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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 11 of 12 Next
 

19. Rotary Sensitive

Representative game: WarioWare Twisted (Nintendo/Intelligent Systems, GBA)

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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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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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