Friday, June 17, 2011

Wii U - Gameplay concepts (Random Thoughts 2)

If you ask a PC gamer, what's the best way to play a first person shooter (FPS), it's a keyboard and mouse.  If you ask a console gamer, it's with a controller with two analogues and a left and right trigger to zoom and shoot.  How can Nintendo expand on the experience using their innovative controller?  As a follow up to Wii U game play concepts part I, the following suggestions will focus on improving the first person shooter.

Concept 4:

Use the LCD controller as an eagle eye for deploying drones.  Drones can serve multiple purposes.  They can be used for reconnaissance, supply deployment, or attacks.  Imagine playing Call of Duty and taking control of an intelligence drone where it will identify enemies on the map for your fellow team members.  Each identified enemy, when killed by your team member, will be given XP to your overall match point total.  If you deploy an attack drone, a top down view of the map is shown on the LCD with enemies highlighted.  Touch areas on the LCD screen where the enemies are located and a barrage of bombs will be released.

Concept 5:

Alternative views displayed on the LCD controller. A first person shooter is of course in first person.  A first person point of view is through the eyes of the player holding the gun.  The Wii U controller can display a third person view of the character to give the player a better layout of the surroundings.  The third person camera angle is high enough to the player a better sense of depth perception without removing the element of surprise.  This screen can also be used as the "death cam".  Instead of displaying the way you were killed on the main screen, you can see this on the controller.  Couple the display of your death with some stats on how you were killed (killed by Player X 3 times, killed by AK-47U, etc) and you're getting information in real-time without waiting to re-spawn.

Concept 6:

Accessibility to the menu system without having to pause the game.  There is nothing more defeating than getting shot while taking a brief moment to modify your gear.  Having the inventory system displayed on the LCD controller will allow the user to modify with some sort of awareness of his/her surroundings.  Take the concept of the "Gunsmith" that Ubisoft is showcasing with the next Ghost Recon.  Using this method of a weapon system to update your parts in real-time along with the ability to access this during a match .. makes for some interesting strategies.

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