Showing posts with label Patent. Show all posts
Showing posts with label Patent. Show all posts

Sunday, March 24, 2013

Trophies May Be Coming to Older Games


It's been kind of a thing floating around the internet for a few days, but I'm just now getting to it because I completely forgot about it last night.  There's a patent that's been recently filed by Sony that I'm linking to IGN for since Joystiq hasn't made a thing about it from what I can tell, and while it's kind of patent-y in "what is this even", it's a fairly simple process.  Basically, so says the patent, games can be patched in a way that doesn't call for re-certification because the game hasn't actually been altered in any way except that it adds triggers for trophies.  So basically, the process would just require a person or few people to sit down, come up with a list, make the appropriate triggers and submit them to be implemented.  Nice and simple and, most importantly, cheap.

So why should we care?  Well, the vagueness is sort of the key here - it just says 'games', not 'PS3 games', though I suspect this could be utilized in those handfuls of PS3 games that remain trophy-less to this day (Valkyria Chronicles, anyone?).  Which means any game you can play on a system that supports trophies (PS3 and Vita, really.  Until the PS4) would, theoretically, be able to have trophies attached to it.  Which means that copy of Metal Gear Solid you have in your download list might just offer you a shiny silver trophy for unlocking the Tuxedo, or Final Fantasy VII might have a gold up its sleeve for someone who collects every type of materia.  Things of that sort.  For people like myself who use trophies as a sort of benchmark, or an incentive to replay some games and wring some full enjoyment out of them, well, this is quite a boon.

It is, ultimately, hard to tell just how involved these types of deals would be because they are sort of unprecedented in most cases.  While there are -some- PS2 that have trophy lists now (thanks to HD-ification), these might be the exceptions and not the rule.  Who knows if any PS2 Classic that might get support via this method will be 'allowed' the full trophy list, though I don't see why they wouldn't.  It's a fact that makes some people a little annoyed, but Platinums move games.  $10 for a good game that will get you a Platinum trophy?  For most people, it might just be the little extra incentive to tip them over the edge into picking up some older games that they've been meaning to grab.  For others, it might just mean that they're suddenly buying up a bunch of older games for the specific goal of getting trophies in it.  Either way, they games start selling more and that's all that anyone really cares about.

I can't deny that the prospect of  playing the Playstation One version of Chrono Trigger for trophies is almost delicious - a game that I've literally 100%'d multiple times through my lifetime, yet with nothing really to show for it aside from my memories.  Which is, I believe one of the stumbling points that I think I cover every time I talk about trophies, but it's always relevant to the conversation nonetheless.  It's not like achievements/trophies suddenly phased into existence to make people go on fetch quests and this and that in the multi-hour task of 100%'ing a game, or playing it in a way that might not be intuitive at first.  This has existed since the beginning of games - just that before this generation, your only recourse was to inform those who didn't know about these little things, these easter eggs and such, or discuss your 'stories' of getting them with people who had similarly done so.  For all intents and purposes, nothing has changed - you just now get a thing that gives you points or a shiny trophy when you do it on top of the story that comes with it.

There's a completely possible chance, however, that nothing will come of any of this, though.  It is, after all, just a patent, and even if it were something that were made possible, it requires -some- work on the developers and/or IP Holders.  While it's minimal work and I doubt there's a big cost associated with it, it -is- work nonetheless, and on games that have been out for a decade or better in most cases - a lot of devs just won't see a point in doing it.  There's all sorts of wondering to do if they actually -do- this as well, since it's hard to tell just how the actual lists will be added in and handled, as I mentioned, and whether or not there will be 'guidelines' for them as there are for PS3/Vita games.  Still, it is something worth mentioning and could be very interesting to see how it's utilized, if at all.

Saturday, December 1, 2012

So I've Been Thinking About That MoveShock


Of course, I mean the split controller idea I mentioned yesterday and before you ask, that is my wordMine.  I've been looking around and unsurprisingly people are coming out of the woodwork to ridicule this thing that might not ever see the light of day for reasons that....well, are certainly internet reasons.  Perhaps I've over-thought this a bit as I tend to do, but I feel like people would be a lot more welcoming of this idea if it were an idea presented as anything -more- than an idea, if that makes sense.  As I tried to do, introduce it with some functionality, something to give a little taste of it, to push people beyond the initial difference of it.  Of course, that would require actually naming it as a thing that exists which is something that is likely a year off or so, if ever (basically my thinking is that it's going to be the PS4 controller or nothing at all), so for now it honestly really just has to stay a patent and a concept.  And it will unfortunately be judged a little prematurely and a little immaturely, but I really hope people remember that nobody thought the Wii was going to be a thing, and if the Nintendo apologists out there have been saying anything in terms of 'teh hardcorez gaming' as it were, Motion Controls are a thing that can work.

