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"10-09-10 - Game Controls"

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1 – 11 of 11
Blogger ryg said...

"jebus it makes a hell of a lot of racket, the DVD is crazy loud, the fans are crazy loud, it's pretty intolerable"
The new ones finally fix this (fan and DVD both). Not sure how they're looking RROD-wise.

Apropos muscle memory: A lot of action mappings are "standard" to the point that any deviation from them is just going to confuse / disorientate / annoy the player. Left analog stick is character movement. If the player can control the camera, that's right analog stick. If your character can jump, it belongs on the bottom "action" button ("A" on 360 pad, "X" on Playstation-style controllers). "A"/"X" is "confirm" in menus, "B"/"O" is "abort/cancel" (X/O have switched roles on Asian Playstations - argh). "Start" brings up the pause menu. Both the D-Pad and Left Analog stick can be used to navigate menus. If you deviate from any of this, you better have a good reason, and you need to give the player some serious time to adapt.

On the PS3, slipping me a Sixaxis-quick time event without announcement is a quick way to make me angry. Like most players, I tend to have the controller lying in my lap, usually not upright (which is the "neutral pose"). If I don't know that a Sixaxis section is coming up (which, to add insult to injury, usually tends to be a balancing section, which are only annoying and never ever fun) I'm likely to screw up the first attempt royally. Also, all the motion-sensitive controls are laggy as hell and HUDs are usually awful at telegraphing what the hell I'm even supposed to do. Am I supposed to move in the direction indicated, or away from it? Both variants are about equally common.

Also, on PS2/PS3 controllers, all buttons are actually analog. This is kinda cool, but if you use the pressure information, better make it very clear that you do (multiple times!), because people aren't expecting it.

If you have some combo system, give the player a chance to practice combos in a setting where they can see the right button presses while they're doing them. If you have complex combos that require you to hit buttons with exact timing (e.g. you have both X, Y, X and X, Y, pause, X which do different things), display on-screen what you're parsing the input as! You may know how long a "pause" is from muscle memory because you've been playing your game for a year, but don't expect others to.

October 11, 2010 at 1:56 AM

Blogger MH said...

Insomniac does the input history thing and it feels really good.

Also, virtualize your inputs and allow remapping. You'll have to to sell in Japan and Korea anyway, and the disabled gamers will love you.

I also think FPSs should expose their stick mapping functions and allow people to pick which ever one they like, along with toggles for things like snapping and such.

But no. "We've built an experience for the player and allowing remapping would ruin it.", which Ive heard, and is complete garbage.

October 11, 2010 at 8:21 AM

Blogger MH said...

As for the rest of the input things like weapon select and such, Insom used to go through 4 or more schemes each game to get it right.

Actually, a lot of things follow the same cycle. Build, tune, rebuild, retune etc. People need to just plan for that cause itll happen anyway. If you dont youll get reviews about your game feeling sticky or just generally bad.

October 11, 2010 at 8:27 AM

Blogger cbloom said...

"Apropos muscle memory: A lot of action mappings are "standard" to the point that any deviation from them is just going to confuse / disorientate / annoy the player."

Oh yeah, I meant to write something about this and then forgot.

This is particularly true when there is a dominant game of your genre on a platform.

eg. if you are making a platformer game for the N64 you better fucking just copy the Mario controls or your players will be upset and confused the whole time. If you are making a shooter for Xbox you better copy the Halo controls. Even if you really did come up with controls that are better (BTW you didn't) it doesn't matter, the value of staying the same is much greater.

Pretty much all of these points are really just basic general UI usability issues (eg. don't invent your own menu system for your Win32 app), but for some reason lots of games think it doesn't apply to them.

October 11, 2010 at 11:38 AM

Blogger cbloom said...

"The new ones finally fix this (fan and DVD both). "

Oh yeah I was just reading about the Xbox 360 "S" , maybe I'll buy one of those. (ZOMG)

October 11, 2010 at 11:39 AM

Blogger Jeff Ward said...

In terms of modals: I actually like that Dragon Age offers both modal and non-modal versions of its command wheel, partially because their command wheel is all about tactical decision making. While I'm in agreement about modes, I think that modals in tactical situations (or at least having the option to do modals) are actually under-used.

