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[Graham McAllister, director of user experience studio Vertical Slice, examines the conundrum of creating a twin stick shooter for the touch-only iOS, breaking down the dos and don'ts, and examining a number of popular games to see what approaches work best.]

What is a Twin Stick Shooter?
Twin stick shooters are a genre of game which use two controls, typically operated by the thumbs. One control dictates the character's movement, the other the direction of shooting.
Importantly, these can be operated independently, i.e. it's possible to move in one direction, and shoot in another.
The camera angle in these games is either from directly overhead, or overhead and from a slight angle. The games are essentially 2D, i.e. there is no forward (or z-axis) movement.
Control Layout
Movement is almost always on the left-hand side, shooting on the right; some games allow the options to switch this for lefties. This layout is also consistent with twin stick shooters on Xbox 360 and PS3.
Minigore on iPhone introduces the controls very clearly.

All Games are Not Equal
With only two touch screen controls to implement, you may think that all twin stick shooters are created equal, however it turns out that subtle changes in design can greatly affect the player experience.
Terminology
No standard definitions exist to describe the interactions we're about to introduce, so we'll try to keep them as descriptive as possible.
Most of the terminology will be defined when we introduce the four components, however they all have one feature in common, the virtual joystick region (VJR hereafter).
Within this region, thumb contact is registered as control input, if the player's thumb touches the screen outside of this area, it is not registered as player input.

The Four Components
There are four main design decisions to consider when implementing the controls for your iOS twin stick shooter.
- Static or dynamic controls
- Controls always visible
- Controls active outside the VJR
- Play to border
These four components are combined to form alternative control implementations.
Before we take a look at the main varieties and show examples of games which use each particular combination, let's describe the four components.
For clarity, our examples will focus on the movement control, but all comments apply to the shooting control also. Each component is really a design decision with two options, so we'll cover each alternative.
Component 1: Static or Dynamic Controls
Static Controls. This approach fixes the location of the touch controls, typically they'll be within easy thumb reach of the corners of the iOS device.
Later we'll see how component three, Controls Active Outside The VJR, extends the usability of the static control approach.
 Static controls - fixed at corners of the device.
Dynamic Controls. This approach centers the controls at the point where the player touches the screen, i.e. the controls can change spatial location depending on where the player's thumb makes contact.
Crucially, however, there is one important factor in how dynamic controls are implemented, which brings us on to the second component.
 Dynamic controls - controls center where the player taps.
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I wonder how well this translates to first person shooter controls.
P.S. As a user, I hate these controls with a fiery passion and refuse to play any game that has them.
But when purchasing an iOS game my decision process always starts with: If (game uses virtual d-pad/sticks) Then (pass)
:D
The reason that placing the center of the stick dynamically is important is because the player's attention is focused on the play area, not the control area. They can't see the visuals, so they're getting no indication of where that center lies. This also means they can't recenter the stick except by trial and error.
Have you played Silverfish? Its method is slightly less awful than virtual sticks. Silverfish uses isolated swipes to change direction. If you don't know how to recenter the stick, why bother having a center to return to?
Admittedly Silverfish is pure movement control (ala pacifism), and it's locked to 90 degree angles. I could imagine it generalising to two sticks, so long as the action on screen is kept centered. Forget-me-not also uses a similar system, though the feel isn't as good.
One thing that wasn't really looked at though was how to control when to shoot (in a game where you can't always be shooting). With both thumbs occupied on the screen as move and aim and nothing remotely comfortable that you can do to get your other fingers on the screen at the same time, I can't really think of another control that can be used?
I had a job before and now again my job is design and code for iPhone... But I have no intention of buying one ever, it greatly bothers me the lack of buttons.
Also, this article fails to mention a hugely important component of user interface on touch devices which is muscle memory. Static controls allow you to develop muscle memory as to where the different parts of the joystick are. You can, for example, just press down with a tap and hold with a static joystick - something you CAN NOT do with a dynamically positioned one.
I also disagree that the ideal control scheme allows the user to press down in a location that will not allow them to move in certain directions. This article describes the ideal border case handling implementation as one where you can tap at the edge of the screen and then be unable to move in the direction of the edge of the screen you tapped next to. Yet another problem you don't have with static control placement.
"Now, we're not saying that this is a hard and fast rule, but you'd need to have some pretty good reasons to not design your twin stick shooter with this component combination."
This is ridiculous. One solution is not best for all games and dynamic controls have some serious drawbacks that aren't discussed here.
One game's limitation is another game's feature.
John Popadiuk
Creator of Pinball Wizard!
Zidware Studios, Chicago
IMO, if you want to make a virtual joystick for you iOS game you should maybe think about a different platform first... maybe one that uses actual joystick...
Also great idea John! I always prefer my move controls left and aim controls right. I hate some PC games that make you use the arrow keys instead of WASD. But I completely forgot about the people who might be the reverse! I remember watching people at the arcade crisscross their wrists at fighting games so the move stick was in their right hand.
Why do people "hate on" developers for making a twin stick game for a device that does not have...sticks. It's a much better control scheme than any of that tilt junk. And more importantly people enjoy it. They take their iDevices everywhere. It's the same reason we have Cameras on phones... convenience for the user, not perfectionism for the maker. Should we only put camera lenses on bonafide high quality cameras? What a narrow concept.
Bud Leiser
Creator of Cursed MECH
KS: http://www.kickstarter.com/projects/budleiser/web-and-ios-game-twin-stick-shoote
r-tower-defense
Just A Game Studio, Vietnam