
Hello folks, and welcome to this inaugural post of Crunch Time, the in’s and outs of gaming news, reviews and analysis. This time I’ll be taking a look at control schemes in games, and how crucial good controls can be to a game concept. Lets dive right in!
I got the inspiration for this post after a chat with Dylan Cuthbert of Q Games fame, the folks behind the stellar Pixel Junk series. As someone who likes the spirit of invention and tinkering with game concepts, I thought who better to ask for thoughts on game controls than the man behind Pixel Junk Eden? I’ve got a few main points to cover here and I’ll go into depth about how each is crucial to a game’s underlying presence.
Context
Good controls breathe life into games, and their players, on every platform available. However, it is the concept of context which is now more than ever, lost in translation. Large developers, more times than not, have aired on the side of ports to maximize profits, attempting to morph what might have worked with the PSP nub, to the Wii-mote’s motion sensing capabilities. In Dylan’s words: “a lot of games these days don’t implement anything interesting…they just shove some simple acceleration here and there, with some trigger buttons, and that’s it.” It would appear that everyone seems to be out there looking for a gimmick, rather than studying the basic motions available to them on these controllers.
Now, context doesn’t only apply to what platform you’re on, but also what game you’re trying to make. “Action games need control schemes which have layers of depth”, said Dylan. In the case of the action genre, depth and scaling in control is key when conveying actions on screen as the player progresses. With most games, the player needs to feel that what you’re doing on screen will easily adapt previously learned control mechanisms to new gameplay, rather than pairing a new game mechanic with new controls at every defining instance. A very good (or damn near perfect) example of this in my eyes is Braid by Jonathan Blow & David Hellman. For the uninitiated, Braid is a game in which the protagonist traverses his dreams, utilizing time mechanics and old school platforming, in an attempt to rescue his princess. Rather than factoring in a new button or button combination into the equation at every change in the time mechanic, the game kept the same controls throughout, and lets the player gauge how the world had changed, and what new abilities were available.
Collision Detection and Physics
Credit on this one goes to Dylan, who pushed this point home. Controls without the visual response fail. You could have the greatest game concept in the world involving water manipulation (totally hypothetical), in which a player generates waves to counter natural waves which are crashing into a rocky cove, and it could fail miserably without a direct correlation of action to visuals. Lets say it’s control scheme was the following on the 360/PS3:
- The left stick’s rotation (clockwise/counter clockwise) would control the wave’s undercurrent direction
- The speed at which it was rotated, would alter how much force the wave would have behind it prior to release
- The more time the player held the wave, the more momentum and power they would build
- To release the wave, the player would hit the A or X button on the controller
If at the end of all that player motion and involvement, the player nailed the biggest wave on record (as is indicated by the game’s UI), and the response on screen was the equivalent to that of an impeccably rendered 1ft wave hitting another impeccably rendered 1ft wave and fizzling out quickly (and accurately), the player would feel disengaged from the experience.
Now, lets replay this scenario, but add a visual buildup of dust and debris on the sea floor where the player is fueling his wave, with visual abnormalities in surface tension as the intensity increases, finally climaxing to a release of a wave, with momentum that feels approximate to the effort put into the controller by the player, crashing into another wave, with the white cap of the user generated wave barreling over the oncoming wave. What has the potential to be a great and engaging control mechanism can amount to nothing if the visuals don’t back up the intended emulated sensations.
Destroying the Archetype
If the line between gaming genre archetypes (and their obvious and rehashed control schemes) isn’t somewhat dissolved within a few years, we may be left with a system permanently stuck in the rut of today’s industry; an industry with some who look at the few games doing something totally new, but with the vast majority looking back at something to shine up with a design gimmick. Now I will be the first to admit that many concepts waver on the fine boundary that separates a gimmick and a completely new gameplay style, however it is an arbitrary boundary, dependent on your concept, style and timing. A game which sticks to a genre but redefines the bar of quality, with a concept that is top notch, will neither find itself in the category of totally new or tacked on design gimmick. It will join a median group that many developers should strive for until that next groundbreaking idea; the group of solid concepts with excellent executions, a group that’s at the top of their game in their respective classes.
It’s easy to want to wish away all the underdeveloped and archaic concepts, but common sense knows that they will continue on. At this point we can only strive to be less like everyone else, and come up with original ideas rather than turning into an industry built on key franchises with set ideologies. It might take new hardware to get folks to think out of the box with regards to control scheme, but with so many tools already prevalent, it really shouldn’t.
So….thats a wrap on Crunch Time: Control Schemes! My brain is telling me that there is more that I can add to this article, and I will be doing so when/if I get the chance over the next few days. Hope you liked it! Feel free to leave a comment by clicking on the article title to get to the permalink page, or follow me on Twitter: http://twitter.com/jeremybogdan