This was the idea I refered to in the article I posted just prior to when e3 started. I wrote that it would be possible that someone would show this new controls scheme utilizing the wiimote (or something similar) and that I would tell about it if no one showed it (or had thought about it).

But Sony camp sadly demonstrates motionlook with halfbaked eyetoy game, which makes motionlook seem inferior to mouselook, and sports a stupid yellow gun at the bottom of the screen like as if the same rules that applied in Quake in terms of interface applies in FPS games using motionlook…. they don’t.

Immersive aspects are key with motionlook. If you have a gun at the bottom, the whole presentation will just look like a tacky action sequence done by college kids who wants the action to be viewed from a shooters view by replicating doom with handheld camera and plastic gun………

And using motionlook to control a vechile, or the cannon on a tank? No, no, no, it’s not ideal, motionlook is for first person view for a character in the game.

My head explodes from too much frustration now. But it’s childish to write sentences ending with exclamation mark, so I’ll just do a single line of them without any sentence.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I mean come on, I wanted to show this cool 3D Metroid game I’ve thought out taking advantage of this idea, well, when I thought out the Metroid 3D game idea I had actually forgotten all about motionlook, because I quickly forgot about the idea when I realized that the wiimote wasn’t that accurate. A couple of weeks ago I remembered I had actually had that idea, and I started to think about it. My creativity has been pretty abysmal the last couple of years though so when I started to rethink the whole concept of motionlook I added strange things like that there has to be some basic physics for a human skeleton that govern the camera system. That’s not that important anymore, it is applied in one instance though (you can’t spin the “virtual camera” around quickly, since your head can’t normally do that, it could of course maybe be applied when you’re in a narrow tunnel, since it would be possible for the avatar to spin around in such a place).

Anyways, this is in a way like the camerasystem for Beyond Good and Evil 2, but you control it yourself with 1:1 accuracy. This doesn’t mean that BGE2’s camerasystem is rendered obsolete, because they use it for a game that’s played from a 3D person view.
It’s pretty funny that you now have shaky cam camera style implemented at about the same time in games for both FPS games and 3D person adventure games. Technology and creativity converge.

This new control system is very VR. It’s everything that’s good about VR headsets, minus the bad, and the detrimental factors are pretty severe:

*having to wear a silly looking VR headset :P haha… 8-(
*cost of VR headset.
*having to look at a pair of screen displays that are very close to your eyes, making the viewer nearsighted within a week of “exposure” to the headset.

One thing people have to understand about motionlook. Every movement becomes inverted the second you “step into the semi circle facing the player”. Imagine that you strafe left and aim left to turn left in the game. Imagine that you contine turning the wiimote so that the aim “entered into the semi circle facing yourself”, and while you did this you continued to strafe left. The reason why everything “suddenly” inverts, is because the TV is stationary, that’s why. And that’s why motionlook isn’t as perfect as a VR headset, but then again, who cares? It’s a small price to pay for a control scheme that’s really just amazingly fun and immersive, and strafing and turning isn’t exactly cumbersome, and also, it’s still possible to do the quick turn into the “inverted semi circle” if a player felt for it (if you had to deal with a swarm of enemies for example).