Could Computer Action Games Rely Entirely on Motion Sensing Technology?

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Answered by: 02129Elvis, An Expert in the Computer Action Games - General Category
It is no secret that video game enthusiasts are thoroughly comfortable with standard gaming controllers. These conventional accessories have been around since video games were at their infancy, which have slowly paved the way to how we play today. As game developers keep revolutionizing the industry, we could soon have the ability to control every game entirely through motion sensing technology. As a result, this could potentially put an end to the standard input controllers we all know and love. However, is it a wise decision to implement such technology into computer action games?

The action genre generally defies other categories in the gaming industry. Platform games such as the Mario and Sonic franchise, for example, require a limited amount of actions to perform each task. Running and jumping are traditional mechanics found in such games, which are theoretically more accessible to players. Theoretically, motion sensing technology could successfully handle most movements due to these games’ rather simplistic nature. Likewise, puzzle and logic-based video games would also benefit from such capabilities, depending on the title in question and its overall premise. That said, controlling a typical action game may potentially prove to be more work than fun for various reasons.

Today, action games are increasingly focused on the player’s ability to multi-task. A potential challenge to players would be the ability to switch weapons, reload depleting ammunition and strategically move around a field simultaneously. These set of commands are often seen during multiplayer sessions, as the player’s success heavily depends on sudden movements and using the correct type of arsenal.

Moreover, this relatively new technology could actually impair the way players interact with one another. Games which are primarily based on teaming up with others require split-second decisions to successfully complete each mission. In many cases, a controller button is more readily accessible than the task of executing complex gestures to accomplish any given task. This might include waving your arm up and down to reload your weapon, or performing a large circular motion to activate a shield.

Finally, developers must keep in mind the fact that many players are simply incapable of controlling a game through motion-based commands. Physically-disabled people as well as those with asthma symptoms are but a few effective examples. Additionally, it goes without saying that constant body movement will eventually tire even the most capable players. This would require many to take occasional breaks in the middle of a session, which is generally unacceptable during intense, team-based missions. As a result, action games which entirely depend on body gestures would eventually feel like an agonizing workout, effectively minimizing its fun factor.

The idea of implementing motion sensing technology to action video games is an intriguing one, to say the least. After all, who hasn’t envisioned a future where everything operates solely on hands-free techniques? Sadly, the idea is best reserved to science fiction plots found in novels and movies. An ideal solution to motion-based mechanics is to integrate it only as an optional control method. This would allow players to efficiently select the way they wish to play without compromising their overall gaming experience.

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