I don’t think I’m the only one that wants physical feedback in their hands. It’s much more immersive than waving something in the air. With Nintendo Labo, we were finally able to build that physical feedback into the system.
By adding constraints to the two Joy-Con, by making it so that they can only move in certain directions, it’s very easy to get that value from them. The restriction of movement makes it so the input values are limited – in a good way. If you make the controller shaped like a fishing rod then it can only be held like a fishing rod, so consumers will intuitively understand the correct way to hold it. I’d run into this kind of problem before.
I remember when we were developing Splatoon. We had the opportunity to show what we’d been working on to people outside of the development team, and we instructed players holding the Wii U GamePad to “tilt to the right”. As it turns out, everyone had their own interpretation of what we meant. I particularly remember one person that just slowly craned their neck to the right…
That caught me off guard, but it drove the point home that once these products are out in the world, there might be a lot of people with differing ideas of how to use them, of how they were intended to be used. The possibility for variance there is a scary thing. Once it’s out of our hands we can’t see how customers are playing with it, you know?
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