Contents
Game Design Essentials: 20 Unusual Control Schemes
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Game Design Essentials: 20 Unusual Control Schemes
by John Harris
14 comments
Share RSS
 
 
December 6, 2007 Article Start Previous Page 4 of 12 Next
 

5. Dual Joystick (movement), a.k.a. Tank Controls

Representative games: Battlezone, Vindicators (Atari Games), Katamari Damacy (Namco)

Advertisement

Control description:

Two levers control treads/legs independently. That is, press up on the left lever or down on the right one to turn to the right, and vice versa. Press up on both to move forward, or down to move backwards. Pushing the levers in opposite directions turns quickly in place.

Adaptability:

Katamari Damacy itself is a console adaptation of this scheme. The PS2's analog sticks work nicely as the necessary levers, and they also provide a bit of extra side-to-side control that Atari's tank games lack.

The scheme in use:

This style is used precisely because it doesn't allow for perfect control. Instead of ease, this scheme gets used for the feeling the player gets when using it. Tanks are heavy equipment with an unusual style of propulsion: independently controlled treads. Back in Battlezone's day this provided for an early form of "experience game." (In addition, the game used a periscope-like viewer to the player had to look into to see the action.) Vindicators, on the other hand, used an overhead view, but the tank controls lend the player's small vehicle a sense of weight it would otherwise lack.

Katamari Damacy's use of the style is more whimsical, but uses it for the same purpose as Vindicators, to lend weight to the player's movements. Since the player can ultimately manipulate great balls of stuff over 800 meters in diameter, anything that supports that feeling of weight is useful. The controls also help to remind the player that he's not controlling the ball itself, but a tiny agent who is manipulating it with his hands... an easy thing to forget when the ball towers over mountains but the Prince is still 5 centimeters tall.

Design lesson:

What lesson? There's little that can be offered through using two sticks for movement that one won't do. Game design is ultimately about figuring out what the player can and cannot do, so nothing has really changed.

But from the point of making the game into an experience as well as a game, driving a tank is an activity that few people will ever get to try, so tank controls are novel and lend interest to the game. 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. The unusual operation also makes it a good match for Katamari Damacy, a game that relies heavily on the absurdity of its setting.

6. Discrete Button Thrust & Rotation

Representative game: Toobin' (Atari Games)

Control description:

A ring of buttons allowing the player to Paddle Left or Right, each Foward or Backward. Similar somewhat to Tank Controls, pressing one button provides rotation as well as thrust, so two buttons must be pressed in concert with each other to provide consistent forward motion. A final button fires projectiles.

Adaptability:

Moderate. Controllers that use dual joysticks can be configured, in Midway Arcade Treasures' emulation of Toobin', to create makeshift tank controls, but most players will probably opt to use the same configuration menu to create one-to-one joystick control instead. Since the controls are a major part of the game it could be argued that this isn't really Toobin', but neither is playing it with two joysticks, really.

The scheme in use:

Another product of Atari Games' '90s experimentation with control styles, Toobin' in the arcade had a unique control style that only used buttons. In the game the player (and maybe a friend, with his own set of buttons on the other side of the control panel) controlled a guy sitting in an innertube that floats down a variety of rivers. The buttons were arranged in a sort of circular pattern, four of them corresponding to each of two feet and two hands that dipped into the water.

Pressing the hand buttons propelled the 'tube forward, and pressing the foot buttons sent it backward. Each button press also rotated the innertube a bit from that limb's side, so creating consistent thrust required hitting the buttons in pairs, either both hands or both feet at once, or alternating in rapid succession. The result was a kind of discrete, impulse-based version of tank controls. The innertube could rotate all the way around and be driven backwards if the user wanted, which sometimes made it easier to aim projectiles at enemies chasing from behind.

Design lesson:

This is a prime example of a game that's purposely made more difficult by its controls. If the player had perfect control over his innertube, the game would be too easy; there really aren't that many enemies on-screen at once, and pinpoint movement would make it much easier to "swish" gates for high scores. Its press-event focused control could be seen as a predecessor of the more recent game Donkey Kong: Jungle Beat (see below).

 

 
Article Start Previous Page 4 of 12 Next
 
Comments

Frank Cifaldi
profile image
pfff, Aztarac? Everyone knows the definitive joystick and dial game is Mad Planets.

Anonymous
profile image
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
profile image
is this THE john harris? of Activision and RetardFuel fame?

Tony Dormanesh
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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
profile image
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).


none
 
Comment:
 


Submit Comment