Showing posts with label virtual reality. Show all posts
Showing posts with label virtual reality. Show all posts

Tuesday, October 6, 2015

What's Next For Nintendo?

 
To be, or not to be, that is the question.

Last week, on September 30th, Nintendo discontinued its Club Nintendo customer loyalty program. A week before this date I was instantly reminded, by an official Nintendo e-mail, of all the leaflets I had collected since the dawn of the Game Boy Advance era. Enclosed with the games they came with, they held all the 'stars' that made up the currency of this loyalty program. These could then be traded online for Nintendo branded tchotchkes. A few nights later I was staying up late, scratching strips of gunk with a 50p coin till I was blue in the fingertips. I had to toss about half of my vouchers because they had expired half a decade ago! Ultimately, the net result was 2200 stars which I readily traded for 2 digital downloads: Wario Land and Metroid 2. Both were made for Game Boy and were quickly downloaded to my 3DS. The whole experience felt rather novel, liberating too. But it also felt like a sign of the times.

As you may have noticed, gaming giant Nintendo has recently entered a state of transition. The middling hardware sales, the retrospective outlook of the company, the recent passing of Satoru Iwata. Though the quality of the games it creates remains high, it seems the company can't get a break. A cynical mind would say that, after the unexpected success of the Wii, it would seem only logical that this giant would eventually stumble over it's own loamy feet. I agree that success can come from a flash in a pan and that recreating it may be next to impossible but Nintendo is too experienced to just fumble its business and perish.

So what could be next for Nintendo?

Nintendo used to innovate. They brought the analog stick, adapting it for 3D gaming; the rumble feature, introducing haptic feedback; the handheld market... and more recently, some would say infamously, the motion controller. The latter opened up an interface that required minimal button input and with it opened up gaming to a wider audience. Personally, at the time, I couldn't help but feel a little puzzled why Nintendo had made a console that was hardly more powerful than the GameCube. The only immediate advantage I felt with the Wiimote and Nunchuck was that the combo didn't make me feel as though I was cuffed to a controller. That feeling never quite changed until I played Super Mario Galaxy. A game that made me believe Nintendo still gets it. What they didn't get was what was happening with the Internet: Friend codes, paid software tied to hardware instead of player accounts... Were they too proud to ask for advice? Time and time again, the headstrong nature of the company seems to have lead to about as many negatives as it did positives.
Case in point: the WiiU. First and foremost proof that brand recognition will not guarantee sales. At least, brand recognition is how the name was intended. I like to imagine WiiToo was on the boards as wel. How the public may have perceived this brand is patently obvious: it was confused. "How is a Wii different from a WiiU? This one has a remote that one has toy version of the iPad, and we already have an iPad. What do you mean this Wii can't run WiiU games?" Queue more brand confusion with games made for the New 3DS and won't run on the 3DS. Have you ever tried explaining a parent that the new 3DS is called the New 3DS? I have yet to master the art of speaking in capital letters. I imagine it's the same with Nintendo, Iwata was the only one to pull thàt particular trick. Needless to say, Nintendo's naming convention is needlessly messy and conservative in times where Android phones and iPhone iterations are numbered, there's no danger in putting a number at the end of a name. Children won't put off because it reminds them of math class and in any case: parents do all the shopping anyway.

I don't think I'll ever fall out of love with my Game Boy Advance SP. This was another go at the 16bit era. This was a nineties gamer's second youth.

I'm of the opinion that hardware has become a liability to the big N. Don't get me wrong, I love the quirky Nintendo branded boxes in my home. Especially the handhelds are some well-designed pieces of kit, I don't think I'll ever fall out of love with my Game Boy Advance SP. The hours spent with Advance Wars 2, Metroid Fusion, Fire Emblem, Wario Land 4, the list goes on... Sterling memories! This was another go at the 16bit era. This was a nineties gamer's second youth. Yet they remain as just memories.
A point could be made that all of Nintendo's best games are in the past. Until they commit yet another classic to history. But what I mean is that we should focus on the Art of Nintendo and not on the Tech of Nintendo - because they haven't been on the cutting edge of technology since the Super Nintendo.

