Hit detection and other screen-side fashion faux pas.
When I was a kid, video games were 8-bit, creative adventures that far stretched the limits of what developers and hardware were capable of at the time. Totaling only a handful of megabits, these games were a large part of not only my childhood but a large part of growing up during the late 80's to early 90's for most of the population.
I know I'm not the only one who played The Legend of Zelda NES game over and over again until my hands bled and I'd memorized every enemy position, item pick up and hidden entrance in the entire game. And died. There sure were a metric ton of deaths back in the day, when hit-detection was either 0 or 1.
via www.fureur.org
The NES controller clearly wasn’t exactly the most well thought out controller of all time.
The Super Nintendo, Genesis and Sega CD were all just out of my reach financially as a kid. I’d begged my parents for one big gift: a Sega Game Gear. I only ever had the pack-in Sonic title for it. But I had always imagined that I’d one day be able to afford that killer TV-Tuner I’d seen in the in-box advertising for the Game Gear. The Game Gear was so well designed that I rarely ever needed to put it down.
School-day productivity slumped to an all time low, for as long as those 6 AA’s would hold out for.
From then until 1996, I hadn’t had much of any new consoles and had reduced myself to PC gaming. When I say ‘reduced’ I mean in the sense that all I could play was Virtua Cop by Sega. And this was on a slightly water damaged IBM NetVista I’d picked up for $94.00 from a crooked videogame outlet that was going out of business. Needless to say, the experience wasn’t exactly jaw-dropping. Although, WASD FTW.
I remember coming home from school one day to a brand new N64 sitting on the kitchen table with a pack-in copy of Super Mario 64. It was amazing to me how far things had advanced. Analog thumbstick, expandable system memory, bilinear filtering, z-(zed)-buffering: all of the things I'd been lusting after since I first read about the N64 in an issue of Nintendo Power.
To me, the controller was some kind of out-of-this-world ‘bonkers’ insanity that I’d imagined was concocted by a magic Keebler elf who’d resigned from the cookie factory and was now living comfortably working for Nintendo in the R&D special sauce department.
This was a huge move forward for gaming as a whole. The Dreamcast, and it’s even more bonkers controller/VMU combo, would still be a secret for two more years. I hadn't heard more than a whisper of words such as "potato" and "katana" from Sega until late 1998.
As a kid, I figured the Nintendo 64 controller was as advanced as things could possibly get. They were first out of the gate with the control stick and they proved the rest of the industry wrong by sticking to their guns with features like it and the Rumble Pak.
And to think that at one point, Sony said Rumble was a ‘last generation feature’.
That year for Christmas, there wasn’t anything I had talked about more than the new Legend of Zelda game. I know I’m kind of dating myself here but at that point I’d been subscribed to just about every video game magazine that existed (yes, real paper tree-based publications.) And they’d all been talking about the Legend of Zelda Ocarina of Time for months before the release. I fondly remember squinting at tiny 1" x 1" beta screen shots of the game and praying that I’d be able to wait long enough to get a copy of the game.
Under the tree that year were a number of gifts but there was only one I can remember to this day:
The Legend of Zelda Ocarina of Time.
It couldn’t get any better. Z targeting, pre-rendered PlayStation-style graphics heavily integrated with beautiful polygonal MIP mapped characters and textures. I had officially died and gone to heaven.
The control style of that game felt so natural to me, that nothing I’d played before then or since then has ever come as close to making me forget that I was even holding a controller. The experience was bang-on responsive and better yet: when you got hit, you took damage.
And then there was Wii.
I was very weary about Wii when it first came out. I remember reading something about Nintendo working on a ‘buttonless controller’ at some point before the N64 even existed.
I was both excited and worried.
What was I worried about?
I was worried that motion controlled gaming would turn gaming into this soft, hit-detection-free experience that isn't really a challenge whatsoever. Developers typically anticipate a certain amount of fumbling when it comes to motion controls and that kind of anticipation turns gaming into an experience that feels glitchy but is actually responding in exactly the way the programmers have written it.
My case and point is made in the following video:
Here, the game is clearly letting the player attack the boss, but the boss isn’t able to damage the character even though he is standing directly in front of the boss.
This is due to the developers ‘softening’ the experience so that players who fumble around with the motion controls don’t end up dying too quickly.
The issue with this is that anyone who has ever played anything ever, is beyond capable of fighting the boss without dying or at least fighting him without dying enough to stop playing the game ever again.
Suddenly every motion controlled game is a 30-hour-long tutorial level that isn’t a challenge at all.
Does anyone even know what the Skyward Sword game over screen looks like?
Nintendo has always been about using older, proven, well-understood technology to make exciting games by stretching what is possible on hardware that is often anything but latest gen.
