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9. Trackball Sports
Representative games: Golden Tee
series (Incredible Technologies), various other arcade sports games
Control description:
These are arcade machines that add an
aspect of physicality to sports games by forcing the user to give a
big ol' spin on a trackball to supply the power to the shot. It makes
the most sense with golf, where to some degree hand and arm strength
plays a role with the shot as it does with the real game. In
the Golden
Tee
games, the force used by the player to spin the ball translates
directly into the power of the shot.
Adaptability:
Poor. Unlike Marble Madness, analog
sticks do not lend themselves nearly as well to this type of game,
meaning we'll probably never see a good home version of one of the
greater recent arcade success stories. As to why this is, read on...
The scheme in use:
Trackball sports games have been around
for some time in arcades. Tactical sports like football and
basketball tend to use joysticks because of their familiarity to the
user, and to allow the spotlight to shine on the athletic abilities
of particular simulated team members instead of that of the player. A
joystick is a tool for indicating intent to move, and movement is
generally key to team sports. Also, joysticks are well-suited because
the acts of motion, passing, attempting to make scoring shots, and so
on, are done under time pressure, and are usually opposed by AI or
other human players. Because the player cannot usually take a long
time to act, and because there are plenty of real-time, dynamic
pressures on the success chance of the act, simple binary controls,
like button presses or joystick movement, are suitable. Signifying
intent to act is sufficient, since the precise split-second timing of
the button press, compared to the state of the rest of the game, is
enough to determine success or failure.
Although it's not unheard-of, team
sport games usually don't use trackballs. Bowling and golf are the
two most popular subjects for trackball control. They're both
slow-paced games where the state of the game doesn't change when
players don't make moves. More importantly, because subtleties of
motion matter for so much in the real sports, the timing of a binary
signal doesn't provide enough variation for the challenge of making a
good shot or throw to be significant unless special minigames,
usually only related to the physical act of playing in an abstract
way, are used. Tellingly, so many console golf and bowling games use
"power bars" to determine the fate of each shot or throw
that they are expected by players.
This isn't to say that spinning a
trackball itself is greatly similar to swinging a golf club, but
these acts are more similar to each other than pressing a button when
a fluctuating power bar reaches a given point. Both actions translate
subtle differences in the movement of each player's muscles so that
they have an influence upon the game, and both may be improved
through physical practice -- a long but rewarding road.
Design lesson:
When designing a simulation of a sport
like golf, one question to ask yourself is: Why can't the player
always shoot the best possible shot? This is ultimately why these
games mess around with power bars and trackballs, for the games are
supposed to be difficult and tricky to control with precision, but
still precise enough that the occasional player can shoot a
hole-in-one. Even so, power bar games often don't supply enough
resolution to the bar to allow shots to be truly varied, a situation
remedied, to some degree, by the power bar/motion wand hybrid control
in the golf module from Wii Sports (below).
10. Trackball One-to-One Motion
Representative games:
Centipede, Marble Madness, Crystal Castles
(Atari Games)
Control description:
The player uses a trackball to move his
protagonist through the game world, and it moves roughly where the
player rolls it. When he spins the ball slow, it moves slowly. When
he spins the ball fast, it moves quickly.
Adaptability:
Not so good, and not for lack of
trying. There have been many home adaptations of Marble Madness,
from the Commodore 64 to PlayStation 2, but since the days of the
Atari 5200 trackballs have fallen out of favor as console
peripherals. Ever since, we've had to make due with joysticks, either
analog or digital. It's just not the same, and usually, it's a great
deal easier.
The scheme in use:
Notice that I lumped Marble Madness
and Crystal Castles together here when in fact their controls
are subtly different.
Marble Madness's control has
gone on to have the greater influence on game development. In it, the
motion of the trackball affects the ball's momentum. When the
trackball is rolled down, the game doesn't apply that motion directly
to the marble's position, but to its velocity. This means that the
player's marble doesn't respond directly to the trackball's
movements, but is instead delayed by the physics underlying the game,
lending the marble a sense of weight.
Crystal Castles' trackball has a
more direct effect on the player's motion. This lends Bentley Bear
his trademark skittery movement, and pushes the game in the direction
of mastering movement more than outsmarting enemies who, to
compensate, have simple AI.
Design lesson:
One characteristic of nearly all
trackball games is that it's very difficult to precisely duplicate
one's performance from a prior game, even if the game is otherwise
devoid of random elements. The trackball's movement is chaotic enough
that it, itself, is a randomizing influence upon the game.
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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).