Everything else is spot on though. Definitely going to implement a input buffering system in my next game.

October 12, 2010 at 11:14 AM

Blogger cbloom said...

I'm not explicitly opposed to modal per se. Particularly if it pauses the gameplay it's okay.

The thing that's really bad is *hidden* modal, where you get into different states and they aren't clearly shown.

Also realtime modal is pretty bad, though it can be okay if the player has a consistent way to get out of whatever modes they are in. eg. I want to do a melee attack asap, if I just hit X it might not do it because I'm in some mode, but if I hit BBBX it will get me out of all modes and do the attack, that's okay, it's at least consistent.

October 12, 2010 at 11:49 AM

Blogger Nino Mojo said...

Great post, I'm with you on everything. Actually this is a topic that boils my urine so much that I could myself rant about it forever, and I feel like I must let some of it out:

Great offender in modal controls: Kingdom Hearts. Pressing UP or DOWN on the right analog stick changes the mode, like you can go from "fighting" to something else which I dont remember. Many times I hit the stick by accident during a fight and got my ass kicked by enemies because hammering the attack button produced nothing and it took me a few seconds to understand it. This is just unforgivably bad, and I wonder how fucked up design decisions like this end up in the end product, especially from big firms like Square Enix.

Also, one of the most depressing thing to me is how many games now have horrible latency, especially action games. Recent example: download the demo for Enslaved on the 360. The game feels something is finally happening on screen almost a whole second after I pressed a button, and yet they're trying (overly) hard to make it look/feel like the player's character is super lightning fast and powerful. Epic fail, I say.

October 12, 2010 at 12:25 PM

Blogger cbloom said...

"Great offender in modal controls: Kingdom Hearts. Pressing UP or DOWN on the right analog stick changes the mode, like you can go from "fighting" to something else which I dont remember. ... "

Yup, that's exactly the kind of thing I'm talking about and it's total shit.

"Also, one of the most depressing thing to me is how many games now have horrible latency,"

Yup. Latency is unforgivable. One bit of common wisdom that people bandy about is that latency is bad in shooters but it's okay in RPG's or strategy games. That is a canard. It's okay of the strat game has some delay in implementing your command, but there should not be any latency in *recognizing* your command. I should at least get an instant beep or flash or something on my button click.

I highly encourage all game developers to test their games in a "single frame step" mode, there you can press space to single step a frame (and fake the clock to advance 30 millis or whatever). Then press your "A" button on one frame and single step to the next frame and verify that the response in that one frame is in fact what you want.

I gaurantee you will be shocked and surprised at what you see if you step through your game with single steps like this. You'll see animations popping and things sliding and stuttering and huge latencies.

October 12, 2010 at 12:34 PM

Blogger Nino Mojo said...

Oh I just remember another awful example of what you described: the missed inputs. Little Big Planet.

It's the perfect example of doing the main character with the physics simulation rather than good old Mario style. At many occurrences, you'll press JUMP because you want to jump, but the physics engine/collision system doesn't quite agree that it's entirely "possible" to jump at this point and so you character either doesn't jump at all, or makes a crappy mini jump (like an inch high). * frustration*

I'm not a programmer (I do a little Blitz Basic and Game Maker on my spare time but I guess that doesn't count:), but I get your point about the single step test. Years ago I tried an emulator version of Mario 64 that was running very slowly, and it as cool to see that the character's position in space was sometimes moving before a change in animation was even display. Do what the player wants, then let the animation engine deal with it when it's possible/appropriate. The opposite of this is games like Flashback, in which you're depending on the animation reaching a certain frame in order for the game engine to register your next move.

You can call that a "style", but the result is that as much as I loved this game (and Out Of This World) back then, I can't really "play" it anymore now, I just watch it with nostalgia.

October 13, 2010 at 4:13 AM

Blogger dust said...

Arg, I totally agree about button changes between Menu/Game fucking you up. I remember playing a JRPG at some point where Y translated to BACK on the Menu screens, but it mapped to MENU in the Game mode... Ahhhh, I wanted to kill whoever made that decision and not allowed me to change the layout. Which is another thing, changing Button/Keyboard/Mouse/Joystick layouts isn't really that hard, why the hell aren't we allowed to customize controls on consoles???

October 13, 2010 at 5:15 PM

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