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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
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December 6, 2007 Article Start Previous Page 7 of 12 Next
 

11. Button Pounding

Representative game: Track & Field (Konami, arcade)

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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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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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