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Jim Mander's avatar

You bringing up the Wiimote and VR together reminded me of another observation - a difference in COMMITMENT with input control that is extremely apparent when watching more casual or infrequent players compared to daily players with those specific formats. If you see most footage of people throwing on a headset or playing Wii Bowling for the first time, it becomes clear where all the claims of controllers embedded 3 inches into drywall and people autodefenestrating while high on the drug SUPERHOT come from. Meanwhile I spent most of my time with Resident Evil 4... the Wii! and most of my time in VR very comfortably sat, leaning back the same way I would playing any other sort of game, using the absolute minimum detectable amount of movement to trigger the intended effects.

I think the same is true, if you pay close attention, to all input - people playing their first fighting game for half a decade PUNCH those buttons as though the force will be transmitted all the way through the screen and into their character's follow-through, for example. It's like a teenager learning to drive who puts the brake pedal to the chassis every time they need to stop, compared to an adult [hopefully] able to smoothly decelerate into a red light stop. And I think what happens is some cognitive load gets taken up simply by willing oneself into the application of control too strongly, and that provokes an automatic compensation mechanism in human motor control to lower accuracy. Or maybe it's just more mentally and physically draining when you're pulling a controller trigger with the same energy level as you'd have ACTUALLY swinging a crowbar at Russian goons.

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Trip Harrison's avatar

I have a similar intuition. Playing Hotline Miami on my own, I (unsurprisingly) find that I don't consciously consider my inputs at all — I consider the game event that I want to take place, then my brain subconsciously supplies the necessary motor signals to make it happen. In my case, that's because I'm extraordinarily well practiced with encoding intent into button-presses.

That's why innovations in motion controls, particularly in VR, are so compelling to me: done well, they can translate intention into game events with near-zero latency. Incidentally, SUPERHOT VR is the only game that I have ever physically injured myself while playing — straight-up forgot about my surroundings because the controls were so natural and immersive. In a case like that, perhaps the beginner's overcommitment to which you refer is an asset as much as a liability.

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