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Features

Alternative Game Controllers
Every game player is familiar with the usual input
devices that the games industry throws out no matter
how revolutionary the game console or computer being
launched is; we've all used keyboard, mouse, joystick,
or joy pad. A few buttons moved around, dual analog
sticks, shoulder buttons, poorly implemented vibration
"feedback"--not much new ever gets traction.
But every once in a while a truly unique input device,
either co-opted from another industry or a completely
new invention, comes along that makes people sit up
and take notice. Even with the computer industry in
the doldrums, the past year has seen the launch of
a half-dozen different input devices, and if the devices
I saw in Kentia Hall at this year's Electronic Entertainment
Expo was any indication, it looks like the next year
or two in games is going to be very interesting.
The game controllers there sparked some ideas of how
they could be used for creating innovative games,
and bringing back a few classic toys of our youth.
Some of these concepts may be little more than interesting
distractions, but I hope this article makes a few
game designers--as well as the controller manufacturers--sit
up and start thinking about designing some cool games
to go along with them.
Tilt and Nudge
Digital accelerometers that can detect angle and acceleration
have been around for decades but it is only in the
past three or four years that small, cheap, and accurate
models have become available, due mainly to the automotive
industry. The Nintendo Gameboy (Color and Advance)
is the only game platform that has ever made use of
a tilt sensor in commercial games--Kirby's Tilt
& Tumble and Diddy Kong Pilot--that
offered some unique game play experiences for the
small screen. Recently IBM has been heavily promoting
their "hard drive" parking technology which
makes use of an accelerometer to determine if the
laptop is being violently shaken. Toshiba has similar
technology in the Portege m200/m205 line of laptops
that can sense tilt in two dimensions.
It's a shame that Toshiba and IBM aren't really pushing
the accelerometer technology in their laptops as a
possible game input device. Toshiba's laptop ships
with a small utility that lets you activate the Windows
Start Menu when the machine is in tablet mode, activated
by violently shaking the laptop like an Etch-A-Sketch.
It's also possible to move the mouse in an application
by tilting the machine, a rather useless application
of some very neat technology.
Since reverse engineering the undocumented DLLs that
communicate with the hardware I've contemplated how
to use the input devices in my own small game demos.
I'll write more about this in the future, but let
me share a few of the ideas I've had with you. Toshiba
picked the most obvious game play mechanic, which
is a marble on a flat plane. The Toshiba accelerometer
utility software, when started with no parameters
will attempt to launch Labyrinth, a marble
rolling game found in the Microsoft Plus Pack for
Windows XP. The implementation falls flat because
the mouse controls the angle of the board under the
marble, which responds cumulatively to the linear
movement of the mouse, rather than the actual angle
of the laptop.
Had Toshiba spent a little longer creating a stand-alone product,
such as a clone of Atari's Marble Madness using the laptop
angle to control the acceleration of the ball, it would have made
for a much more interesting and playable game.
I also recall a children's toy that consists of a flat,
enclosed space, often with an interesting picture
or simple maze as a background. Around this area,
strategically placed to be frustrating, are a number
of shallow holes, and it is the player's task to maneuver
many small ball bearings into each of those holes
so that the holes are all simultaneously occupied.
With Toshiba's tablet PC accelerometers this could
be achieved by leaning, jostling, and jiggering the
machine. (I'm not sure how good this would be for
the hard drive though.)
Virtual Arm Wrestling. I'm contemplating a two-player
Pong game, either played on a single tablet
PC with each player "fighting" the other
for control of the horizontal accelerometer by attempting
to tilt the laptop, and hence the vertical accelerometer,
in their own direction. Pong expressed as a
game of virtual arm wrestling, as it were.
The only problem I see with this game is that a boisterous
or over-zealous player, using excessive brute force,
could either cause the laptop to be dropped or quite
literally snapped in two halves. The stresses on the
LCD screen might be too great.
Perhaps a gentler, more pedestrian networked version
of Pong played over Bluetooth while in a boring
Monday morning meeting would be cool. Both opponents
could casually tilt their Tablet PC back and forth
as they surreptitiously play a quiet game of Pong.
(Perhaps even an ad-hoc pair of mixed doubles with
the cutie from accounting?)
The Eagle Has Landed. Marble Madness
and Pong introduce basic physics but there
was once a game called Thrust.
Thrust was incredibly popular in Europe during
the 8-bit and 16-bit era. It involved the player navigating
a spaceship through narrow caverns, avoiding gun emplacements,
and picking up weighted cargo that swings like a pendulum
at the end of a towline. All this while fighting a
rapidly dwindling fuel supply and the merciless pull
of gravity--it was Atari's Lunar Lander on
steroids.
The absolute inclination and rate of change could let
the player fly, not through simple on/off digital
switches, but with fine-grained analog movements.
It would certainly make for an interesting game with
the player needing to twist the Tablet PC in their
hands to make the thrusters work. The screen might
not even have a true "up" direction as far
as the player is concerned.
Newton's Apple. Indie Game Jam #2, the fruits
of which were on display at the 2004 Game Developer
Conference in San Jose, CA presented quite a few interesting
physics "games", one of which was Balance
Board by Doug Church. A human figure attempts
to balance on a beam that rests on a circular roller.
To get the balance just right emoted a Zen-like experience.
Each adjustment of the analog control stick makes
the humanoid figure lean one way or the other. This
experimental game, reworked to utilize accelerometers,
would evoke similar mechanics as exhibited by the
kinetic, balancing executive desk toys popular in
the '80s.
