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15. Sketch Platforming
Representative game: Kirby: Canvas
Curse (HAL Laboratory, DS)
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.
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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).