Moving Targets Article
Retro Wii Article by Dan Whitehead
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Despite making the player look a bit like a daft puppet, the Gametrak actually worked fairly well, with the bundled fighting game Dark Wind offering a basic yet compelling showcase for the benefits of throwing virtual punches. Real World Golf was also produced for the system, reaching the Top 10 in UK sales and spawning a sequel in 2007, but Gametrak as a viable alternative controller never caught on with the public. Titles such as Real World Basketball were promised but never materialised. The company responsible, In2Games, eventually announced the Gametrak Freedom motion sensing wand in 2008 and also foisted the grotty Wii rip-off RealPlay series on us, which, if nothing else, at least inspired Ellie to one of her most memorable expressions of critical dismay.
The most obvious reason for Gametrak's long-term limp performance was that by the end of 2006 the general public was rather more enamoured with a different take on motion control, as the Wii finally burst onto the scene.
According to legend, development on the motion sensing technology at the heart of the Wii remote began as early as 2001, with Gyration Inc - a developer of wireless computer mice - and Bridge Design tasked by Nintendo with incorporating movement control into an appealing videogame peripheral. Miyamoto apparently brought in mobile phones for inspiration, and early designs included a breakaway joypad with a detachable motion sensor, and one with an analogue stick and DS-style touch-screen. In the end, the company settled on something that looked more like a TV remote, with the optional nunchuk for more intricate control.
Rumours persist that this research was originally geared towards producing a motion sensing controller for the GameCube, an idea seemingly supported by the now-defunct Factor 5 development studio claiming to have worked on a prototype of Star Wars: Rogue Squadron using a rudimentary version of the Wii remote. Such rumours no doubt delight those who decry the Wii as "GameCube 1.5", but that rather misses the point. With motion control a reality, Nintendo realised it didn't need to keep fighting against Sony and Microsoft in an increasingly costly hardware war of attrition.
It had the technology, but without the right software there was every chance that the Wii could go the way of the Power Glove if people didn't take to the concept. Rather than try to convince people to play traditional games in a new way, Nintendo decided that the software would sell the hardware, rather than the other way around.
Animal Crossing designer Katsuya Eguchi was given the job of creating a game that would not only instruct people in how to use the Wii remote, but provide a selling point for the system itself and encourage people to play it daily.
Simplicity was key, and sport was chosen as the most instinctive way for players around the world to ease into the idea of motion control. Wii Sports: Tennis was announced first, prior to E3 in 2006, swiftly followed by the news that it would be part of a branded series. Wii Sports: Golf and Wii Sports: Baseball were added to the line-up, with the latter only featuring basic batting. At E3, Wii Sports: Tennis was famously demonstrated onstage by Miyamoto, Satoru Iwata, Reggie Fils-Aime and a competition winner, Scott Dyer, and many cocked an eyebrow at how simple the gameplay was, with the only input being the swing of the racquet. At the Nintendo World event later that year, boxing and bowling were added to the official line-up along with the news that the Wii Sports package would be given away free with the console - in Europe and America at least.
It was a shrewd move, hardware and software in the sort of commercially successful symbiosis that hadn't been seen since Mario came bundled with the SNES. Each console sold helped Wii Sports on its way to becoming the most successful videogame in history, and a new audience of gamers - with no lifelong attachment to joypads - embraced the world of motion control as a fun and communal experience.
While it will probably never completely overshadow traditional joypad gaming, there's little doubt that motion control isn't going anywhere anytime soon. Wii Sports Resort and MotionPlus can only strengthen Nintendo's hold over the casual living rooms of the world, and Sony's bulbous sex-wand and Microsoft's slightly vaporous Natal are strong indicators of the direction gaming is heading towards.
No doubt there'll be some more U-Forces and Activators along the way, but with technology that can finally deliver on the technological promise, and games that can be controlled by brainwaves already a virtual reality, it shouldn't come as too much of a surprise if one day we find ourselves kicking up a stink in some futuristic nursing home with our crotchety insistence that things were simpler in the days when games were controlled with plastic buttons and tiny joysticks.
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