What's important to remember, to reiterate over and over again is that this generation's concept of Motion Controllers have been a game of sacrifice.  We actively lost input methods in the form of buttons, in the form of movement, and in the form of 'choice' for the sake of a new input that, for the reasons mentioned, wasn't implemented properly.  The Wiimote's actual motion sensing wasn't up to par to be used extensively, so much so that it required Motion+ to upgrade it, and then Nintendo never capitalized because they won't 'force' consumers to have a better product.  (Except for, well, Skyward Sword)  The Move's piecemeal sale method did the exact same thing, as most games would only 'require' that you have the wand, and not a Nav Wand (or a Dualshock 3, despite being stated as a method for input for moving around and such, basically only Sorcery capitalized if I'm remembering right) and the overall negative opinion of the thing, despite it being something seen as a positive for Nintendo, precluded it from a lot of use.  Basically, in every case save a few, it was 'assumed' that you don't have the full range of input, thus nothing used everything, leaving it all to be seen as a sort of after-thought.

So imagine motion gaming if it weren't like that, if it were directly in your hands by standard, so it could be treated as a full suite out of the box.  Imagine that you can have motion as an input without losing any other input because it's all right there in your hands anyway.  You have to imagine it because it's a first, because to this point we have not had the full range of buttons and motion controls at the same time - we just haven't.  Despite Sony's efforts, despite Nintendo's efforts, we've lost things along the way regardless, and that is the differentiating point between what we've had and what this idea can offer and that is what I am trying to hammer in because it's clear that it's something that has completely and totally gone over the heads of just about everyone that comments on a website that features this.  Which is not to say that I'm some genius who sees the potential or anything, I'm just somebody who has given it a modicum of thought without knee-jerking which is, frankly, something the internet could stand to see a whole lot more of.  You can't disagree with that, I'm sure.

Anyways, take the above Gladiator example from Sports Champions into mind for a moment, if you would.  This is sort of something that leverages the Skyrim idea I had in the last post since, if you use two Move Wands while playing that game, you're allowed input of both hands, and it's something that works quite well, according to seemingly everyone who's attempted it.  You have that much more control over where your sword goes, over where your shield goes and it opens the door for more precision in what you're actually playing.  I dare not use the dreaded 'immersion' word, but I'm sure you'll agree there's a difference between hitting square and swinging a sword that just happens to hurt a dude and swinging an object that directly damages a dude's arm.  There's a difference between pressing L1 to block and pressing a stick to stagger your foe and raising your left hand to move your shield in the path of an attack, adding a little flick that pushes your enemy off-balance.  I don't think anyone can say with a straight face after the Wii, that motion controls cannot add something to an experience that you wouldn't have otherwise, but at the same time, it's hard to imagine a scenario where it's effectively been done that way in the myriad of games where your sole motion input is aiming.

The limitation of the above example with Gladiator is that, if you're using two Move Wands, you have absolutely no movement input beyond your arms.  The Move Wands have the Move Button, Triangle, Circle, Cross and Square, and Start and Select buttons, but no D-Pad, no Analog stick.  Your movement comes in with the Nav wand which, as stated, nobody 'assumed' you had (nor were willing to use a Dualshock 3 to emulate this effect) and if you were using two Move Wands, you can't use anyway.  This is precisely the case of losing a lot to gain a little, but the important fact is that there is something gained.  Even with the Wiimote, all you have is a D-Pad and not a very good one at that, so two of those aren't exactly viable either.  But if you have everything that a DualShock has to offer between two Move Wands, you have the full suite of what you need and -that- is what makes it a forward step.  That's what pulls it out of the relative stagnation it went through with Wii and Move games, since it basically went from Wii Sports functions to cutting stuff ala Red Steel, to First Person Shooter to being a flashlight in Silent Hill:  Shattered Memories and your wand in Sorcery.  There was not a whole lot of progress, if we're being honest.

