![]() ![]() More than anything else, this is what made me feel that our efforts were worthwhile. Seeing this kind of interaction, I was able to imagine parents and their children having the same conversation. For example, when I was standing next to the demo stations and watching visitors play Wii Sports Baseball, they were giving each other advice such as "keep your elbows down when you swing." (laughs) Of course, this itself has nothing to do with the game, but since it's easier to swing naturally and get the timing right if you have good form, I think it actually makes it easier to hit the ball in the game. Honestly, I was a bit anxious, but when I saw the reactions of everyone at E3 first-hand I became very confident that it would be a success. I was only thinking of the people around me, and that I would be satisfied if they were happy playing it. For me, it wasn't about whether it would sell well or be a worldwide success. That's why, when I was making Tennis for Wii Sports, my first reaction when I saw how much everyone liked it was thinking that the non-gamers around me would play something like this. Before I had a family, I was always thinking of people similar to myself when I made games, but now I have a strong urge to make games that will also be liked by these new people around me, people that don't normally play games. But once you have a family, you end up meeting new people that don't necessarily share the same interests as you. You know, before you have a family of your own, you end up spending most of your time with people who have similar interests as yourself, and this tends to limit the group of people you make games for. ![]() Or perhaps even my wife's friends, and their husbands. For me it meant that I felt sure I could get my family to play these games, even my wife who never plays games, or my daughter who is still in preschool and doesn't have good hand-eye co-ordination yet. Everyone had confidence in these games, but for me that confidence wasn't about getting people around the world to play them. But it certainly gives me more ways to practice, and my handicap is tangibly improving.Well, yes. Whether this a direct result from playing Golf with MotionPlus I'm not sure. My game seems to have benefited from all this horse-play on the Wii. ![]() I've not given up on Tiger Woods Wii and that full golf calendar, but having played Wii-Sports Resort Golf it is going to be difficult to go back to it even with it's similarly realistic swing and ability to apply spin.īut what I hadn't expected in all this was that it somehow translated back to the real world. This is mirrored with their lifelike graphics, which suck horsepower away from keeping the swing in real time towards keeping the course looking pretty. With only two full courses to compete on I realize that EA's obsession with broad coverage in Tiger Woods Wii is at the cost of what they could have achieved in terms of physical realism. All these things become simple to plan, direct to achieve and create such an air of realism that I'm totally hooked. Sinking a put with little more than a visual slope for guidance. Adding just the slightest feints to my bunker shot to accommodate the green slope. ![]() And because this turns out to be both readable and reliable I find that I can invest the same instinct I'd normally reserve for the real thing.ĭriving down the fairway, hitting a bump and pining into the rough. When I play *Wii-Sport Resort Golf *the simple absence of numbers and data means I have to rely on the world the game creates, raw. ![]()
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