Quickly abandoned
Guerilla Games' Killzone 3 looks set to raise the bar for motion-controlled shooters, but how did the company set about sketching out ideas for its pointer-based system? Lead programmer Tommy de Roos explained to Ars Technica that the studio began its experiments with past title Killzone 2, looking to create an on-rails version of the game.One of the first ideas was to create an on-rails version of Killzone 2, but once we realised how much work that would be, since all encounters would have to be re-scripted, we decided against it.That wasn't the only Move experiment that fell by the wayside: gesture-based grenade controls were trialled and discarded as they interfered with aiming, and a keyboard and mouse-style system, where pressing the Move button would "pick up" the controller's mouse-like inputs, was ditched as many users didn't understand it.