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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
14 comments
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December 6, 2007 Article Start Previous Page 9 of 12 Next
 

15. Sketch Platforming

Representative game: Kirby: Canvas Curse (HAL Laboratory, DS)

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Control description:

The player uses a pointing device, either a mouse or a stylus, to draw platforms directly on the screen, in real time, that the other objects in game treat as physical. In Kirby: Canvas Curse, the platform actually works like a conveyor belt.

Adaptability:

Even if a system has a pointing device as standard, it doesn't mean it's easy to draw with. Other than the DS, mice present the best opportunity to use this kind of play, as the Crayon Physics flash games illustrate, so flash development may be the best outlet for this kind of thing.

The scheme in use:

The lines the player draws have interesting properties. The ball in the player's care tends to stick to it a bit, and travels along it in the direction it was drawn. If the player draws a loop not only does the ball roll down it with increased speed, but will often intelligently move through the "up" portion of the loop on the way out, Sonic-style. Not bad, and the game rewards the player for doing it with a burst of speed.

Drawing lines to maneuver the ball is one thing, but the lines also affect the progress of enemies. Some of the more frantic moments in the game come from trying to draw lines to help the ball without similarly helping the enemies. As the game continues, the level design subtly changes from situations where short lines need to be drawn over minor obstacles, to places where it's obvious where to draw longer lines to get between platforms, to more freeform, improvisational areas where the player is left to his own devices to go where he needs to be.

The shift between the two styles is significant, because this is ultimately a game about creation. Although the player's lines only hang around for a few seconds each, what the player is doing is quickly creating his own portions of the level, on the fly, in order to keep the ball from falling off the map or hitting too many enemies.

Design lesson:

Lately, flash videos of hacked Super Mario World levels have been making the blog rounds, in which someone creates a layout of obstacles that results in Mario reaching the goal without any controls pressed, like a virtual Rube Goldberg machine. When you come down to it, the same impulse that led to the creation of those levels was the inspiration for Kirby: Canvas Curse. It was the first game to show people what the DS was really capable of, and even now, remains the most compelling use of that system's powers.

16. Foot Pad Grid

Representative games: NES Power Pad games (Nintendo/Bandai, NES), Dance Dance Revolution series & imitators (Konami and others, arcade and many consoles)

Control description:

A mat on the floor (or a more durable equivalent for arcade versions) contains pressure-sensitive spots. Think large, flat buttons. Instead of using his hands to press them, the player steps on them according to the demanding expectations of scrolling arrows up on the screen.

Adaptability:

One might think it'd be extremely low, but the game was popular enough to spawn a cottage industry of dance mats.

The scheme in use:

Like Track & Field (also from Konami), there is little strategy here. The arrows scroll up the screen. The player steps on each at the moment it touches a timing bar. It's like Parappa the Rapper without improv. And where the music plays okay no matter what the player does.

Dance Dance Revolution gets away with it because of its social element. In a way, the symbols and art on the screen are irrelevant to the real game, which takes place between the player himself and the eyes of onlookers, all of whom are thinking either wow, that's amazing or what an incredible geek. Fortunately, the agility playing the game well requires speaks against the "geek" interpretation.

It also means that the nebulous thing "performance" is essential to enjoying the game. The days where someone could play Pac-Man for hours and attract a crowd are long over; merely manipulating a joystick in public won't attract many admirers no matter how dexterously it's handled.

Dancing on a Dance Dance Revolution stage may not really have a great deal to do with actual dancing, but it's close enough, which is more than you can say about the similarities between playing a first-person shooter and getting in a real gunfight. And since harder levels mean more impressive performances, difficulty is also a tremendous part of the game. And if there's one thing the Dance Dance Revolution series tends to have in spades, it's difficulty.

Design lesson:

The lessons are two-fold. First, the game proves that millisecond-sensitive twitch games, presented correctly, can still hit it big in the market. Second, that if a game is hot enough, people will buy all kinds of crazy peripherals in order to play it. (See Guitar Hero, below.) Whether the market decides a game is really all that great shakes or not can be humbling and risky; Konami had the advantage of the Japanese arcade culture, which is a bit more more open to blatant innovation, to start its ubiquitous franchise.

 

 
Article Start Previous Page 9 of 12 Next
 
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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