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17. Guitar Controller
Representative games: Guitar Hero
series (Harmonix, PS2, Xbox 360)
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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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.
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....
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.
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.
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.
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.
Glad someone said the DDR proves twich games still sell. :)
Interesting article, dude.
A fine article, as usual. (really enjoyed your RPG/JRPG write-up, in particular).