Here, you have your cake and you can eat it too.  You can use two inputs for both arms of your Gladiator while still being able to move him around as you want.  Walk him back and use the shield arm to deflect while your opponent is on the offensive and surge forward, swinging when you see an opening.  That's not where it stops, either.  Take a game where dual pistols is not uncommon like Max Payne 3.  You enter a room and crouch in front of the first thing you can, sizing up the room.  Then you vault and kick in the slow motion as you would normally.  But now that you have two inputs for aiming, a left and a right for a left and right gun, you take aim at a thug on the left side of the room and one at the right side.  You fire and they both go down and as Max is flying in slow-motion you slowly bring your hands back together, firing as you do to clear the room.  You land, turn Max towards the remainders and unload on them two at a time.  You're not limited by where you can aim and where you can move because you have the reticule trained with your sights, you have movement with your left stick and you have camera control with your right.

Take Metal Gear Rising:  REVENGEANCE and imagine you've built up your Zan-Datsu meter or however they're going to handle that and it's time to use it on some poor fodder.  You activate it by pulling your controller apart which prompts Raiden to pull out another blade (because you know dude's got more than just the one sword) and you're free to slice freely because, well, that's the point.  Instead of using analog sticks to determine the angle you cut how you want.  With left hand and right hand you make two parallel slices under his shoulders and above his waist.  You bring them back around and cut in an 'X' to impress yourself if nobody else with your precision and then you swing wildly to reduce what's left to itty-bitty bits before Zan-Datsu is finally finished.  Or imagine that you're in a fight where you specifically need to cut off an arm because it holds a rocket launcher or something.  If Zan-Datsu can be entered and left freely, then bam, hop in, pull it apart and slice off the arm with speed and ease, then exit the mode and fight like normally because, well, you still have all the normal controls.

Take Star Wars:  The Force Unleashed 2 and pretend it doesn't suck.  I know, that's asking for a lot, but just do it for me, alright?  Imagine it doesn't suck and that it actually matters where your lightsabers go.  Imagine that you can cut off parts of scenery or otherwise destroy it with your lightsabers (because I'm pretty sure you can), so you use your left stick (in the left controller half in your left hand) to move, jump with X as usual (with the right half, etc. etc.) and slice off a tank at the top with a motion, and then fall and slice it off at the bottom.  Imagine then that you can press one of your buttons while aiming at it to Force Grab it and flick it in a direction while letting go to use it as a projectile instead of flicking the analog sticks.  Imagine that you can grab a platform that somebody is standing on with the force and rend it apart, dropping them to their doom.  Hell, just imagine that you can grab two soldiers at the same time and use them to clean house by throwing them both at a group at the same time.

The important thing is that, with a split controller design that is literally a split controller, I can see this being a reality.  Or rather, I can't see why it -can't- be a reality, since I'm assuming the theory behind it takes in account the technical aspect of it.  If nothing else, I see this concept as the next evolution, the progression, of what we were offered in Motion Gaming this generation.  I mean, that's the point of leaping generations, right?  To refine the latter generation and update it with more ideas.  It's how we went from a controller with four buttons to controllers with eight or more without making them cumbersome.  Each generation is supposed to let you do things that you just couldn't do in the previous one.  This certainly counts as that, and as a prospect, it's exciting to me at the very least.  Nintendo has already cast their die and it rolled away from what they brought to the table, and being that this is Sony's patent, I'm hoping they actually step to the plate with it, provided it is what the tech states it will be.  Putting an analog stick on a Move Wand to let you use two probably won't be enough, it has to be standard, and that's what I fear the most, that this is just going to be an alternative that, by virtue of that, will never get used.  Done properly, it's just going to compliment what we're used to and integrate itself in comfortably, and for the sake of how much I've gone and worked myself up with ideas, I'm pulling for it.

Friday, November 30, 2012

This Isn't Dumb, Trust Me


Hey, don't give me that look.

No, seriously.  Stop it. 

Just....just hear me out on this one.

So, alright.  I've been feeling kind of bad because the last two posts in a row were me just whining and grumbling about things instead of being enthusiastic and/or excited about something.  Or just interested in something.  Or just being positive whatsoever about something.  All that negativity isn't good, it's not healthy nor is it fun and personally I like fun.  So I was trying to find something out there on the interwebs that made me feel a pang of interest, of hopefulness, or -something- positive that I could work off of, and honestly nothing really came up initially.  I doubled back to Joystiq for the fourth time in hopes that I had missed something, or there'd be some late, great piece of news and eventually came across the image you see above and the post associated with it.  To be honest, I took a look at it and didn't really know what to think, so I did what I always do when I come to that cross-roads which is absolutely 100% not the smart thing to do - I read the comments.

