Archive for the '5. Designing controller input' Category

01
Jan
10

Designing controller input – the obvious, the reasonable and the extraordinary.

1. The obvious

Playing a video game means perceiving information on-screen, interpreting these information, concluding and finally executing. The controller is the execution-tool of the player. His or her lawgiver. Like the mean but necessary lawgiver weapon in the Judge Dredd movie, the controller has to lie comfortable in the hands of the player, giving him the feeling of total control and power. As I cannot influence the input devices – yet – I will concentrate on the options of giving the player the feeling of control and power with the existing input devices. No matter, which type of controller.

Continue reading ‘Designing controller input – the obvious, the reasonable and the extraordinary.’

28
Dec
09

An open love letter.

Dear classic controllers,

I love you. I mean it. Every time I push one of your buttons, something happens. Every time I hold you in my hands, I feel empowered, in control, unstoppable. I feel good. I feel at home. When I first heard that skank “Motion Control” would come to the world of Videogames, I was excited. I dreamed of all the possibilities I would have. Now, I could not only hold the controller, I could move with it, even dance with it. I could not wait to have my first touch of next generation gaming.

Continue reading ‘An open love letter.’

21
Dec
09

The surest way to design a crappy game…

…is to release it on X360, PC and DS. Why?

When you are designing a game, it will be interactive to some degree. The means of interaction are going to be an integral part of the experience of the game that you are creating.
That means is usually “using a controller” (e.g. a Wiimote) on the player’s side of the interaction, which has two aspects:
The first one is the actual hardware of the controller (e.g. a piece of plastic); the second is the game’s reaction to a certain controller input (e.g. “Jump”). In order to provide the best experience possible, it is necessary for those two aspects and the rest of the game to be as consistent as possible.

Continue reading ‘The surest way to design a crappy game…’

14
Dec
09

Just a random controller?

It’s fantastic how well the N64-controller suited Mario 64 and Zelda: Ocarina of Time. And the triggers on the 360-controller works really well for shooting in FPS and for stepping on the gas driving games.

It’s by no means a coincidence and you can always look at a controller and see how it’s meant to be used.

But what if that wasn’t the case?

Continue reading ‘Just a random controller?’

10
Dec
09

New topic – Designing controller input

Hey there,

we asked the facebook aboutgamedesign.com community what they would like to have as our next topic. Well, we got a few answeres and from those we chose:

Designing controller input

Congratulations Markus!

The first post will go up soon, so keep an eye open for updates.




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