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11. Button Pounding
Representative game: Track &
Field (Konami, arcade)
Control description:
Track and Field's control scheme
consists buttons, and only buttons. All six of the events in the
game consist of building up a power meter with repeated alternating
button presses. Some events have a little more to them than that, but
in all of them, if you can't hit the buttons fast enough, you're
doomed before you start.
Adaptability:
Pretty good. The NES port of the game
featured new events, but they all stuck with button-operated play,
although one, Skeet Shooting, treated the control pad as a button.
The scheme in use:
Track & Field, more than any
other game, measures the player's raw muscle-twitch capacity. It is
another game where the player's physical limitations also limit his
game persona.
Given the straight-forward nature of
the play, it's not too surprising that there's very little strategy.
What few decisions there are to make have obvious answers. Player
technique doesn't involve how to dodge missiles or shoot bullets
effectively, but how to arrange one's hands on the controls in order
to press them at the highest rate possible.
The difficulty of the
game revolves around the qualifying scores needed to make it to the
next level, and many players won't ever be able to hit the buttons
fast enough to pass later loops of the game, let along unseat one of
the "World Record" scores. This makes Track & Field
a rather elitist game when one thinks about it; even with extensive
practice, it contains barriers that some players just won't be able
to surmount.
Design lesson:
Track & Field's
joint-destroying play would be tiresome today. Later sequels and
ports tended to de-emphasize events that required raw,
button-smashing speed, yet it should be noted that many minigame
collections have events that take inspiration from T&F's
simple sports.
12. Motion Wand
Representative game: Wii Sports
(Nintendo)
Control description:
Five different games are included in
Wii Sports, simulating major actions from their respective
sports using a motion-sensing wand. Each game duplicates the original
motion with varying degrees of fidelity, ranging from surprisingly
accurate (Bowling and Tennis) to only vaguely relevant (Boxing). The
individual schemes are discussed below.
Adaptability:
It's already a console game, but the
game would be very difficult to port to other machines due to how
tightly it's tied to the idiosyncrasies of the Wii Remote. If the
Wii's successor offers backwards compatibility, and if it improves
the quality of the motion sensors at all, the developers will have to
take care that they provide a compatibility mode, or perform lots of
testing, for games like Wii Sports to remain playable.
The scheme in use:
Wii Sports' five modules all
play in tremendously varied ways, and that's not even including the
training games included, some of which are even more entertaining
than the "full" sports. They are all similar in that timing
tends to be a bit more important than the technique in the gestures,
and that none of them use the pointer functionality of the remote.
Here is a quick description of each:
Bowling: The best-realized sport
on the disk. Moving the controller like a bowling ball may not be
exactly like real bowling, but it's close enough for most people, and
it's not too much easier to bowl a perfect game. The game even
infuriates sometimes with the degree that unintentional wrist twists
can put spin on the ball -- and that is like real bowling.
Tennis: An interesting
demonstration of how to use the motion control to "cheat"
at making a sport seem realistic. In the Tennis module, the player
runs automatically, taking out a big part of the difficulty in real
tennis. The direction the ball is hit is almost entirely determined
by the timing with which the ball is hit, but the height and speed of
the ball are actually determined by how the controller is moved,
which is interesting. And while the game may cheat on its end (as it
does, to a degree, with all the sports on the disk), the speed of the
game makes it difficult for the player to cheat much himself.
Golf: The most interesting thing
here is that, while the game does utilize motion control to make the
shots, it also relates the strength of the shot to a power bar, and
the player must be careful not to exceed maximum power of the shot
hooks or slices. Overall it works fairly well in all areas except
putting. While the remote's motion sensing is actually capable of
being quite precise (as the Wii Monkey Ball game illustrates),
the way it's implemented here makes putting a frustrating experience.
Baseball: The magic formula
required for getting pitches to work perfectly every time is elusive,
and hitting the ball with the bat seems, again, to rely on timing.
Most of the strategy of the game, player movement, etc. has been
stripped out, making this the simplest sport on the disk.
Boxing: Perhaps the developers
were over-reaching a bit with this one, since the remote seems to
only really detect forward motion of the remote when it's pointed at
the screen. Punches are detected by the rotation of the remote, and
are less tiring to perform that way, a significant difference
considering how much punching must be done.
Common between all the sports is a
mixed emphasis on timing and technique, the moment at which the
controller is swung playing as much a role as how it is moved. To
control where the ball goes in Tennis, for instance, swinging a
split-second early will send the ball "in", towards the
swing's direction, and swinging late will send the ball the other
way. However, the speed of the swing and how far it "dips"
seem to determine the strength of the shot, as does the ball's height
on the court.
Design lesson:
In the individual sports, Bowling and
Golf, the controller is basically a more-obfuscated version of the
trackball from Golden Tee, its movements looked at just hard
enough to make the perfect shot challenging to pull off more than
once in a while. Even expert players of those two games have
difficulty bowling many strikes consecutively, or getting
Hole-In-Ones. The other sports make the concept of a "perfect"
swing of the remote less relevant due to the situation and actions of
the competitor, and thus rely much more on timing in their play,
which is easier for the player to get exactly right. These games thus
can afford to turn into battles between the players, with the best,
most consistent timing winning out.
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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).