I'm going out on a limb here, but it seems sensible to me for Nintendo to drop out of the hardware business. At least to the extend they are trying to remain inside of it today. It even seems sensible for Microsoft, and to a lesser extend Sony, to do the same. But they are sitting a bit more comfortably in the Tech Green Zone, so for now the pressure remains solely on Nintendo. Couple this to the trend that we, us that deal in games, software, are ever shifting away from a product economy and into a service economy - just look at Steam. Nintendo hasn't been blind to this, given the strides they are (trying) to make with the e-shop. E-shop by the way, is an equally, or should I say: typically, old sounding idea when compared to e-mail or e-music. In times were everything is electronic anyway. The added 'e' is a meaningless additive that only seems meaningful to a company that thinks there's a difference when in reality it has become the norm. That 'e' is superfluous. A bit like the WiiU, but at least they have got the right idea.

This right idea may very well be the Nintendo NX. Widely considered, by the wider gaming press (not this blog) to be yet another Nintendo Console. Queue some e-hand-wringing: will this be another failed collection of taped-together GameCubes with an attached gimmick? Just look at the WiiU, Lolz! People seem to take to these newfangled tablets, so let's stick one in a controller, instantly voiding the appeal and flexibility of a tables (which does away with buttons). Then void their portability by tethering them to a console with a connection so finicky you need to stay withing a 6 meter radius or the controller becomes little more than a dinner tray. Finally we'll demand game developers use this innovative technology into their unique concepts to realize their full potential in times where The Sequel is both the best idea ánd what gamers expect!
Fruit juicers may well become the next technological fad, so expect the Nintendo OrangeBox with innovative, juicy juicing gameplay. Out with the wiggle, in with the wrangle! I can already see Wario wringing coins out of poor old Syrup. Attach the Wiimote on top of it so it becomes a steering wheel! silly old Nintendo, can't you see that all you have left to innovate in gaming hardware are badly ported mainstream gimmicks? Everybody else is innovating for you, because that's all they do: they specialize. The irony here is that Oculus is putting two and two together, they are using 2 technologies Nintendo pioneered with varying success. Namely, the VR headset (the virtual boy) and the motion controls (the Wiimote). Nintendo simply cannot compete with tech specialists. And even Oculus are coming up with new software because of their gimmick. They are outgimmicking Nintendo's gimmicks with Nintendo's old gimmicks!

Games have always been Nintendo's saving grace. The fox may lose its hair, but not his cunning. That is why I think the NX is not a console but an idea. More concretely: all of Nintendo's games presented on a unified platform free from hardware restrictions. Run NX on the WiiU, 3DS or PC.

Nintendo's wealth lies in ideas and intellectual property rather than its material and tech. So they should focus on games and their gameplay ideas without the required USP. Without constant innovation, tech becomes old fast, even more so as time goes by. So why bother? Nintendo realized this when they made the Wii. But today even the gimmick has become old hat. Both their unique console (best when it was the SNES) and unique interface (best when it was the N64) method have become yesterday's news. Everyone has caught up and surpassed the tired giant.
However, they are still on point when it comes to games. Games are, and have always been Nintendo's saving grace. The fox may lose its hair, but not his cunning. That is why I think the NX is not a console but an idea. Or put more concretely: all of Nintendo's games presented on a unified platform free from hardware restrictions. Run NX on the WiiU, 3DS or PC. Maybe even Android or iOS. If Nintendo seems to be aware of the software modding scene with Mario Maker, they must be aware of the emulation scene (see: the Dolphin emulator, to name just one). They must be aware of Steam's success. They must realize that their vast, and frankly: stellar, library of games is a goose that will lay its golden eggs indefinitely whether they make hardware for it or not.

Nintendo must be aware of Steam's success. They must realize that their vast and stellar library of games is a goose that will lay its golden eggs indefinitely whether they make hardware for it or not.

