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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
14 comments
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December 6, 2007 Article Start Previous Page 3 of 12 Next
 

3. Dial Movement

Representative games: Pong, Breakout, Warlords, Tempest (Atari Games, arcade), many Atari 2600 games (Atari), Arkanoid, Cameltry (Taito)

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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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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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