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Counterpoint to myself: Accelerometer-based inputs might demonstrate that I'm wrong. In the Zelda games on the Switch, you aim the bow and arrow with motion co
by alanbernstein 2y ago
Counterpoint to myself: Accelerometer-based inputs might demonstrate that I'm wrong.
In the Zelda games on the Switch, you aim the bow and arrow with motion controls. This may be the smoothest, most natural interface I can think of; changing back to joystick controls feels really bad.
The input is 2DOF manipulation, and the feedback is primarily seen on the screen. There is a small amount of "feel" feedback inherent to the physical motion of the controller.
Another example on the Switch is a "labyrinth" balance minigame in Kirby.
I recall early iPhone games exploring this UI, but it doesn't seem to have developed into anything except games and levelling utility apps.