Now we’re at a point where they are using somewhat advanced and unique hardware, yet flailing around in your living room and automatically getting 100%, S-Rank, A+ scores is supposed to be a solid gaming experience.
Personally I think this is anything but. Am I the only one?




There are 31 Comments. Add yours.
What other games have you seen this in? (By the way, great post)
Posted on Nov 27, 2011 | 8:09 PM EST reply Recommend (1) Flag actions
I’ve seen this specifically in most of the launch titles for Kinect, and quite a few titles for the Nintendo Wii. One that especially stands out is the Kinect Adventures pack. The game seems to have a huge margin for error built in. It certainly does make for a more playable experience and launch titles definitely benefit from a usability standpoint but it takes almost 100% of the challenge out of the game.
Also if you look at Wii Sports Tennis, it doesn’t matter if you swing up, down, left, right, sideways, diagonally, the game will almost always give you the perfect swing. I recall many a late night of sitting on my couch with my friends and gently ‘flicking’ the Wii Remote in any direction to result in a perfect swing.
Have you played any titles with the ‘softened’ effect? And thanks for the comment Thomas!
Posted on Nov 27, 2011 | 8:35 PM EST reply Recommend Flag actions
Ah, I should’ve been more specific; the Skyward Sword walkthrough video looks a bit ridiculous (not taking any damage), but it also depends on the game. I actually quite like the Wii Resort ping pong, which is a bit in-between; you’re given the ability to add spin, but it’s still pretty difficult to hit a regular shot off the table. It forces you to think more about strategy and the next few shots than simply trying to keep it on the table. Take other ping pong games on the Move, for example, and they’re incredibly difficult because it’s closer to 1:1.
Posted on Nov 27, 2011 | 8:42 PM EST reply Recommend Flag actions
While you’re right about some of the more robust Wii titles, a lot of games still seem to ‘err on the side’ of the user. Wii Resort definitely feels like there was more of an effort put in to getting a proper 1:1 ratio, however a lot about my topic carries over into motion controls across different platforms. Personally I’m a huge fan of racing games and it’s a nightly occurrence for me to be on the App Store looking for a decent racing title for iPhone. I’m not sure who beta tests these games but I always find myself downloading titles that look fantastic but they still nudge you in the proper direction whether it’s a subtle nudge or not.
Posted on Nov 27, 2011 | 9:07 PM EST reply Recommend Flag actions
Yup, totally agree. So often another $.99 (or $4.99!) wasted.
Posted on Nov 27, 2011 | 10:14 PM EST reply Recommend (1) Flag actions
That’s the problem with motion games. They HAVE to be inherently easy, or else they will inevitably just reveal the motion technology’s weaknesses as a control input.
That’s why I’m so peeved that Nintendo is forcing motion controls on us with Skyward Sword. This isn’t a minigame or a supplement, this is a game from a series we all know and love, converted to rely on a technology most of us don’t care about.
Nintendo seems to think they know what we want better than we do, and maybe once upon a time that was true. But it’s not here.
Posted on Nov 28, 2011 | 9:25 PM EST reply Recommend (1) Flag actions
This is exactly what I mean about motion games softening the end-user experience. It’s a bit of a letdown for the Zelda series to transition to exclusively motion controls… Don’t get me wrong, innovation is king but in this case I’m just not convinced that motion controls are as advanced as developers would hope/need them to be.
Posted on Nov 28, 2011 | 9:48 PM EST reply Recommend Flag actions
Yeah, I had wanted a Wii for games like Super Smash Bros. Brawl and Twilight Princess, but when I played it at a friend’s house, the controls just felt awkward to me and I sucked at every game we had played because of it.
Posted on Nov 27, 2011 | 8:21 PM EST via mobile reply Recommend (1) Flag actions
It’s a real shame to go from something as ‘cutting edge’ as the design of the N64 controller to something as inaccurate and obtuse as the Wii Remote. There isn’t a single motion controlled game I’ve played for the Wii that didn’t ‘gift’ me the results I was trying to achieve while I was pointing/flailing the WiiMote around my living room.
Posted on Nov 27, 2011 | 8:38 PM EST reply Recommend Flag actions
I found Twilight Princess lacking in the controls department for this very reason. Wind Waker, although too different graphically for the masses, still had that Ocarina feeling in the controls department. I am with you, for the most part motion controlled gaming coddles the user.
Posted on Nov 27, 2011 | 9:14 PM EST reply Recommend Flag actions
Ah yes, Wind Waker was the last respectable (console) title that I can remember in the Zelda series. Graphically it was a huge step outward for Nintendo but it was a somewhat solid hit and of course I have very few issues with the way the Gamecube controller turned out. Twilight Princess definitely had that ‘coddled’/fly-by-wire feel that a lot of the motion controlled Wii titles have, which is a shame because it’s art direction was top notch in my opinion.
