Videogames have been at the forefront of innovation in technology since they were used as modules in military research. In the early age of videogaming, new consoles focused on graphics to beat out their competitors. The leaps from 8 bit to 16 to 32 to polygons fueled ancient console wars. But in modern times, with graphics satisfaction quickly reaching a peak level, console makers have moved to innovating radical features to woo gamers.
Perhaps one of the best examples is Nintendo’s leap to motion control with the Nintendo Wii in 2006. With the Xbox 360 and PS3 on the verge of release, Nintendo pushed out their revolutionary new controller, the Wiimote, that used infrared sensor and a control bar to read the player’s hand and arm motions.

The Wii was met positively but was always at the tail end of the console wars because, in most cases, it just didn’t have enough games that utilized the motion control technology or games that did use it were too gimmicky. But that was only the beginning of motion control…

The Xbox 360’s Kinect system of motion control came out in 2010 and ever since it has been a major piece of technology used in research. But in gaming? Not so much. The 360 Kinect has been revolutionary in it’s motion detection system but it’s still highly inaccurate and games that utilized it were well…difficult for the wrong reasons. This is the major flaw with motion control gaming. Technology hasn’t gotten to the point where motion control is a viable control system yet game companies are still using it to sell their consoles and games. In fact the new Xbox One ships with the Kinect 2, for an extra 100 dollars may I add. But at least Microsoft has claimed that the Kinect 2 is much improved from it’s previous version.
Gimmicky control systems like motion control are ok in moderation. The Kinect and Wiimote are practically optional (most Wii games allow the use of a Classic Controller, similar to the regular Nintendo Gamecube controller or some other configuration) and up to the user’s decision whether or not they want to use it. But recently Nintendo made a wild swing that really has me on edge. Their new Wii U Gamepad.

The WiiU’s gamepad controller!
The Wii U’s new controller is similar to a tablet monitor with the control scheme pictured above. I personally have not dropped the money for not one, and probably will not because I’m completely turned off by this control scheme. The controller just looks uncomfortable to handle and from reviews of the new console it seems that the tablet screen in function is not as intuitive as one would want it to be. For instance many Wii U games have features simultaneously on the regular TV screen AND the Wii U Gamepad. This can be disruptive to game flow though since gamers have to look down at the pad which is really distracting them from the main action on screen! As an example, in one Wii U game the player must draw accurate shapes on the Gamepad as they are fighting on screen. Players cannot pause the action on the TV screen so they can actually see what they’re drawing in their laps and this is a serious hindrance!
I’m definitely not falling for Nintendo’s silly gambit, especially since the Wii U only supports one Gamepad controller at a time. It’s really just an overpriced accessory, since the Wiimote is still supported by the Wii U! These optional systems are mostly just off putting and as we’ve already discussed in class, things that are strange and new are harder to learn and get used to.
Which brings me to my final example of strange gimmicky control schemes.

The Steambox Controller
I don’t even know where to begin with this one. When Valve, the geniuses behind the Steam distribution platform and amazing titles like the Half Life series, Team Fortress and Portal, announced they were making their own console their was some crazy huge hype crazy fast. Then Valve revealed their controller which is pictured above. I don’t even know where to begin with this one!

The Steambox controller is mean to replicate a PC’s Mouse-Keyboard interface using strange touch dial surfaces. Yet the very idea of a controller with no face buttons, D pad or analog stick is mind boggling! It’s so new it’s scary! I don’t know how the Steambox is going to compare to other consoles who have very quickly adopted the dual analog stick-shoulder button configuration, but with Valve backing the project it just can’t be bad. Right?
Anyway, only the future can tell and I’d love to get my hands on it that’s for sure! Thanks for reading! Seeya later!