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19. Rotary Sensitive
Representative game: WarioWare
Twisted (Nintendo/Intelligent Systems, GBA)
Control description:
The rotation of the portable console
itself is detected, using special inertia-sensing hardware included
within the game cartridge, and translated into in-game motion. Usage
of a button is optionally supported in some minigames.
Adaptability:
Extremely poor. Even the Game Boy
Player, a special Gamecube attachment that allows for playing GBA
games on a TV screen by the inclusion of the full system chipset,
disallows playing this game -- unless you want to lift and spin your
Gamecube. It simply requires a portable system to play.
The scheme in use:
Since the original game, Nintendo and
Intelligent Systems have wasted little effort in cashing in on the
unexpected popularity of the WarioWare series. Each uses
controls unique to that version: the original a control pad and one
button, the DS installment uses that system's touch screen and
microphone, and the Wii version makes use of motion control and
pointing functionality. By most measures, this is the best of the
lot.
The decision to base a game off of a
rotation sensor is not an obvious choice. A tilt sensor,
maybe... that's just a pair of rotation sensors rotated 90 degrees,
after all. But WarioWare Twisted has just one, and it makes no
use of the control pad or any buttons other than 'A' at all. It's a
tribute to the ingenuity of the minigame creators that this, the
simplest control style of all the WarioWare titles, doesn't
get old as fast as the styles in Smooth Moves.
How does Intelligent Systems overcome
the inevitable approach of ennui for so long? First, by including
quite an accurate sensor with the game so that it can distinguish
between tiny movements as well as broad ones, and utilizing that
range by giving most of the minigames their own distinct movement
patterns. Second, by mixing up the traditional WarioWare game
structure a bit with the inclusion of random, sudden "revolution"
rounds that are much faster than even the customary five-second time
frame. And third, because the act of spinning the controller around
-- sometimes fast enough that one feels like tossing it in the air,
sometimes slowly and to the extent that the system is often held
upside-down -- is just silly fun.
Design lesson:
And silly fun, in the end, is what the
series is about. A rotation sensor would probably not be enough input
to sustain a full game, were the game anything besides WarioWare.
The controls match the game. One can be strange because the other is
too. Abstract, comical games are looked down upon by some in the
player community, but they serve an important role: it is a lot
easier to get away with casual, spurious, joyful innovation in a game
where the player is just messing around for a few minutes than if
he's trying to save the world from the evil Demogorgon with +5 swords
of slaying and AI pathfinding quick event limit break tension gauge
active time alternate costume battle combo systems.
Uncatagorized Cases
20. vi-like Movement &
"Everything has a key" Commands
Representative games: Roguelikes
(independent developers, many systems)
Control description:
The "hjkl" keys move on the
cardinal directions, the same movement keys as in the venerable Unix
text editor vi. The "yubn" keys move on the diagonals.
Beyond that, there's about a dozen other standardized keys with
assigned functions, then depending on the game another dozen keys
that do other things.
Adaptability:
Extremely low. Most console
adaptations of roguelikes get around it with control pads for
movement and inventory-based, context-sensitive action menus for
object manipulation, in keeping with RPG conventions.
The scheme in use:
The roguelike control method seems to
be an anachronism. Many recent roguelike releases, both independent
(the norm for roguelikes) and commercial shy away from it, opting for
more context-driven menus. And there is something to be said, when it
comes to it, for simplicity in control schemes, unless for reasons of
realism the game actually needs to be complex. A flight simulator
game -- now that can be reasonably expected to be complicated,
because flying real planes is complicated. Meanwhile there seems to
be something fundamentally odd about playing a fantasy game where you
can be like Conan the Barbarian, when Robert Howard's muscleman would
have taken an axe to anything resembling a keyboard.
I said the roguelike control system
seems to be outdated. It should be obvious from my choice of
words that I don't think it is. Well, actually, in some ways, it can
be overwrought. Control style is the single biggest thing that drives
players away from playing roguelikes, more than graphics, more than
randomness, more than permanent death -- even more than difficulty.
One might think that there's a bit of
elitism in the refusal of these games to adapt to more modern control
concepts. Reading the roguelike Usenet groups doesn't help to dismiss
this impression. Among some long-time players, there is even a belief
that the chance of typographical errors should be part of the game --
and they will cheerfully blame you for your character's death if you
hit the wrong key, claiming it's part of the game. Just so we're
clear on this: it is an important job of the game designer(s) to make
sure controls are easy to understand, difficult to confuse, and
appropriate to the game.
But there are important
advantages granted by the roguelike control style. For example, its
similarity to the controls of the venerable Unix text editor vi made
the game infinitely easier to pick up back in the days of Rogue,
when computer games were played on terminals more than anything else,
the presence of numeric keypads was not guaranteed, and most players
could be expected to know vi. And these controls add an undeniable
elegance to the game. In Nethack, if you want to perform some
action ten times, you actually type the number 10 then the key of the
command you want to do, just as in vi!
But the biggest thing that roguelike
controls brings does for the genre is that it institutionalizes
obscurity of object function. Er, sorry. Let me break that down.
It makes less obvious the fact that items found in the game have
multiple functions. In Rogue, the fact that potions can be thrown at
point-blank range to affect monsters is important to the game, but
this feature is intentionally obscure: it's meant to be a secret to
be discovered by attentive players. If the player could bring up an
item menu on a potion and see the "throw" option there, it
would be a bit of a giveaway.
There are times when Microsoft has been
known to make hay over the "discoverability" of their user
interface. If the user poked around, so the thinking went, and
right-clicked on some icon they wished to do something with, then on
the menu that appeared there should be the obvious choices, and maybe
some unobvious ones too. In a way, then, the menu itself is
documentation. That's fine, yes... unless a feature is supposed to be
undocumented. Roguelike games are not as "discoverable" in
that they force the player to pick command first then item, and even
when the game is asked for a list of relevant items from inventory
for the command to apply to, sometimes things are left off the list
in purpose.
One of the most complex roguelike
games, Nethack, takes this idea to extremes. Sometimes it
seems like items have more undocumented features than documented
ones. It's obvious that the player should be able to drink potions,
but throw them? Dip items into them? Mix them? (A)pply a potion of
oil and throw it as a bomb? How about breaking wands, eating rings
and amulets, writing on scrolls, rubbing lamps, or charging lanterns?
And by keeping these options semi-secret, it helps to reduce
interface clutter. There are actually few circumstances in the game
where the player might want to break a wand, so it's fitting that
this feature is not constantly visible.
Design lesson:
The trend for managing inventory in
game interfaces is object first, action second, with a visible list
of objects. Most roguelikes, by contrast, go action first, which
helps to keep secret item functions obscure to players who don't know
about them, while not restricting their use to players who do. Is
throwing a potion actually useful? Could be... why doesn't the player
try it?
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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).