Posts Tagged ‘interaction

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?’




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