Launching motion controllers will be "big challenge" for rivals, says Miyamoto
Plus: "have confidence" in Vitality Sensor.
Shigeru Miyamoto has warned Nintendo's rivals have a tough road ahead when it comes to launching their new motion controllers.
"One of the challenges is not just to create a natural controller, but how do you get it into the hands of the people? How do you do that cost effectively?" he said, speaking to the Mercury News.
"I think we've accomplished that. We have sold millions of controllers at a good price point. And we have that delivery system successfully already implemented."
So Nintendo's got a head-start - but what about Microsoft and Sony? "For other companies starting from zero and trying to figure out how to get it out there at a decent price point is a big challenge," Miyamoto said.
Having mucked about with motion controllers for a while now, Nintendo has moved on to the Vitality Sensor. It was shown off by bossman Satoru Iwata at E3 but no one really understood what on Earth the point is, as it sounds like Miyamoto is aware.
"Ideally we would have been able to talk about this in terms of the software implementation rather than just the sensor itself," he said. "I don't have any indication for you (of what we have in the works) other than to say that we have lots of very creative ideas.
"We understand the challenge before us, and we have met these challenges in the past. We just ask that people have confidence in us."
Remember, every time you say the Wii Vitality Sensor looks rubbish a fairy dies.
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Comments (22) Latest comment 3 years ago
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Shan't!
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Hmm. I'm quite sure Natal and Sony's dildo can penetrate (haha) the market. They're totally different in concept and work with much higher spec machines so there's more possibility there.
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I actually think Sony's device has more potential for core games given its reported precision, but for my money, Sony really faces a struggle because it's asking people to buy an expensive console, a camera add-on AND this wand. I've no doubt there'll be bundles which will make it more attractive, but will people really want to spend THAT much more for a slightly more precise type of motion control? I can see it turning out like MotionPlus - great for the games that use it, but you'll be waiting a long time between releases which do make the most of the device. I mean, given Red Steel 2's delay, it's going to be the best part of nine months between MotionPlus-centric games. Even the balance board had more support than that in its first year.
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It annoys me when I see the same unimaginative responses when talking about it (which go along the lines 'vitality sensor? it's just going to be a fitness thing omg omg rubbish, ps3 xbox graphics graphics'.) They wouldn't have come up with it if they didn't have a use for it. Everyone thought the rumble pak, DK bongos, DS and Wiimote were all ridiculous ideas too that wouldn't work in any sense at all, and everyone was proven wrong.
They'll use it in regular games in ways graphics-tards would never be able to imagine until they see it (making the music swell to increase tension and throwing in a random surprise when it senses your heart rate goes up in a survival horror game?) and it'll end up being copied by both Microsoft and Sony. Without a doubt.
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And didn't Iwata mention something about "putting the player to sleep" with the help of this new peripheral? Well Mr. Iwata, I can tell you that you don't need a new peripheral to do that considering the Wii's current software situation
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I won't judge though until I see some software.
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Wii remote + Nunchuck + Wii Motion Plus = €45 + €20 + €25 = €90 for one complete Wii controller.
It seems the best way to get it out there at a decent price point is to gradually sell it piece by piece, eh Nintendo?
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But publishers will be able to quickly churn out new IPs or ports from sucessful Wii games, with a near 1:1 precision. For the wand, at least. I bet LucasArt is already in talks with both Sony and Nintendo. Expect that long awaited 1:1 lightsaber game to finally come out on the console of the highest bidder.
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Again that "Vitality sensor is great for horror games!" example... What on earth is the point? What good is bringing more scares if the player isn't scared enough? Perhaps they should've just put in more scares from the start, so that you -know- people will be scared and won't have to read it from a vitality sensor?
I want the game to control my pulse by scaring the shit out of me. I don't want my pulse to control the game.
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So motion controls on systems that can actually use it when it is a benefit, and not just shoehorn it in because you have to. I can think of alot wii games that are actually damaged by motion controls as it simply not the best way to do that game.
I also think its sad that Miyamoto is thinking about business these days rather than the next crazy game.
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If Sony brings out the motion controller with just that spray paint demo with some features that allow me to save my work (zoom options and larger canvasses would be even sweeter) then I'm getting it day one! Everything that comes after that is extra ...
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> Not true. Nintendo themselves have proven that it can be done. So if they can, I don't see why Sony or Microsoft can't do it "cost effectively" as well.
"We have sold millions of controllers at a good price point."
> It's not the main reason. The concept and application are the most important thing. People will not come just because you've 'built it'. One could argue that the Atari VCS 2600 had a rubbish controller - in contrast with today's - but it had a new paradigm to offer, the birth of the home console.
I really hate this guy. He thinks he's cornered the market with just one character concept that Nintendo keeps repeating and putting into just about everything that they can think of...What's next? Mario Super Fart with an appropriate 'controller' that measures farting sounds, strengths and smells?!
I for one am quite happy to let the "fairies die".