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Game Design Essentials: 20 Unusual Control Schemes
 
 
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Features
  Game Design Essentials: 20 Unusual Control Schemes
by John Harris
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December 6, 2007 Article Start Previous Page 10 of 12 Next
 

17. Guitar Controller

Representative games: Guitar Hero series (Harmonix, PS2, Xbox 360)

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Control description:

The controller is shaped like a miniature guitar, but the inputs themselves are not too special. Five "fret buttons" on the neck play different "notes" when held while a "strum bar" is moved. Notes are only really played when they match up with the song, however. The controller also contains a "whammy bar", rudimentary tilt sensing and a couple of utility buttons, but the main game involves the frets and strum bar.

Adaptability:

Surprisingly high given that the game relies on a fairly custom piece of hardware. Harmonix have shown themselves willing to make several different, compatible versions of the controller, and customers have shown themselves willing to buy them.

The scheme in use:

The game may not have originated in arcades, but it's popular for many of the same reasons as Dance Dance Revolution. It might be possible to play both games on a controller, but doing so entirely misses why one would ever want to play them. The control scheme is the whole point.

Guitar Hero is a little friendlier to solo play than DDR, because it doesn't take itself as seriously. People have played air guitar in their homes for decades, while energetic, tiring dance steps are not things people usually put themselves through for solitary fun. And for a game that boils down to the same kind of reaction and timing heavy, Simon Says-based play, Harmonix actually managed to put some strategy into the game.

The strategic aspects of the game involve the obtaining and use of Star Power, which can make hard songs easier and greatly increase scores, and making difficult passages easier using hammer-ons and pull-offs. Fret sequences tend to match their songs in timing, but the actual button presses are designed with an eye towards this kind of strategy, which is, fundamentally, a process of interpreting the song. Who do you suppose would do a better job of that -- your average developer, or those who know and love music with their whole being?

Design lesson:

Think about it for a moment. There's an entire genre of music games that are fundamentally no different from the Guitar Hero games in all ways but one. Yet those games, for some reason, didn't become multi-console megahits strong enough to inspire sales of specialized hardware. In case I haven't reiterated it enough: it's the controller.

Which is not to say that Tuba Hero would do anywhere near as well. There is an aspect of culture mining in the success of Guitar Hero, of finding some cool aspect of our world previously unexploited by gaming and monetizing it. But, like, hey... if it works, it works.

18. Video Stream Analysis

Representative games: EyeToy: Play & others (SCEE, etc., PlayStation 2)

Control description:

It's really quite brilliant. A small USB camera sits above the player's TV. By using real-time image processing, the game figures out where the player is standing and uses that information to affect the world of the game. While I have no inside information on how it works, but it looks like it works by finding the parts of the screen that are "person" and "background," and by examining which parts of the image changes each frame.

Adaptability:

One might think pretty high, seeing as how all the current generation systems have USB ports. On the other hand, both Nintendo and Microsoft have shown themselves to be iffy about overly-complex third party peripherals, and have seceded dominance in the game camera arena to Sony, though MS did dabble with its Vision Camera.

The scheme in use:

There are arguments to be made that the chasing of processor and video card power in cutting-edge consoles has hit decreasing returns. It helps graphics quality, but so far not much else. Currently, a disproportionately great portion of system time is taken up by visual effects that, strictly speaking, don't really matter to the play. If the player's model has a hundred polygons or 10,000, it can still have the same attacks, spells, health, walking speed, inventory, and etcetera. Better graphics may improve immersion, but the play is rarely affected by it.

This is, to a certain frame of mind, a compelling argument, and Nintendo has bet the farm on it this time around, hoping to rely on their design strengths to make up the difference. Yet, it could be argued that the failure of increased system strength to greatly change gameplay since the PlayStation days is a failure of imagination, and has nothing to do with the inherent nature of games at all. But there are some games that seek to responsibly use greater power, and perhaps it's fitting that the leader is the console that Sony's own EyeToy game series, which have evolved into the games that use the PlayStation Eye for PS3. These games all use real-time image processing and recognition to determine what is happening in the physical world in front of the camera, and apply that to the virtual world behind the screen.

So far, Sony's uses of game cameras have seemed fairly gimmicky. Using a camera to enable a player to smack around tiny virtual ninjas, or manipulate a virtual guitar, or control a virtual hoverboarder... perhaps these are all things that would be better suited to physical controllers. But this need not be the case in the future. Sony has recently released a collectable card game, Eye of Judgment, that utilizes the PlayStation Eye.

What could be possible in the future? Allowing players to use their own art tools to draw characters or maps on a piece of paper and importing them into the game, as was suggested on the PlayStation Blog? Using enhanced image recognition to map a polygonal character's motions to that of the player? Allowing the players to manipulate hallucinatory objects? I know better than to say the possibilities are endless, but in this direction they are really quite wide. And so far, almost totally unexplored.

Design lesson:

All the processor power required to analyze a constantly-changing framebuffer comes at the detriment of the rest of the game, which is probably why most EyeToy games are fairly simplistic. The PlayStation 3's tremendous resources may change this decisively.

 

 
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Comments

Frank Cifaldi
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pfff, Aztarac? Everyone knows the definitive joystick and dial game is Mad Planets.

Anonymous
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Special mention for the PC Mechwarrior games. Operating a mech was like learning how to fly a jet, used the entire keyboard, and were still fun enough to be worth dealing with all the complexity.

Anonymous
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is this THE john harris? of Activision and RetardFuel fame?

Tony Dormanesh
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I hate to be a total nerd by pointing this out, but Front Line was listed as a dual joystick game, but it actually used a joystick dial control. You had to push down on the actual dial to shoot.