There are more signs that this may become a trend, Xbox will share its platform on Windows 10 on PC, the idea has existed since Xbox Live was first presented. The concept of Crossplay is no longer an idea that endangers a platform, but something that strengthens it - we'll be able to see how it plays out when Street Fighter V shares its player base with both PlayStation and PC players.
But take heart, dear gamer, all this does not rule out new Nintendo hardware. Just not a separate line of spending that would pile the costs into Nintendo R&D, and thus take away from game development which is their primary strength. They may even partner-up with a computer company. After all, even Microsoft and Sony made their consoles in the image of the PC - the real difference is in the platforms they run and these will become more complex and less hardware dependent over time.
Nintendo, learning from past mistakes, wouldn't be a company that would refuse another manufacturer's hardware twice, would they? A Nintendo Branded Vaio? Stranger things have happened. And all things considered it's a vastly more preferable scenario than letting a heritage sink as if a ship, once so beautiful that the inheritors didn't even dare renovate it to keep it afloat.

Sunday, September 11, 2011

A wider point of view, the inverted Y-axis.

My first foray into PC gaming was called "Falcon" on an Amstrad 8086. It wasn't really a game as such but an F-16 combat flight simulator. At the time, and at the mere age of 7, I wanted to be a fighter pilot. Being so young a pilot, some of the flying had to be done for me. So taking off was done on auto-pilot. So was navigating, engaging and landing. All I mostly did in between was steer the plane with the joystick. Whenever things got a bit too hot for comfort, I would press the "a"-button and the game would take care of business.
A while later I got a new PC, a 386, and was given MS Flight Simulator by a relative. Soon hours would be spend in a Cessna zipping around the Detroit city skyline, making a game out of flying between the skyscrapers at breakneck speeds without crashing. This time though, all of the flying was done by me. The sim had an auto pilot but it was too complex for me to configure.
Another PC upgrade to a 486 brought with it another flightsim: Falcon 3. This is the game that would seal my fate: I was going to be a military pilot, because the sim trained the player to be one. I got the game in the deluxe edition, which added an F/A-18 and a MIG-29 sim using the same engine. It had a very thick booklet on how the F-16 works. It had a booklet about how the air force works. It had a booklet about how weapon systems work. I doubt anything like it could be printed today without looking like a wikileaks publication and being treated like one. The box containing all the books and CDs was a treasure trove to my eyes and felt like it too - I could barely lift it. Hope and destiny carried most of the weigth all the way to my father, who was waiting for me at the cash register. The treasure cost accordingly, but my father was somewhat of a flight buff himself and he must have seen a great pilot through my trembling arms and the tears welling up in my eyes. So he bought it for me. In short, yes, the game sealed my fate. As a PC gamer.

Later, my flying carreer came up to speed when I also got Chuck Yeager's Air Combat, and when Pentium came around, expanded with EF2OOO and even later with F22 Air Dominance Fighter from the same company. Flightsims were my thing and I strove to know everything about air combat and fighter jets.
I knew all about navigating airspace using pitch, yaw and banking. And I would use them to great effect in barrelroll, Immelmann, Split-S, and cobra turn manoeuvres. I was in perfect control.

Control is what this post is really about. Control is crucial.
When one plays flightsims one controls aeroplanes like this: push forward on the stick to move the nose downwards, pull back on the stick to pull the nose upwards.
Translated to mouse controls means that pushing the mouse forward, which is perceived as an upward motion when you look at the mouse from the top down, results into the nose going down - not up. This reverse effect along the Y-axis is what lends inverted controls its name. The mechanics of a plane make the controls inverted by their very nature. Knowing about these makes inversion very logical.

You should watch the following clip if you want more info.

After the flight sims came the shooters. Doom revolutionised gaming and introduced the first person shooter genre in a big way. In those early days mice weren't as common as you might think, it was the joystick that accompanied every gaming PC. Gaming in those days was mainly done in arcades the PCs were trying to emulate. Not to mention mouse support in software was almost as rare as the hardware.

