|
5. Dual Joystick (movement), a.k.a.
Tank Controls
Representative games: Battlezone,
Vindicators (Atari Games), Katamari Damacy (Namco)
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).
|
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).