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Features

Alternative Game Controllers
Swinging Swords and Punches
As a geek I've played with the odd plastic sword or
Nerf sword in my time. As a practitioner of various
martial arts with a little kendo blended in I've swung
a few real swords too, which is why I'm pretty excited
by an emerging trend that's occurring right now. Two
distinct companies, Hori Japan and Gametrak, have
begun manufacturing martial arts weapons that plug
in to the USB port on a Sony PlayStation 2.
The Katana controller from Hori Japan is an official
tie-in with the third installment of the Onimusha
games, approximately 40" long and making use
of weight sensors in the hilt, similar to baseball
bat controllers. Because the sword is battery powered
with a range of around 15', it allows players to make
some fancy moves. Combined with Sony's EyeToy I could
imagine both of these gadgets being used for practicing
kata (standard sets of movements found in martial
arts that mimic fighting with one or more opponents)
and other large area fighting games. It is only a
matter of time.
The same technology in the Katana controller would
also work in a tennis racket, benefiting such games
as Sega's Virtua Tennis. It might need to come
with a warning to move all furniture out of the way
so that an enthusiastic player doesn't injure themselves
against the bookcase while diving for their opponent's
high speed service. Swinging a tennis racket at high
speed indoors probably isn't such a good idea around
small pets either.
Gametrak, a UK company exhibiting their wares at 2004's
Game Developer Conference in San Jose, CA, has chosen
a different solution to detecting movement and positions
than the Hori Katana controller. Gametrak's controller
features a weighted base that sits on the floor, and
has two retractable strings attached to it, with sensors
for the amount of string pulled out and the x/y angle.
They demonstrated several controllers that connected
to the strings, including a pair of gloves, similar
to the fingerless type worn during weight lifting,
a sword controller, and a golf club. The gloves allow
the player to box with their virtual opponent in a
first-person fighting game or swing a sword against
an opponent. I'm not sure of the wisdom of first-person
fighting games, other than first-person shooters and
a few online role-playing games, first-person doesn't
work too well when you have limited peripheral vision.
I see this input hardware failing on so many levels
unfortunately.
Similar input devices utilizing infrared that offer
both hand gloves and foot gloves were demonstrated
at this year's E3. Plastic swords and ping-pong paddles
were also available as variations on a theme. The
infrared versions exhibited slow response times with
angles and positioning not entirely accurate, some
of the blows, if executed too fast or in rapid succession
would not be registered at all and a fast ping-pong
serve could be completely ignored.
Combining these technologies I can see an interactive
martial arts training program, such as for Tai Chi
or kendo, that showed on screen where to place your
limbs, and then critiqued you on your form is a possibility.
This would be quite useful for teaching kata without
an instructor being constantly present.
The major issue that any alternative controller faces,
especially one that requires large body movements,
is one of game play tuning. Rapidly stabbing at buttons
to execute a flawless combo to beat an end boss is
one thing, but the human body is just not fast enough
to do the same thing whilst holding a large weapon.
The games really would need balancing to the controller.
Much of this is first-generation technology and will
take several iterations, should any of the controllers
survive, to become an enjoyable experience.
Apart from the minor issues that these input peripherals
face and the lackluster games demonstrating the technology
the possibilities for game developers to explore new
games un-tethered from the keyboard and mouse are
dazzling. It's possible to create interesting, live-action
role-playing games that allow the player to really
swing their sword or fists and achieve an effective
workout too.
Use the Force. I've discussed the idea of a
sword controller with a number of game playing geeks,
and almost to a person they deny any interest in possessing
the controller, the accompanying game, or even a Sony
PlayStation 2 (or any other console for that matter
in the case of PC-based gamers). The reasons are many
but as always it comes down to a "killer app".
In the small hours of the morning sitting at a coffee
shop in Santa Monica, California, I was kicking around
game ideas with some friends and colleagues and came
up with a the "killer app" that made everybody's
eyes light up. Should Lucas Arts ever put out a Star
Wars game with a light saber controller that plugs
in to the game console, I'm convinced that it would
sell like hotcakes. The game and controller might
even convince a few people to purchase a console just
to play this one game.