Jason Pineo
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Thank you for another interesting article. I've enjoyed the exposure to different aspects of videogaming in each of the '20 of' articles.

In the section "5. Dual Joystick (movement)" you make this comment:

"For more mundane tasks this might not be such a good idea; no one wants to play a game in which he must manipulate a soldier's legs independently step by step."

Actually, in Robot Alchemic Drive you control a giant robot's arms and legs individually using the analog and shoulder controls. Combined with the visual perspective (that of a young human standing outside of the robot), the control scheme does a very good job of conveying the experience of 'controlling a giant robot'. And to be honest, sometimes it's fun to mess up and accidentally backhand a civic building in combat. I suspect it is a fairly niche experience, but it's done consistently and well.

Brian Burwell
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Has anyone else ever played Hyper Bowling? That one can be quite tiring depending on which "alley" you're on. The streets of San Francisco are the worst with dodging traffic and all the hills.

John Harris
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Anonymous #2: Nope, I'm not that John Harris. (Not the first time I've been asked, the guys seems to have dropped off the face of the earth.)

Jason Pineo: I stand corrected, thanks.

Tony Dormanesh: Front Line's an oversight, meant to remove but apparently forgot.

Leaving out two-stick mech games is an oversight, but they could be considered a variant of tank controls.

Note, by the way, that the title says 20 games but there's actually 21. That's because Progress Quest could be considered to be not a game at all....

Billy Bissette
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When talking about dual sticks, Ikari Warriors is described as a "move to aim"-style game, which is not true of the arcade versions. They (and other games like Heavy Barrel) used a special joystick that could be rotated for aiming. For a game like Ikari Warriors, this worked better than dual sticks, as you had separate fire and grenade buttons. And it worked better than "stick and dial" as the fire button was separate from the stick.

The biggest detriment to the rotating stick was probably that it was more expensive to replace when broken.

The discussion for adapting Trackball One-to-One motion deserves mention of Super Monkey Ball's analog stick tilt-the-stage approach.

The design lesson discussion for Motion Wand calls Wii Sports gold swing as an obfuscated version of Golden Tee's trackball. I think the opposite is more accurate. When it comes to swinging a golf club, spinning Golden Tee's trackball is more an abstraction than swinging the Wii remote like a golf club.

The weakness of Wii Golf may mostly be that Wii detection just seems shoddy in general, for both hardware and software reasons. This will remain an issue for the Wii in the long run, which from all accounts simply cannot match or even compare to more dedicated motion detection and aiming hardware, whether it be the Guncon 3 or some cheap plug-straight-into-the-TV plastic sword swinging game.

John Harris
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These are all fair assessments Billy, thanks for responding!

I'm afraid I have more experience with the NES Ikari Warriors (which I -hated-) than the arcade.

Super Monkey Ball's (and the original Monkey Ball's) analog stick is known of and greatly appreciated, but unfortunately there's only 20 (or 21) slots. And more and more games are using that kind of motion.

My description of Wii Sports as a version of Golden Tee's system is due to chronology (Golden Tee has been around for a while now) and rather a lot of experience with Wii Sports Golf. The fact that the game ultimately resorts to a power bar is a little bit of a cheat. From different perspectives, though, each is closer to real golf.

And I disagree about motion wand detection being shoddy on the Wii. There are a number of games (like Wii Monkey Ball) that use it quite precisely. For example, people have built machines into which a Wiimote can be inserted that are capable of bowling a strike every time. I expect it's how- the data is used that is the problem, that the reason it seems inaccurate has to do with data averaging and discarding done in order to avoid picking unintentional motions.

Billy Bissette
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For Monkey Ball's control, I mean that it might be a viable approach to adapting Trackball One-to-One motion to the now common analog stick. No, it is not a perfect emulation. But it certainly could be closer to D-Pad attempts, and might even add some variability back into player results, if still not reaching trackball slipperiness.

I cannot speak to Wii Monkey Ball's performance, as I've not played it. To me, the design of the series has only gone downhill, so SMB2 was my last purchase. I have certainly read a fair share of complaint about Wii Monkey Ball control though, mostly in the form of people who find it sloppy compared to what was done for analog sticks.

John Harris
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I played a bit of Wii Monkey Ball and found its control was precise, but that it didn't overcome the game's other flaws. I agree completely that the series has gone downhill.

Seth Isenberg
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For Guitar Hero: "The game may not have originated in arcades, but it's popular for many of the same reasons as Dance Dance Revolution."
Actually, the guitar controller originated in arcades in Japan- Guitar Freaks was a Konami Bemani game in the same series as DDR, there were 4 or 5 versions as well. I played the game in Japanese arcades in 2000. The only difference in the controller was the lack of whammy bar and perhaps one less fret button. It also had a lift in the air component for bonus points. There might have been a home controller for the Japanese PS as well.

Ethan Larson
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I don't agree with his assessment of Toobin at home... You can map R1/R2/L1/L2 to the movement buttons and X to throw. Feels very much like the arcade machine. And while it may be "purposely made more difficult by its controls," it is learning those controls that makes it fun.

Glad someone said the DDR proves twich games still sell. :)

Interesting article, dude.

Christopher Drum
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Semi-important oversights on the "Dial and Joystick" controller as Tron and Discs of Tron are classics. Wondering a little how a "rotary joystick" fits into this list, ala Ikari Warriors. The "Dial Movement" section leaves out some incredibly notable games: Omega Race, Major Havoc and Star Trek: Strategic Operations Simulator (Arcade).

A fine article, as usual. (really enjoyed your RPG/JRPG write-up, in particular).


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