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Bonus Stage: No Player Interaction
Representative game: Progress Quest
(Windows)
Control description:
The program sits on the system tray and
generates random combat messages. After a certain threshold is
reached, the character gains a level. He then jumps right in and
continues training for the next level. Ad infinitum. The player can
call up lists of quests undertaken and completed, monsters killed,
and treasure found, if he wants. He can't actually do anything to
affect this stuff, though.
Adaptability:
That protein folding applet for the
PlayStation 3 is a serious version of this...
The scheme in use:
This one's included as something of a
joke but it is worth discussing all the same, because Progress
Quest is a surprisingly addictive little applet. And it is
the simplest possible control scheme, in that there's actually no
control at all!
And there are plenty of games that have
aspects of this. It is a common action in god games like SimCity
for players to "leave their city running" for a while for
people to move in, buildings to grow, tax revenue to accumulate, and
so on. These games tend to have moments where, once the orders are
given, the player's job is basically to watch his hard work pay off,
or not. Progress Quest is sort of like that, but without the
hard work part.
And yet... there is reason to believe
this style of play is not just the realm of parody. Take Dwarf
Fortress, for instance. Before the player can begin a game he has
to wait for his computer to generate a randomized fantasy world for
him a process that can take over an hour. But once it's done, the
resulting playfield is unusually well-developed. It's so
well-developed that the game includes a mode for just generating a
world without playing, and outputting graphic files of the world's
regions.
Design lesson:
We haven't seen much of it yet because
algorithmic content generation is still extremely primitive, but in
the future it's possible to see games that, effectively, play
themselves, using random processes to engineer worlds that are
interesting enough that they can be explored simply through reading
or viewing, rather than interaction.
At least they'll give the robots
something to watch after they destroy human civilization.
Glossary:
Joystick: Unless otherwise noted
this is an "8-way" digital joystick, capable of aiming in
cardinal or diagonal directions, or of being in a neutral position.
These joysticks are cheap to produce and plentiful. In most cases
(but not all) they can be replaced with a control pad. There are
specialized joysticks produced for a few arcade machines
(specifically, Sinistar and Pigskin 621 A.D.) that are
capable of much more precise, 49-way movement.
Analog joystick: These joysticks
work on a different principle from digital sticks, and can aim in
"any" direction, as well as detecting how far the stick has
been pushed away from neutral. It used to be that these joysticks
were rather unsuited for general gaming purposes; it wasn't really
all that long ago when analog stick centering was considered an
optional feature. The use of analog sticks, instead of digital ones,
is considered a key aspect of the failure of the Atari 5200 game
console, but Apple home computers also utilized them, and they were
the default on PCs for a long time. They finally hit the mainstream
when a centering analog stick was a prominent feature on the Nintendo
64's innovative controller, and they really took off when the
original PlayStation's DualShock controller sported twin analog
thumbsticks. Their absence on a console seems unthinkable now.
Button: The simplest control
possible, and by far the oldest given its use in pinball machines. It
can either be pressed, or not. There are games that are controlled
only by a single button, but that scheme mostly sees only specialized
use. WarioWare Twisted has a mode where all the minigames are
controlled by single button-presses. Buttons come in many forms:
control panel buttons, face buttons, shoulder buttons and triggers.
The PlayStation 2 has thumbstick buttons, which activate by
pressing "in" on a thumbstick, and analog buttons,
allowing the game to detect how hard they've been pressed. These
days, analog buttons are most commonly seen on controller shoulders.
The Gamecube's primary controller famously featured analog shoulder
buttons with a hard digital "click" when pressed in far
enough.
Dial: A circular control that
can be turned, with the computer detecting the direction it's
pointing and/or how far, or fast, it's been moved. There are two
kinds of dials: one where the dial can be turned freely as far as the
player likes either clockwise or counter-clockwise, and one where
there's a hard stop along the range in both directions. This second
control is sometimes referred to as a paddle, in reference to
the common controller included with Atari VCS/2600 consoles, but note
that system also supported full-spin dials in the form of its
little-used "driving" controller. While this control is
little-seen these days and few current consoles utilize them except
in the form of steering wheel controllers, some important games use
dials: Pong, Breakout, Arkanoid, and, of course,
Tempest.
Trackball: A ball, often one
much like a cue ball, is set into a solid device, but can be freely
moved in any direction by the player, and its movements detected and
used by the computer. Sometimes considered analogous to an
upside-down mouse, but it's not always the case that the two are
interchangeable. Still, it sometimes sees use as a pointing device on
some systems, and in arcade games, such as in Missile Command
and Rampart. Atari Games made heavy use of trackballs. These
days, they mostly see use in the Golden Tee line of arcade
golf games. Some first-person shooter players swear by them for
allowing for greater aiming precision than a mouse.
Stylus: Until fairly recently
the domain of artists willing to shell out for expensive tablets,
touch-screen controls first became popular on PDAs. The Nintendo DS
is famous for being the first consumer gaming-focused device to use a
touch-screen. While many games use its screen in a gimmicky fashion,
a few make great use of it.
Other controls: There are many
other control systems that have been used in games. This is just a
partial list:
- Light guns, essentially screen-based
pointer devices, are used in some shooting games. Nintendo's Wii
console offers screen-pointing controls that are similar in practice.
- Motion-sensing controls are a major
selling point of the Wii, and Sony's PlayStation 3 console can also
detect controller movement.
- Sony's EyeToy and PlayStation Eye
devices are nothing less than USB cameras, the image stream of which
is used by some games to detect the player's (physical) location and
movement for game purposes.
- Namco (and to a lesser extent, Sega)
became known in the 90s for producing large-cabinet games with
unusual control mechanisms, like skis and skateboards.
- Konami popularized the use of foot
pad grids in their Dance Dance Revolution series.
- Konami also uses body sensors in some
of their first-person shooting, dancing, and sword fighting arcade
games.
- Nintendo is known for releasing
strange controls for most of their systems, ranging from foot pads
(Power Pad) to microphones (Odama) to bongo drums. The Wii
seems designed around the concept of special controller
"attachments."
- Sega also made their own fair share
of custom controllers, like maracas, microphones and fishing poles.
- Harmonix's Guitar controller,
available for PlayStation 2 and Xbox 360, became and continues to be
a tremendous hit, riding the continued success of the Guitar Hero
games.
Sources
for images: KLOV, Mameworld, Travelizmo,
http://www.arrozconnori.net/,
Armchair Empire, Craig Harris' IGN Blog, Eurogamer, Temple of the
Roguelike, Coding Horror
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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).