The Eyes Have It
Francois-Yves Bertrand, a good friend of mine and ex-Activision
cohort went to work for Sega in the early nineties,
having designed a full-body optical motion tracking
system using nothing more than a few cameras. Technically
the system was brilliant but was never very popular
commercially--I've only ever seen one in existence,
a later model at the Sega GameWorks in Las Vegas,
NV.
With the increase in computing power, and low cost
CMOS CCD cameras Sony has re-animated this dead technology,
actively promoting their EyeToy, not just with a few
lackluster curio games (remember the Nintendo robot
for the NES and it's dearth of "entertainment"
titles?) but with high quality, big-budget games such
as snowboarding. With Sony bravely stepping in to
the market a number of follow-the-leader companies
are trailing along behind, bringing out identical
peripherals for other consoles. I believe these other
companies are really missing the point. To quote an
old adage "It's the software, stupid!" Sony
has got it right; they realize that the EyeToy is
just a vehicle to support their games, not the other
way around.
The cheapness of Sony's EyeToy means that it's not
unimaginable to think of games that require multiple
cameras for full body motion tracking--currently the
EyeToy only performs a simple 2D edge detection algorithm--or
even multi-player elements. A multi-player game of
Gauntlet using several EyeToys all focused
on a group of people sounds appealing, a sort of multi-player
cross between Twister and Gauntlet Dark
Legacy. Multiple cameras also open up the idea
of large play area games that map to a virtual space
inside the computer.
Auxiliary Programmable Screens
It was only a couple of years ago at E3 that Massworks
showed off their ID-75 LCD panel. This gadget, a solution
looking for a problem, and strangely, marketed towards
gamers, provided a 320x240 resolution, 4" diagonal,
programmable, touch-screen LCD panel that plugged
in to an available USB port. The LCD would display
custom bitmaps and act like a programmable keyboard
which evoked memories of a Bosch graphic workstation
from the '80s. The Massworks ID-75 failed as a product
for a number of reasons, not least of which was the
nearly $300 price tag, which is a shame as it held
a lot of potential for outside-of-the-box game designs.
A programmable touch-screen hooked up to a computer
or console provides opportunities for unique game
play mechanics that a small, remote screen, exclusive
to each player can be used for; two I can think of
are hidden plays and fog of war. Both
of these mechanics have been briefly explored previously
by developers. Sega made an attempt with their Visual
Memory Unit, a memory card containing a small LCD
that plugged in to the regular memory card slot on
a Dreamcast gamepad that allowed hidden plays during
multiplayer sessions in NCAA Football. Other
than this one game, the VMU was mostly used to display
a logo for the game currently being played or showing
"Paused" while the player went and made
a sandwich. Nintendo's Miyamoto has explored the fog
of war in the new multiplayer Pacman game
for the Gamecube that lets human players control individual
ghosts via Gameboy Advance slave units. Each ghost
can see only a partial area of the entire playfield.
This very same idea could be applied to face-to-face
RTS and war games where the individual units or small
groups are only able to see a small fraction of the
world and must rely on information fed to them by
a player at HQ to find out what's over the next ridge.
Similarly HQ has only an abstract, incomplete view
of the world that is fed by information from the player-controlled
units in the field. This idea of individual screens
used for hidden plays/fog-of-war could
be explored in collaborative game play where several
players must work together, with each having access
to different information on their personal screens.
Competing groups would see the results of their efforts,
along with the results of their competitors. Collaborators
would not be able to openly discuss their information
and strategy without it becoming apparent to competitors.
Putting It All Together
With so many differing low-cost input controllers available
to game developers it is only a matter of time before
I can enjoy a full-body motion tracking, sword-swinging,
VR goggle-wearing EverQuest game?
Seriously, though, I hope this fun little stream of
consciousness has provoked you to take a second look
at some of the alternative controllers that are around,
and consider how they might improve interaction with
the games you are working on, or perhaps even design
an entirely new game around one of them.
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