Doom was no exception and was played mainly with just the keyboard, in the game there was no actual use for looking up or down. Aiming was done only on the rotation of the player and shooting would result in a hit regardless of the target's height, as long as the shot was neatly lined up.
When online gaming finally swooped me up I got into playing Dark Forces 2: Jedi Knight. The game was often showcased as the game to play while using a force feedback joystick. Of course, I had to make do with the stick I already had. Through the power of imagination the flight stick became the handle of a lightsaber. But it wasn't very long before I realized there might be a better way. The gun play was too slow to be competitive, because with a stick you need to steer your aim. So I switched to a mouse, which offered the needed speed and precision.
Ever since, I have been pulling back on the mouse to point the camera upwards in the virtual space of a shooter. Just like I always had with the stick and still was in the new flightsims.

Some of you will like a mechanical explanation, so I'll give it a shot. Just to make the point even clearer. More proof, I hope, that inverting the Y-axis has a working, logical explanation. You're steering the virtual camera as if it was your virtual head. A real life comparison would be if you would replace the mouse with the top of your virtual soldier's head and you were pulling his head backwards to make him look up. I threw together an animation to show just what I mean:

In contrast the non inverted control works as if one is pointing the cursor in a 2D environment like windows. If one was to translate this to a 3D space you'd be pointing towards your target on a 2D pane or a windshield. The emphasis is on the pointing. As in a lightgun game or a shooter on the Wii or PS Move. Perhaps this control scheme comes more natural if you have a background with these.
Simply put, you're steering the virtual camera by pointing towards targets.

As it stands today games offer both control schemes, and if the people designing them are capable this will remain to be the case. But gamers shouldn't take the abuse of uneducated people calling them crazy for inverting the Y-axis. The fact that this is happening at all, where it used to be common practice to invert, is a sign of the times. And that many, mostly younger gamers, have no connection to how things used to be. Or in other words, are unincumbered by old ways. Either way, one shouldn't remain ignorant about why the option is there in the first place. But in the rare case of games that feature fighter jets with un-inverted controls, we're dealing with a decision informed by either popular opinion or by ignorance that degrades both every game maker in the industry and the intelligence of the players. And that would be truly crazy. As crazy to me as having a car go left when steering right.

Saturday, March 19, 2011

A wider point of view, part two.

In part one I talked at length about current games and their console and PC features. One of which is an often ignored option that has been irking me to no end: A configurable Field Of View (FoV) variable. A limited FoV is usually a telling sign of consolitis, a term the online PC community uses to denote a game that is marred by its console origins. Yet I have not explained just why it's such a big deal. Why the fuss over adjustable features? And what makes the FoV so important?

An example might clarify what I'm talking about. If you want to fully notice the difference between the following clips, watch the peripheral vision, size of opponents, sense of speed and turning speed. The effect is clearly visible when you look at the onscreen size and position of the AK47. This first clip is Black Ops at its standard 65 FoV:

This second clip is Black Ops at its maximum allowed FoV of 80. Which still considered on the low side by most PC gamers who'd want the scale to go as far as 90:

The differences are subtle, yet make a world of difference while playing. CoD might not be the best example of this because the gap between min and max FoV isn't that big. The engine is quite performant and so the standard FoV is still quite wide compared to other games.
But does it make a difference? Of course it does. Compare the render area with this picture in picture image images courtesy of the GamingAU.net Forums). In the picture is a screenshot of Bad Company 2, the numbers on the shot is the used FoV. 55 Is what the console uses, 85 is typically around what a PC gamer would use on a 16:10 monitor.

The difference in number of assets that are displayed on-screen is clearly visible. More on screen logically means the computer will need more system resources to display them. Also note that the 55 FoV screen is zoomed in, enlarging objects in depth. The shot with 85 FoV is less zoomed in, but objects in the distance appear smaller on screen.
There's an additional concern with the zoomed-in view. If we were to apply 3D vision to it, the effect would be less pronounced. If you've ever looked through binoculars and moved from left to right, you'll know that depth perception is minimized. This means that any game with a very narrow FoV will gain little from 3D effects, and might even get in the way of gameplay because it is so unnatural, at least on PC.
If the viewing angle gets to big though, the image will become noticeably warped, like watching through a fisheye lens. What's more, if more image is squeezed into the view port of the monitor, objects in depth will get pushed even further away, making them smaller and, as a side effect, harder to aim at in a shooter. Debunking the claim that increasing the FoV would be some sort of visual cheat, just because you get to "see more". Players need to find a workable medium, one that looks and feels comfortable.