And I think you’re right on with your phrasing there, I’m not saying every motion controlled game ever is bad, just that for the most part a lot of them are handing out in-game progress like it’s candy.
Posted on Nov 27, 2011 | 9:44 PM EST reply Recommend Flag actions
But at least with Twilight Princess you had the option of playing without motion controls. I find it hard to even remember that TP did indeed have motion controls, because I played it on the Gamecube, which is the original version of the game.
Posted on Nov 28, 2011 | 9:26 PM EST reply Recommend (1) Flag actions
I had forgotten that. Can now remember the bitter disappointment of trying to replace my disposed of Wii copy, only to freak out at the prices that I was seeing.
Posted on Nov 28, 2011 | 9:31 PM EST reply Recommend (1) Flag actions
For these reasons and more (such as the annoying lack of higher end processing power) I tend to avoid the Wii. Although I have one, I firmly believe that the best titles are those found on a “traditional” control-based console such as the Xbox 360 or the PS3. Hopefully Nintendo will get back into the game with the Wii U, which, although still involving the Wiimote to some extent, doesn’t seem to rely on it entirely.
Posted on Nov 27, 2011 | 9:19 PM EST reply Recommend Flag actions
I agree. While I can understand that leveraging well-understood technology and making the most of it has it’s advantages, there’s a certain something that can be said about sheer processing power. Being able to push polygons is one thing, but being able to push quite a lot of them in a gorgeous manner is just as important and I think Nintendo is starting to understand this. They still appear reluctant to actually make the jump to present-day hardware but personally I believe that whatever they launch after the Wii U will have to be at least at the level of the 360 to be taken seriously.
And let’s be honest, move the motion controls to the back burner and focus on something a bit more palpable.
Posted on Nov 27, 2011 | 9:57 PM EST reply Recommend Flag actions
I agree 100% with everything you are saying about motion control – the hit detection is soft and it, generally, gives the user the benefit of the doubt, but the other thing to keep in mind is that this is Nintendo. With the wii they brought gaming a whole new audience and have sold the experience as fun vs challenging. They literally have a “win button” in new super mario brothers (or one of the wii mario games) and super mario 3d land on the 3ds gives the user the option of an invincibility suit if they die more than a couple of times in a level (I admit to using it more than once).
Gone are the good old days of smashing or throwing controllers in frustration…
Posted on Nov 27, 2011 | 10:02 PM EST reply Recommend (1) Flag actions
True. Nintendo does come from a bit of a different angle when it comes to targeting audiences and controls in general. But I think that they may be limiting themselves (once again) strictly to a very young audience. It pays to be taken seriously in gaming these days, Microsoft has some parents playing CoD then letting their kids play Viva Pinata all on the same hardware, all with the same tried and true controller.
Posted on Nov 27, 2011 | 10:38 PM EST reply Recommend Flag actions
I think you’re a little off base in your criticism of skyward sword. Yes that video looks ridiculous but whoever was playing found a trick/glitch/bug with that boss. It wasn’t that easy for me. As for giving users too much credit, most enemies require strikes launched in precise directions with precise timing. I’d say in many ways skyward sword is more difficult then twilight princess because of the precision it takes to defeat many of the common enemies.
Posted on Nov 28, 2011 | 12:03 AM EST reply Recommend (1) Flag actions
Good point about the difficulty of Skyward Sword Vs. Twilight Princess! This is meant as more of a critique of the state of motion control gaming in general. The video I cited was only part of the inspiration for this post. There certainly is a difference between a glitch and a ‘soft’ AI system but to me the video seems to be a mélange of both. The enemies in Skyward Sword certainly do require you to swing in a direction in some cases but generally speaking a lot of motion control games don’t seem to require you to be very accurate. A lot of existing iOS and Wii titles stand as examples of fly-by-wire control input, where the engine will accept a very broad input and hand the user specific results that advance the game. Having played Skyward Sword, I’m not saying that it’s mind-numbingly easy, just that for some gamers it may result in a ‘coddled’ feeling (thanks @NaJaKwa).
Posted on Nov 28, 2011 | 12:27 AM EST reply Recommend Flag actions
I agree that motion-controlled games suffer from “softening,” but I also think that some of the FPS games released on 360 and the PS3 suffer from too much focus on graphics and not enough on challenging the player. For example, Darksiders is a Zelda-like game that I own and enjoy, but it is also pretty easy despite having no motion controls. I still think Nintendo makes some of the toughest games to 100%. It’s not hard to beat Super Mario Galaxy 2 or New Super Mario Bros Wii, but finding every secret star or beating every “prankster comet” variation on a level is quite frustrating! I’ve spent hours on just trying to land a series of jumps in those games, and don’t get me started on the new Donkey Kong game!