Water, water, everywhere. Accelerometers and
the physics aspect bring to mind executive toys and
puzzles, not games in the literal sense, just simple,
interesting software toys that waste time and battery
life. Newton's Cradle, wire tight-rope walkers, sand
pictures, and plastic fish aquariums are the '80s
executive desk tchotchke. And as geeks we've all bought
them, lusted after them, or just been plain mesmerized
by them. With a reasonably robust fluid dynamics simulation
coupled to a rigid body system it would be possible
to create an interesting executive toy consisting
of water flowing around objects, creating never-repeating
patterns similar to the weird seesaw water toys that
rock back and forth.
The fluid dynamics simulation, controlled by the accelerometers,
could also be used to create sand pictures--fine-grained
sand suspended in a viscous fluid pressed between
two sheets of glass--that the user tilts back and
forth to create interesting art.
Buzzwords, Fish and Ouija! OK, I know most of
these concepts are not of full-fledged games, but
the point is to draw inspiration from them, and apply
them in similar ways to the kind of games you're used
to making money from. Here are a few more quick ideas
that I came up with when pondering fun demos to write
that make use of angle sensors and accelerometers.
Can't decide who to outsource or what to have for lunch?
Magic 8-ball can help! A digital version, using the
laptop motion sensors could provide the shake necessary
to initiate the 8-ball's answer. This is a software
toy I've already implemented on the Toshiba, along
with customized lists of "power buzzwords"
for using in meetings that float to the surface with
each shake. And consider, for a moment, the possibility
of using the same tilt sensors as a seed for random
numbers...
A virtual fish tank similar to the popular 3D screen
saver, but with the ability to torture the fish by
shaking the tank and having water slosh around inside.
An excellent physics demo! A bit sadistic, like a
virtual ant farm that can be shook up. Or a Mod for
SimCity, where the quakes are real.
A Tablet PC Etch-a-sketch is a simple idea. Draw straight
black lines on a silver background with the pen, introducing
slightly random perturbations at each corner so that
it looks like an etch-a-sktech. Similarly, shaking
the Tablet PC upside down would clear the screen.
With the earlier multiplayer Pong idea I briefly explored
a variation with two people holding on to a single Tablet PC. It
could be made even weirder by having multiple people hold the Tablet
PC and the accelerometers could be used to control a virtual Ouija
board. Speak to the dead (i.e. the marketing drone boring you to
death in the Monday morning meeting) through your Toshiba Tablet
PC.
Fight The Flab
The Kentia Hall at E3 is always worth a visit, referred
to by some as the "cheap seats", many people
never give it a look, but within this underground
cavern lurks many an interesting bauble. Along with
the usual vendors promoting their CD repair device
or service, CD anti-piracy technology, CD duplication,
and various international game developers and publishers
you can find a variety of strange hardware and software
some of which defies categorization. I believe that
this year I spent more time than usual in Kentia Hall
because of the Classic Gaming Expo exhibition--As
a side note, the Classic Gaming Expo (www.cgexpo.com),
formerly known as "World of Atari", is well
worth going to if you can make it to San Jose in August
and have an interest in the history of video games--so
I spent more time playing with the new hardware than
I normally would.
A number of companies, Exertris and Electricspin being
among them, were promoting exercise equipment wired
up as alternate input devices. Electricspin manufactures
the "Golf Launchpad" that lets golfers practice
while playing Microsoft Golf or Electronic
Arts' Tiger Woods PGA Tour. Hooked up to a
computer via USB, the device features a tethered golf
ball, placed either on a tee or on the fake grass,
replacing the mouse as the main control. Sensors track
the direction & speed of the ball when hit. The
exciting part for golfers is the ability to use their
own set of clubs, and while I no longer posses my
own set, from my limited experience of playing golf
five days a week during my misspent teenage years,
this is about as close as any computer golf game has
gotten to the real thing, without all the tedious
walking and hunting for the ball that got hooked in
to the rough.
Across the way from Electricspin was Exertris, promoting
its elliptical cross-trainer and stationary bikes,
both of which have been tried at various times in
the past and usually result in failure. My local gym
has a number of reclined bicycle exercise machines
with Wintel computers running a web browser and audio
player on a touch-screen interface. The exercise equipment
in that case was just a "passive" part of
the system, where Exertris hopes to differ is that
their games require you to peddle faster or harder
at certain points of the game, making the equipment
itself an engaging experience. Currently the Exertris
system ships with four games, Solitaire and Space
Tripper among them, with the exercise portion integrated
in different forms for each game, with bursts of speed
required to fire weapons or move cards, for instance.
I believe the failure of most exercise equipment integration
is mainly due to two circumstances, division of activity--when
I exercise, I'm exercising, when I'm gaming, I'm gaming--and
non-compelling software. Exertris and Electricspin
are the first two companies to actually start getting
close to the ideal of marrying the two.
Everquest On Steroids. An idea I've always toyed
with is marrying exercise equipment, e.g. stationary bike or treadmill
with an MMORPG, e.g. EverQuest. Whilst exercising the player's
in-game avatar would see a boost in their statistics, bestowing
physical or experiential benefits on to the avatar. Given the addictive
nature of both EverQuest (EverCrack) and the compulsive
makeup of many of the players, it might just turn out that any MMORPG
that was far-sighted enough to implement this as a feature would
have the fittest player-base in existence. I wonder how long it
would be before someone filed a lawsuit claiming that their heartache
was brought on by exercising too much.
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