PC gamers demand adjustable FoV because, unlike their console playing brethren, they're sitting quite close to the screen. A low FoV makes you look around constantly in order to take in your environment. Combine this with the screen distance, a lack of peripheral vision and one can easily get motion sick.
What's more, a larger FoV is more immersive because our natural FoV is quite large as well. So it is best to match the natural FoV with the one in the game. The further you sit from the screen, the smaller it can get without appearing unnatural. But when watching a screen up close, as is the case with a PC, it needs to be quite wide. To drive the point home: if your eyes were the screen, logically, you'd want to have the full natural FoV which is about 180 degrees. Fun fact: a large FoV also greatly increases the sense of speed.

So why don't console games provide a bigger FoV? The low FoV on consoles could be there for a number of reasons. As I mentioned before, one is that the player sits a distance away from the TV, his "window" into the virtual world. Making a smaller FoV appear more natural. We'll ignore the naturalistic appearance of a pair of arms more than a meter away for now. One argument against this then is: why don't they incorporate a FoV slider and give players a choice. I can imagine some console gamers are sitting quite close to the screen too.
Perhaps console devs simply can't. And that really narrows down the number of design choices.
Linked to system resources, a low FoV can also be due to the limited horsepower of the consoles. Rendering less makes a console render faster. Here is where we get to the crux of this topic. This highlights what infuriates PC gamers so much about badly ported shooters: inferior hardware dictating and limiting the way a game plays on potentially superior PC hardware.

In the past PC's have always been used for immersive applications that greatly benefit from wide viewing angles. A good example are flight simulators where, even in the early days, multiple screens would be used to simulate a real cockpit in which the pilot could watch not only in front but also to the sides. This was even more useful when piloting a fighter, where dogfights would take place in 3D space. By which I mean a fighter pilot has to keep track of his targets all around him, back, front, left, right, up and down. Watching rigidly ahead would narrow his spatial awareness to less than 1/6 of what it should ideally be. If the used foV is around 90 degrees.
We could quite easily change the context to shooters, where a soldier needs to keep track of his targets in a 3D environment. Perhaps not so much under and above him, but certainly in front, to the left and right and to the back.

With all this in mind. Let's watch the following youtube movie. The commentator, the esteemed El Presador, doesn't have an inkling about how a game engine works technically, but what he's saying from his gamer background is pertinent. And that's what really matters. The game is Killzone 3.

If you enjoyed that, there's more on topic El Presador on Killzone 3.

Killzone 3 is a prime example. A low FoV is its main persisting problem, as it has been present since the first Killzone. And its bad controls are always what people complained about however the "sluggish controls" are wrongly attributed to the controls. The game looks sluggish because the view is so zoomed in. It can make people nauseous. It makes the environment harder to navigate which in turn makes people run into walls. That's also what happened in the video.
I assume Guerilla squeezed the PS3 for performance, making the game look good, by squeezing the FoV. Render less to make it render faster. And despite the sacrifices the game doesn't run any faster than 30fps. Meaning that a TV running at 60hz will display every frame in the game twice, where it would display any given frame only once at 60fps. Twice the frame rate makes a game feel more responsive.

Because engines have gotten harder to run on consoles, the FoV has become more narrow. And in many cases can be blamed for the sluggish or unresponsiveness in console shooters. Which makes all of them fail to topple Call Of Duty. It has the lightest engine, the widest, most natural FoV, the highest frame rate and the most responsive controls on the market. Does this mean it is untouchable? On the current consoles it probably does. But I for one feel that the age of Call Of Duty is coming to an end. The new engines dazzle players with their effects, physics, realism and immersion. The visual fidelity of Cryengine 3 and Frostbite 2 will raise the standard in a way that Call Of Duty players will expect the same quality from their favorite game. Unfortunately though, if Call Of Duty has to upgrade its engine, it will also have to leave behind its 60fps and 65 degrees FoV in favor of 30fps and 55 or less FoV. With the same sacrifices on gameplay in favor of visuals, it would get attributed the same dubious award of looking great, but playing like garbage. Current console hardware only goes so far.