All in all, it's about a 50/50 split between people saying 'it looks fucking stupid' and 'it's copying the Wii' which are both amazingly hilarious when you put them together and, as usual, it made me sigh and rub my head a little bit.  There was, however, a little useful tidbit to be gleaned from the mess, and it is the fact that the image, while indeed a patent image, is a tech patent and not a design one.  So take the look, whether you think it's stupid or simply a little strange and don't worry about it because that's not the actual design of anything.  It's a technological theory conveyed in an image in the easiest way to understand.  That's pretty much exactly what a tech patent is, since its whole goal is to give you something to wrap your mind around and the theory that this idea invokes is a rather fantastic one to me and it is the only reason why I dare speak of it in a positive light.

If you look at the two split controller designs we have now, the Wiimote/Nunchuck combo and the Move/Nav combo, you can see two attempts at a theory with their own faults and their own good points.  Nintendo's minimalist design is accessible, the accelerometer in the nunchuck makes it a viable motion tool, the actual motion control (with Motion+) is serviceable and it can technically be used multi-functionally (Not just a pointer, basically, but I refer to New Super Mario Bros.' twist controller to spin jump mechanic).  On the downside, however, being that Motion+ was an add-on that was barely imple it saw limited usage, it still wasn't totally precise and the overall lack of buttons hampered more 'advanced' ideas.  Sony's more ergonomic design was more comfortable and placed more buttons in the right areas, had the benefit of better tracking overall and had more potential from the thought-out tech.  It suffered from the poor choice in not putting an accelerometer in the Nav controller, offering less buttons overall than a controller, thus limiting its conformity and barely saw and proper implementation.

The issue both controllers suffered from was the fact that they were both not full controllers in their own right.  One analog stick per pair (while motion control all but replaced the need for a second stick, this did not factor in for usage of the second stick as a button, as some games use) less triggers (as standard seems to be two bumpers, two triggers now) and neither option offered you the ability to have a full experience without both 'component' controllers.  Essentially, neither option could offer you a full controller experience because both options are hampered by their own 'sub' controllers if you will.  (The Nunchuck and the Nav)  This, this is where the beauty of the idea, the theory, the image indicates comes in.  Imagine a Dualshock controller.  Now cut it in half.  Now imagine both halves are motion controllers.  Now imagine that you can take it apart/put it back together at your leisure because it serves as a regular controller and a motion controller at the same time.

That right there is the elegance and the actual smart area of the design.  It's forward progress in the space where nobody has been -able- to make it and it's the best of both worlds.  Let me spell it out in terms of an actual game application, though, instead of just saying "trust me, it's smart" because, well, that works better.  Let's use Skyrim as a reference despite the hilarious ineptitude Bethesda has displayed with the game and the add-on content of it, because I'm just using the core mechanics.  The 'big thing' in Skyrim is the ability, nay, the impetus to dual-wield things to destroy your enemies.  Any combination of weapons, spells or shields can be wielded together to whatever effect and the key ideal is that you are using both hands to their best effects. 

Now apply the split controller, the literal split motion controller to the idea.  You have the left portion of the Dualshock in your left hand that has you moving around, you have the right portion for menu controls like normal and when combat comes in, you can either attack as normal or you can use the motion controllers as intended and control things like that.  Prepare two different spells and fire at two different enemies at the same time because you just have to point and attack.  Bring the controllers together to merge the magic for the stronger cast while aiming at whatever it is.  Or bring up the menu with the buttons, switch to two swords or what have you and just swing and bash at whatever's near while using the analog stick to still move around as normal.  All this without a technical loss of functionality because you still have all the standard controls right there.

That, my friends, is an exciting prospect.  Unfortunately, its entire usefulness rests in whether or not Sony will adopt it as the 'standard' controller since, as both the Move and Nintendo themselves proved, providing something as an add-on or an accessory means you cannot count on it being actually used, thus defeating its entire purpose.  If, like Sixaxis, this functionality was built into the controller from the start, then it's there for developers to use as they would desire.  Yes, some will shoe-horn it in, and some will ignore it completely in lieu of going "Well, it's a normal controller", but the people that truly use it will prove that it is something of actual value.  This generation was a proof-of-concept and going forward with this idea would be a true statement of going 'next gen', since it would be a natural refinement.  We'll just have to see if they run with it, and I genuinely hope they will.  If nothing else, that is your PS4 hook right there, and if the PS4 will need anything, it will definitely be a hook.