Thursday, April 8, 2010

How would rpgs work on the wii? 0_o

The only thing I can think of is using the wiimote to point at the attacks.... and choosing which thing to hit. (on turn based) I dont really want all the rpgs to be like DQ:swords...How would rpgs work on the wii? 0_o
You turn the remote sideways and ta-da! you have a normal controller again.How would rpgs work on the wii? 0_o
or you just use the nunchuk and wimote and you have a controller for action buttons and a controller for moving. i dont like the idea of having to swing the wiimote for all games.
Think of the wiimote as a mouse...Now, go play Neverwinter Nights 1 or 2 which can be played completely with one mouse button. You could simply point to your selections on menus or point at a position on the ground for movement or an object for an action.If more buttons are needed, there are 8 buttons that can be used with the nunchuck plus the 4 from the D-pad. If more buttons than that are needed, you can map things to motion sensing. If high accuracy is needed, you can just do four movement directions (left, right, up, down) for both the nunchuck and the wiimote bringing the 'button' total to approximately 20 'buttons'. If even more are needed, you can map circular movement motions (clockwise and counter-clockwise) for both nunchuck and wiimote, as well as forward and backward motions to increase the potential total to 28 'buttons'. Movement and selection can be done with either the analog stick or point-and-click.For example, Knights of the Old Republic could be played by moving with the analog stick, switch characters with the two buttons on the nunchuck, select targets by either pointing and hitting 'A' or perhaps by locking onto objects in the centre of view by holding down 'A' or the 'B' trigger, do your melee special attacks by horizontal and vertical motions on the wiimote, do a Force push on the selected target by thrusting the nunchuck forward, or Force choke by selecting a target and lifting the nunchuck up. Not only can you map all of the special abilities to the wiimote/nunchuck, but you can also make them fun and possibly more intuitive.Further 'buttons' can be mapped by using the 4 diagonals of motions for both controllers but these might be harder to do accurately if horizontal and vertical motions are also mapped, but potentially you can have 36 different 'buttons'. More specialized functions can also be produced by drawing shapes in the air, sorta like Okami or SSX Blur (for uber moves), thus the Wii has a potentially limitless number of 'buttons' that can be mapped. Combinations of button holding with a motion can also extend the layers of control that can be used if RPG's were ever to need that many 'buttons'.In summary, playing RPGs (or any genre in fact) is not limited by the controls. In fact, genres that never really had a place on consoles, such as point-and-click adventure games as well as strategy games, such as WarCraft, C%26C, and the Total War series, which could not be intuitively translated to console controllers have the potential to be found on Wii just because of its point-and-click abilities. Hopefully, developers catch on. Might I also add that I think dual-analog is terrible (coming from mouse %26 keyboard) for FPSs and that point-and-shoot with an index-finger trigger is far more accurate and satisfying.The main downside with the Wii for RPGs or any genre is going to be the limitations in graphics or active actors in any given area. Due to the relatively old hardware, the Wii will either have large areas populated with many actors (read: AI) but with stripped down graphics or will have great graphics but will either have to divide areas up into smaller chunks or limit the number of active actors at any given time. I could be wrong and I hope many developers find a way around any hardware limitations.
Use your imagination. The Wii's future RPGS do not have to follow the traditional forms, already continued by the other consoles. Its all up to the developers.
There's many things they could do.For instance:
  • Turn-based game
  • Underlying combo system
  • You could trace the paths and angles which each character could attack at
    • This could open up larger combos
    • This could expose weak points
    • etc
You just got to think outside the box really.
good post joeyg1097.



Yep, it depends on the developers. They could include different control schemes (with or without motion sensing). Wielding a sword like in DQ, or 1:1 motion sensing is possible. There is also the pointer, which is advantageous in a menu-based combat or inventory management etc.
Aside from traditional control methods such as using the nunchuck to select attacks/move and using the wiimote to confirm/open menu etc in turn-based JRPGs or using the nunchuck to move and the wiimote to click in a hack-and-slash RPG, I could think of a different control (well, combat really) system for turn-based JRPGs:It's pretty similar to the method I previously mentioned, but when after you select an attack (for this example, I'll choose just a regular attack with a sword), the game will then pause to let you get into an attack position. After you're in an attack position, you press A and then the game unpauses and the attack begins. During the attack, you will see a reflex bar to show you the right time to attack. You may use a variety of motions to use a different attack (a stabbing motion for a stabbing attack, downward motion slash for a downward slash, etc).  Timing the attack way too early will result in a miss and an automatic counter that ends your attack. Timing the attack early will only result in a miss that ends the attack. Timing the attack just a bit early will result in a block with reduced damage that ends the attack. Timing the attack right will result in a full hit and the attack continues. Perfect timing will result in a critical hit and you're allowed to continue attacking.The speed at which the reflex marker moves along the reflex bar depends on your character's reflex stat versus the opponent's. If yours is too slow, the marker will move faster while if yours is fast, the reflex marker moves slower. The size of the critical miss/miss/block/hit/critical area on the reflex bar depends on your character's speed versus the opponent's.During a combo against an opponent (for this example, a general in full steel armor), you may notice that their armor is breaking (in this example, the plate covering their right shoulder). You should then use an attack that would attack their right shoulder. This way, attacks don't look repetitive and adds a bit of strategy into attacking. Also, using the nunchuck, you can use the analog stick to make an element shift or a combo finisher for your next attack. You can also use the buttons on the nunchuck to cycle between several shifts and finishers. To ensure there's no such thing as an infinicombo (I made that word up), the reflex marker speeds up while the miss/block/hit/critical area become smaller each time. (Note that after the first hit, you cannot be countered). If you're still wondering why reflex and speed are two different stats, here's my reason: Reflexes only affects when you move, not how fast you move. Eventually, the reflex marker will move too fast or the area will become too small to work with and the combo will end.When it's your opponent's turn to attack, you will see the reflex bar again but this time with different areas. This time the areas are block/dodge/counter. Each manuever also has a separate motion (pull back only wiimote to block, pull back both nunchuck and wiimote to dodge, and swing wiimote to counter) so be careful. Pulling a dodge in the block or counter area will result in a hit and missing terribly will result in a critical hit. Missing with a counter will always result in a critical hit no matter how close. Luckily, the areas can overlap during the opponent's attack unlike your attack reflex bar.Reflex will again affect the speed of the reflex marker and speed will affect the area.I will work on the rest in my next post.
[This message was deleted at the request of the original poster]
^^ I'm not reading that wall of text, but just to tell you that DQ Swords doesn't/shouldn't represent the Wii's RPG lineup... nor should it even be considered an RPG to begin with. It's a simple spinoff remake of an old plug-and-play game aimed at the casuals.
Who siad you have to use the Wii pointer? You can just select them with the analog stick.
I actually think that RPGs would be one of the easier things to do with the Wii. Heck you can even do RTS on the Wii. JRPGs would be fairly easy because all you would need to do is walk around and when you get inot a fight just point the remote at who you want the character to attack, click, then select an attack. WRPGs can always be played in first person.

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