For PC players though, this tipping point is a sweet release from the shackles of console hardware. We're seeing it with Battlefield 3 already, where PC is the leading platform. PC hardware does have the power to run a 64 player battlefield game at 60fps with a 80+ FoV. Which is bound to get the goad of at least some ardent console players who'll have to admit that the PC platform is leaping miles ahead in both gameplay, scope and graphics. The consoles will only be getting a limited version of the very same game. Again, Battlefield 3 will have to use DX9 technology on consoles leaving out all the realism gained with DX11.

Ultimately, it's hard to point fingers. I guess the lead artist or lead gameplay designer of these games are responsible for allowing it. Even though they might not even be aware of the issue. Not knowing about the legacy of shooters or technical limitations. Perhaps they simply have to comply with the lead programmer that the game just doesn't run fast enough with these kind of high-end visuals.
Maybe it's the fault of their customers, supporting bad practice with their money. Though they are even less aware of the issues. And are at a loss about what some other, often PC players, are raving on about. Why are they getting so upset? They only know that this game doesn't feel as good as Call Of Duty but can't quite put their finger on as to why. So they play it for a week and go back to their beloved franchise with the crisp controls and the responsive frame rate. Even though they wished the other game would take them somewhere else.
Then, the newest trailer of Battlefield 3 stuns them into a new dream. The lighting looks amazing! And look at the soft shadows! Will it run at 60fps? But of course it won't. Even Josh Olin, Treyach community manager, hinted at that smirking all the way from his gold plated throne. Disappointed once again console players will go back to Black Ops and Modern Warfare 3, while DICE wonders why only the PC crowd keeps cheering them on. And EA, learning too little, will break their heads over how they could possibly reclaim the FPS crown from Activision once more. Funny that, how this cycle repeats itself.

Monday, December 8, 2008

Coup de force.



I used to think that when the first force-feedback joystick was put on shelves, it would be the perfect controller for a lightsaber. And it would be just perfect for Dark Forces2: Jedi Knight. Which, admittidly, I played with a Joystick. At the time I felt there was similarity between holding a lightsaber and holding a joystick.
Only later did I adopt the mouse. You must understand, I was a huge Flightsim buff before that. Either way, that game was awesome. Even with my rather unusual control style.
But I was wrong. About 10 years later the Wii came into being, and along it the Wiimote. It has been said over and over. The Wiimote would make for a perfect lightsaber. At last all the pieces were poised to fall into place. But I was wrong again. At least for now. Let's make amends.

Let us use our most remarkable human gift of reason to try and solve this problem.
Here goes.

We all remember Lucasarts much maligned Star Wars: The force unleashed and The Clone Wars: Lightsaber duels, yes? They are lacking, to say the least.
Krome Studios made both said games in respective order.
Logic would have you think that the second go would be a better one then the first, right? Wrong.

What I think happend is, Lucasarts dropped the ball. Into a toilet. Then accidentally flushed it. On the long way down it got shittier and shittier. Eventually an aligator ate it. The aligator commended himself on being able to digest anything, very slowly.
Since then, Lucasarts and it's variable minions have prodded the austere aligator for a long time in hopes it would regurgitate the ball. Often the reptile would crap into the wet sand behind it and the minions would scoop up the seeping waste, mistaking it for the much coveted ball. Then they release it in gamestores everywhere.

So Listen up Lucasarts and Krome.

A bit of free time and a sugared up coffee has produced this little brainstorm session.

The lightsaber combat game works like Metroid Prime 3, "lock-on" viewpoints with 1 on 1 movement (Wii motion plus included if it helps).
Locking on sets the player in "guard/fight mode" allowing for combat moves. The lock keeps the opponent dead center in view, this eleminates the need to manually adjust your character's direction, or the camera's, on the opponent. I honestly can't imagine a viewpoint in a duel where you'd want to have your opponent somewhere in the corners of your eyes while fighting.
Locking off makes the player more mobile. This so he can better move around and reposition, jumping on platforms, running away, etc. If Third person, this also makes the camera zoom out a bit.

