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3. Dial Movement
Representative games: Pong,
Breakout, Warlords, Tempest (Atari Games, arcade), many Atari
2600 games (Atari), Arkanoid, Cameltry (Taito)
Control description:
There's a dial that directly controls
player position along a one-dimensional range of movement. The Atari
2600 actually had two controls of this type, the ubiquitous "Paddle"
which had a hard stop at the end of its range of movement, and the
"Driving" controller, which had no stop and was analogous
to a one-dimensional trackball.
Adaptability:
Low to Moderate. There are few things
sadder in gamedom than a Breakout-type game controlled with a
joystick. So important is the control to these games that not only
did Taito release a special dial controller for the NES so that
people could play Arkanoid as the arcade developers intended,
they're doing the same thing for the upcoming DS version of the game.
While Cameltry makes due with its button-controlled SNES port,
you're not really playing Tempest if you don't have dial
control.
The scheme in use:
Using a rotary control provides the
player with the ability to instantly switch his position to any spot
along a continuum of possibilities. For games of the Breakout
style this is essential. Breakout is a game of reaction with a
component of prediction, but what happens when the ball is sent
flying with a horizontal component greater than the player's movement
speed? The developer must either increase player speed (making it
more difficult to control in normal play) or decrease maximum ball
speed (making the game much less difficult). Paddle controls get
around the problem easily.
Two of the games in the list are not
Breakout-style games, and they are both important examples.
Cameltry focuses on a ball with realistic physics (unlike the
Breakout ball, which has only simplistic physics) and gives
the player the ability to rotate the maze around the ball. The maze
is much larger than the ball and new parts must scroll into view, so
it is helps to be able to instantly adjust it to allow the ball to
fall past obstacles. On the other hand, the SNES adaption of the
game (On The Ball in Western markets) uses level design that
takes the digital control into consideration, with sharp turns that
seem perfectly matched to a full swing left or right.
And then we have Tempest, one of
the greatest of all twitch games. The dial in that game moves the
player's ship around the edge of a (usually) continuous web, and the
dial control in the arcade version potentially gives the player
nearly instant access to any part of it. This is useful because the
player wants to keep the Flipper enemies away from the outside edge
of the playfield. But the game also requires precision control in
order to destroy Flippers that have made it out, by firing on them as
they flip into the player's lane. Tempest also features
enemies that fire up the web at the player, so the dial must be used
to dodge shots too. Tempest consistently ranks near the top of
classic arcade popularity lists, yet compared to other Atari classics
it has seen relatively few home ports (Jeff Minter's efforts
notwithstanding) because of its special control needs.
Design lesson:
The trade-off, seen in trying to
control NES Arkanoid with a control pad, is between
long-distance speed and short-distance precision. Among the designers
of the dozens of Breakout clones created since the 70's, the
mark of the clever mind -- as opposed to that who just rolls in
special blocks and powerups without thinking -- is in whether
situations occur where the ball is impossible to return. Without a
paddle it can be difficult to guarantee this.
It is worth noting that it may be
possible, depending on the correlation between dial movement and its
effects on the screen, for the player's position on-screen to "skip"
if he moves the paddle rapidly enough to cause it to move further
than the player's width during a single screen refresh. If the game
depends on the player not being able to move through barriers, the
developer must make sure that he doesn't just flip by them in the
middle of a frantic twirl.
4. Complicated Control Panels
Representative games: Asteroids,
Asteroids Deluxe (Atari), Defender, Stargate
(Williams)
Control description:
Joysticks existed for video game use
when Asteroids made it out, but for some reason the game was
controlled entirely using buttons marked Rotate Left, Rotate Right,
Thrust, Fire and Hyperspace. Defender and Stargate
still hold the record for most controls included in a popular
non-fighting game; the former's control panel has a lever and five
buttons, and the sequel added yet another button to the controls.
Adaptability:
Pretty good, although every known home
version of Asteroids substitutes Joystick Left and Joystick
Right for the rotation buttons. Many also replace Thrust with
Joystick Up, which given the potential ease of accidental thrust
should be considered a mis-feature. Every consumer version of
Defender and Stargate from the Atari 2600 on to the
Midway Arcade Treasures emulations of the PS2 generation
simplifies their controls, arguably improving them.
The scheme in use:
These games often suffer from the
complexity of their controls when encountered by current players. In
the old days it'd usually take players a few games to get used to
Defender's formidable control setup, where today most players
don't have the patience for that. As the proponents of the Wii would
suggest, there's something to be said for not giving the player too
many buttons to keep track of at once.
And yet... stop for a moment and
consider, is Defender, with its vertical lever and buttons for
Fire, Thrust, Reverse, Smart Bomb and Hyperspace, really all that
complex by our standards? The current most popular game system in the
world, the PlayStation 2, has ten buttons, a control pad, and two
analog sticks on its controller -- and the sticks can themselves be
pressed to provide two extra buttons. It helps greatly that the Dual
Shock is held in the player's hands and not spread out over a flat
control panel, but neither has it the luxury of printed instructions
lying next to each button.
Back in the days of the Atari 2600 and
Intellivision, if a game required the use of a keypad it would nearly
always include an overlay that could be slotted into place over the
pad to remind the player of button functions. The modern replacement
for the overlay, I'm sorry to say, is lengthy obnoxious tutorial
sequences that present each control's a small number of times then
hopes the player will remember.
Design lesson:
As Thoreau urged us to do, simplify,
simplify. There is something telling about the nagging,
suspicious similarity between playing video games and doing work, but
that doesn't mean we have the right to force the player to earn an
associate's degree in Controlling The Damn Game just to play.
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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).