
Every endeavor needs a goal, and in this case, the goal is to use the Wiimote and Nunchuk to make a game more immersive. To strengthen the line connecting the player and the game.
Back in my high school Psychology class, I learned that objectives are required to fulfill goals. In this case, there are several ways to achieve the desired goal, but keeping the rule that simple is good in mind, I have broken the goal up into two distinct objectives.
Objective 1: Paying attention to Detail:
If I do something with my controller, I want to see it reflected ingame. When I press “X” on my Dual Shock, I want to see my character punch, kick, jump, block, or do exactly whatever that button was intended to make them do.

Your bat movement before swinging in Wii Sports is the closest to 1:1 you’ll see for awhile.
In the case of the Wii, it isn’t that simple at all. When we swing our arm, we want to see the ingame character do the exact same movement with their sword. Some people are calling this 1:1 control, which implies that the ingame character’s movements need to be mapped exactly to what the player does. This, of course, is far easier said than done, and I wouldn’t be surprised if it was even impossible for the next couple of years, until developers get really comfortable with the Wii.
Keeping in mind that 1:1 control cannot be achieved at this point in time and that high-definition resolutions are impossible on the Wii, one needs to look to other options to provide the illusion of realism.
A Possible Solution?
Note the use of the word “Illusion”. Everything in games is fake. This is usually compensated for in other ways. For example; if a character can’t look real, he can, at the very least, act real. I’d like to cite Shadow of the Colossus as an excellent example of using detailed body language to make the game feel more “real”.
In the case of Wii games, animations that are detailed and correspond to a general range of motions are what animators should be aiming for. For example; I wouldn’t mind a difference of a few degrees in my remote swing’s angle not making a difference ingame as long as an extremely large difference does. Whether or not the harder swing would do more damage would be up to the developer. However, it should at least result in a more exaggerated (or different) swinging animation onscreen. Both swings should look believable and smooth.

Nope. Not cutting it.
Another example could be combos in games. The player wouldn’t have to perform the exact motion corresponding to the onscreen character. A semi-circle, for example, could result in a roundhouse kick in a third-person game. A wide range of semi-circle movements could be mapped to this move, while still allowing for an “exact movement” bonus. This could then be conveyed to players through the rumble functionality. As long as it looks believable and feels fluid, players will like it. Let’s term this mechanic “1:?”, since it could be used to varying extents.
Even motions that don’t necessarily serve any purpose could contribute to realism. Red Steel’s “gangster style” shooting is one such example. And you have to admit, it would be cool to see your character perform a context-specific motion and swat a fly when you wave the remote as it flies past. Small touches like that are what make games like Metal Gear Solid so impressively detailed.
Objective 2: Sending feedback to the player:
Player feedback is extremely important in any game. The Wii remote has already been praised for being capable of providing players with feedback through varying rumble intensities. In this regard, my suggestion to developers would be this: Do not be afraid to use the rumble.
Some sensation is better than no sensation at all. This might come off as rather “gimmicky” at first, but the truth is, most players will get accustomed to receiving feedback on a constant basis after which, they’ll have a hard time getting used to a lack of it. Once again, the need for an interface could be replaced with rumble functionality to an extent.
The only thing to keep in mind is that rumble needs to be used where appropriate. Upon impact, in places where you are trying to convey pressure etc. Players will tend to automatically draw a connection between the two.
![It doesn't really look like fishing, but it <i>feels</i> like it.” src=”http://www.games.net/features/images/116541_6.jpg” />It doesn’t really look like fishing, but it <em>feels</em> like it.</div>
<p>Sound is important, too. Not only does it add to detail, it also adds to feedback. I’d recommend kicking up the volume of the Wiimote speaker a couple of notches and using it wherever it is appropriate. Again, it sounds gimmicky at first, but you can always provide players with the option to turn rumble and Wiimote sound effects off.</p>
<h5>What counts as “gimmicky”?</h5>
<p>In my honest opinion, any feature that isn’t polished enough is gimmicky, period. Any feature that is coated with a nice layer of polish and is given the amount of time it needs to be properly fleshed out adds to the game positively.</p>
<p>Keeping this in mind, developers need not be afraid of experimentation. Boogie from EA is a fine example of a step in the right direction. Sure, the end product might not have turned out too well, but it probably did provide the company with useful data for future Wii projects.</p>
<p>Given the relatively low development costs required to work on Wii games, I think everyone in the gaming community would be all for developers experimenting more with the system. The hardest part of this would, of course, be storage space issues, but with the proper dedication, I’m fairly positive a proper balance could be struck between quality and quantity.</p>
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