Further controls.
A pointer or Crosshair controls the camera and look direction - pitch and heading when not locked on. Not locking on puts the saber and the sword arm in an idle state. That way you don't have arms waving every which way when controlling the camera.
Strafing and forward and backward movement are controlled with the analog stick. Lock on button is mapped to the Nunchuck's Z button. You don't want to press and hold a button on the controller you're waving about.

The game might not be able to know just where your hand is, nor where your arm is.
The wiimote and the wii are not equipped to gauge the absolute position of the wiimote in space. The player will have to adjust his movements to the "hand position" shown on screen. This opens the door for additional gameplay, we might be able to set the hand of the character on screen via combat styles. A bit like the combat stances in Jedi Knight 2. For instance a more defensive position has the saber placed in front of the viewpoint, allowing for easier blocking. The trade-off here is that the player is unable to make huge swings, making for weaker attacks. Reverse the previous situation and we have an agressive combat style.

First person view might work for this concept but third might be better.
Perhaps a view not too far out as not to be disconnected from the battle. Something of a closer view Jedi Knight 2 had. Over the shoulder might work too, but only if overview remains.
The reason third person works well is that it's {the "narrative of the combat"} focussing on the characters, their "bodies". As opposed to the first person view that makes the body something of an afterthought.
Third person gives a player more awareness of their environment right away. Mirrors Edge made a solution but it didn't incorporate combat all that much. For instance Metroid Prime had people jumping out of good faith, rather then exact knowledge. And it became something of an instinct. But again, MP has no melee combat.
In a lightsaber fight though, it might be necessary because of acrobatics, force jumps, etc.
Maybe this is one of the reasons Jedi Knight played so well in third person view, limited though it might have been. In it Gunplay didn't work well because it lacked a more zoomed in view, like the "over the shoulder" viewpoint we see so much and works so well.

In multiplayer though, I can see why a conservative studio might want to place the fighting on a 2D plane. But in order to coordinate exact movement, it's best to have the camera squarely behind the character.
So might I suggest a split screen? Preferably a vertical split.
Online play is a must. No more excuses.

Setting.
Personally I'd rather see the game in a timeframe where there's more then just a handfull of hero characters. Which brings about my next point.

High customization.
Players choose their race, gender, clothing combinations (robes or armor - mobility, defensive trade-offs?).
player gets to create a lightsaber, customise it's properties, choose the colour of the blade. To keep it fair, offer the "canon" colours in different shades.
Add chrystals and mods. More power - less defense. More speed, less damage. The usual.
Unlocks might be considered, though not along the lines of "unlock a more powerful version of this modification" rather "unlock a different kind of modification".

Force powers are there, but limited. Force push sounds like a given. If you must include more then that, stick to force choke, lighting and healing. Also, blinding as a light side power could be cool. Force power could be stored and accumulated like the power meter in the Street Fighter series. On a side note: super moves on a full powerbar could be cool, if they are not overpowered. This would be a good risk-reward move. Or when the fight starts to favor one player it might even the odds a bit.
Jumping and running could be a possibility, but have a stamina limitation, this to prevent people from endlessly running and jumping around. Keep the game about the duel!

Hurdles to overcome.
-Multiplayer lag.
-Possibilties for Local multiplay. (split screen?)
-Noobs slashing their way to victory (link stamina meter?).
-Huge expectations could jeapordise the gameplay, the game doesn't have to make you Darth Maul to make it fun.
-Graphics on Wii are a problem for some. As always choose style over technique. Cartoony graphics with a very limited polygon budget will work best. Have background that are functional first, and look pretty second - like making them in grey or earthy tones. A lot can be done with very rudimentairy geometry and simple textures. That way the combatants and their coloured lightsabers stand out more. Silhouettes are important, stance of the feet, positions of the arms tells the player their combat style, etc.
Photorealism is so far out of the Wii's reach, don't even think about getting there. Think World Of Warcraft rather than Doom 3.
-If there are no canned animations to count on, putting the movement of the player into animation might give a huge disconnect between the movement of the saber and th that of the character. Which in turn might favor a first person viewpoint.

Under- or overambitious? You might have similar ideas. Feel free to sound off.

Additional References:
Wii Controller for Virtual Reality