So, basically, I’m saying I agree with you, but there are still some ways that motion-control can be a challenge, especially if implemented as a supplement to the gameplay and not the central mechanism of maneuvering your character.
Posted on Nov 28, 2011 | 6:18 PM EST reply Recommend (1) Flag actions
You’re right about that! Some motion controlled games are well executed. I can’t seem to recall a single PlayStation Move title that had ‘janky’ motion controls. (I’m 100% open to being corrected on that statement!). When you look at consoles like the Xbox 360 and the PlayStation 3, it’s obvious that the motion games have a bit more polish put into them and specifically with the Move, they seem to be aimed at gamers with a somewhat higher level of skill and accuracy. Then again, maybe it just comes down to the developer…
Posted on Nov 28, 2011 | 7:41 PM EST reply Recommend Flag actions
Well with Move, it’s because the tech is simply better, and more accurate.
Posted on Nov 28, 2011 | 9:29 PM EST reply Recommend (1) Flag actions
In many ways, the motion controls are to blame, with the vagueness contributing to frustration in Twilight Princess – the jousting moves were yeesh – but games in general have become far more guided affairs than before. Since Ocarina, Zelda titles have helped the player along (auto jump etc), whilst maintaining difficulty. Twilight Princess is the only Zelda game I have actually finished (also the weakest) but I don’t think I can lay the blame on the motion controls. The truth is, Nintendo didn’t go too far into the minutiae of what they were doing. Wii Sports just taps out once you pass the pro line, and Red Steel’s idea of difficulty was to force blocks on the player, making for some ugly animations (or rather lack thereof). Comparing Mario Galaxy to Mario 64 was amongst my final straws, the wii’s big problem is that it was gaming as small chunks, not big cohesive epics. Brief periods of fun for quick fixes.
You don’t have time to die anymore.
Posted on Nov 28, 2011 | 6:45 PM EST reply Recommend (1) Flag actions
Twilight Princess certainly was a tour de force (pardon the expression) of exactly what not to do. I’ve definitely seen worse before & since then but it seemed to have a fairly weak control scheme applied to it. Wii Sports… well, I think I’ve said enough about that one! Personally I haven’t played Red Steel but can you explain more about the game mechanics (blocks) that you talked about?
Posted on Nov 28, 2011 | 7:46 PM EST reply Recommend Flag actions
Red Steel’s sword combat is initially taught as being somewhat freeform, albeit basic. As the game progresses, you face more ‘skilled’ opponents – only they are not; if you try to strike them, your blow is blocked automatically, regardless of where their sword is, it instantly moves, or more accurately appears, in the way of your strike. The only way to hit these opponents was to perform a more violent block that initiated a stagger back animation, which in turn triggered their vulnerable state. Once I noticed this, I started to fall out with the machine a bit.
Posted on Nov 28, 2011 | 8:50 PM EST reply Recommend (1) Flag actions
Ah! Yes I’d heard that Red Steel could get pretty glitchy at some points. When I first saw the tech demo for it I was very intrigued. It looked extremely well done (especially when one considered the ‘tech demo’ status at the time.) Having heard that though, I’m glad I didn’t end up buying a copy. Thanks for the update!
Posted on Nov 28, 2011 | 9:41 PM EST reply Recommend Flag actions
I wouldn’t call it glitchy, it was way worse than that, it was damn lazy. You could see that you had broken the game because the opponent’s pose would just pop into place.
And let us open a further debate – Nintendo like to sell as a family’s game system, but speaking from bitter experience, some games push the repetition too far, which gets painful, particularly for arthritis or people that have suffered severe breaks in their bones.
Posted on Nov 29, 2011 | 8:38 AM EST reply Recommend (1) Flag actions
You might be right about that. I don’t suffer from arthritis but as someone who has worked in many offices on many long shifts I definitely understand the pain of repetitive stress. Motion control gaming can be a lot more taxing on the bones/joints than a proper controller. I think for me nothing is worse thank a keyboard and mouse! (although I may or may not have pulled a muscle or two while playing Wii Sports back when I thought effort mattered..)
Posted on Nov 29, 2011 | 12:13 PM EST reply Recommend Flag actions
I had Rayman Raving Rabbids (from the mind behind Beyond Good and Evil – coast much?), and there was a point where you just had to pump the controller up and down – sheer agony after a short while.
Posted on Nov 29, 2011 | 1:18 PM EST reply Recommend Flag actions
Finally watched the video – monstrous arachnid? Again? Bleh.
Still, hopefully they haven’t reused the baboon boss from Twilight Princess, where it slapped its butt cheeks, which indicated that you had to lob the boomerang at its behind… Yeah, thanks for that.
Posted on Nov 29, 2011 | 1:15 PM EST reply Recommend (1) Flag actions
Never gets old
Posted on Nov 29, 2011 | 5:47 PM EST reply Recommend Flag actions
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