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About Me


Old-school gamer. I started gaming with the Atari 2600. I became an addict with the arcade release of Street Fighter II at my college. The SNES release pushed me into buying that system and a lame arcade stick. I haven't looked back since then. I still consider the 16-bit to be the Golden Age of gaming. The current generation is keeping me pretty happy, especially with the fighting game renaissance that's happening lately. And, yes, I'm old.

Proud owner of: Kiwi Gameboy Color, GBA SP, GBA Micro, PSP 3000, White DS Lite, Silver NeoGeo Pocket, purple SwanCrystal, SNES, Genesis, N64, purple Gamecube, slim PS2, Dreamcast, Wii and PS3.

Favorite Games: Last Blade 2, Street Fighter Alpha 2, Mark of the Wolves, Zelda: A Link to the Past, Zelda: Minish Cap, Dark Stalkers, King of Fighters, Mega Man ZX, Ikaruga, Macross: Do You Remember Love, Raiden Trad, Zelda: Phantom Hourglass, Valkyria Chronicles, Professor Layton, Killer7



Games on my mind:
Super Street Fighter II HD Remix (PS3)
King of Fighters XII (PS3)
King of Fighters XIII
King of Fighters 2k2: UM (PS2)
BlazBlue: Continuum Shift (PS3)

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On the complexity of control schemes
nilcam | 9:28 AM on 06.19.2008 9 comments


For several years, I've put lots of thought into game design, story telling techniques, control schemes and gameplay elements. I've got a very long history as a gamer; I have owned many systems from the Atari 2600 to the Wii. As a long-time spectator of the growth of gaming, I have spent many hours contemplating the philosophies behind some of my favorite and least favorite games.

I noticed some serious changes happening during the Gamecube/PS2/Xbox era. Game stopping cut scenes were gaining prominence as the main story telling device. Even more troubling was the rise of overly complex controls. I noticed this with Prince of Persia: The Sands of Time. Roughly a month after I beat the game, a visiting friend wanted to see the game. He asked that I show him how to control the game before he put some time into it. In the time since I finished the game, I could not remember how to control the prince. It was very annoying, and led me to the realization that gameplay was becoming convoluted and unnecessarily complex.

When I think back on the classic games like Pac-Man, Joust, Centipede, Mega Man and Super Mario Bros., the play mechanics were simple and effective. Whenever a player revisits these games, there is no re-education to be had. The game is so intuitive that the player can just play. There may be a second or two of remembering which button does what but that is quickly remedied through trial and error. Over the years, I have labeled this as clarity of gameplay. By this definition, the controls are simple; the challenging part is the actual design of the game. Mega Man is a very good example. There is no question that the d-pad controls Mega Man and that one button shoots and the other is for jumping. The challenge is in using this control scheme effectively to defeat the enemies. Ikaruga is another great example. The game uses three buttons and a d-pad.

Space Invaders Extreme is perhaps the greatest example of the concept of clarity of gameplay. Despite not having played Space Invaders in more than 20 years, the basics are still in my brain. Maybe the design has changed a bit and some new elements are present, but the core gameplay is the same. Move the cannon using the d-pad or paddle and fire with a button. It's simple but extremely engaging and the challenge is provided by the design not the control scheme.



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7 comments | showing # 1 to 7
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Char Aznable's Avatar - Comment posted on 06/19/2008 10:05
Char Aznable
Yeah, I agree here. Sometimes when I look at the instruction manual before playing a game, my eyes glaze over at the "Controls" page. It's damn near impossible to get through a game without an awkward "trial and error" period at the beginning.

Then again, there is so much more to do in today's games that it's kind of a necessary evil that comes with added freedom and abilities. It's nice being able to move the camera around, duck for cover by clicking the analog stick, zoom in, use multiple weapons at once, all that good stuff.

With that said, I find it refreshing to put down a complex game and play something on Xbox Live Arcade from time to time (N+, Streets of Rage 2, Geometry Wars, Smash TV). These all have simplistic controls, yet are very fun.

So, obviously, I'm torn.
craineum's Avatar - Comment posted on 06/19/2008 10:16
craineum
My mind has been swirling around this same idea for a little while now too. I think there is a place for both. I think for a long time we have been going down a more and more complex path, with simple games being left for the online casual gamer. With things like WiiWare/VC, XBLA, and not to mention the Retro gaming trend as a whole, we have scene a resurgence of simple game mechanics which the developers are starting to take a hold of.

So yes, while I agree there has been a trend that was starting to make things too complex, I think it is loosing its favor as the only way.

Thank God.
Eschatos's Avatar - Comment posted on 06/19/2008 11:16
Eschatos
I often have trouble if I stop playing a game for a week or so, then come back to it. Usually I just play through the tutorial again and then I'm fine. Still, with the exception of Alone in the Dark I think that control schemes are generally getting better and easier to understand.
Excel-2011's Avatar - Comment posted on 06/19/2008 11:54
Excel-2011
I'm writing a remake of a game I made and now I'm crossed between two possible control schemes. The player has four weapons available from the start, but has to find ammo for each of them. In the original game, the player has to use a button to switch between the weapons but in this remake I assigned one key to each weapon. Which do you think is more intuitive?
nilcam's Avatar - Comment posted on 06/19/2008 13:37
nilcam
The-Excel: Is your game played on a keyboard or controller?
Pixel Blue's Avatar - Comment posted on 06/20/2008 07:41
Pixel Blue
There is a delicate balance between letting the player do all kinds of shit and having the controls be intuitive. Shmups/older games don't often let you do quite as much, but the controls are intuitive. In newer games it's necessary to control not only your character but also the camera, and that tends to clutter things up bigtime.

There's the issue of growth, too. We grew up on FPSes that got more complex as time went along. Halo wasn't too hard for me to pick up, after Goldeneye, which wasn't too hard after Doom -- but when my dad sits down to play, he can't. He has a really hard time with games like Halo, he spends a lot of time looking at the sky or the ground by accident. The question is ... how much of a learning curve is acceptable?

I think Mario 64 got the closest to perfect that I've seen so far. I never had problems controlling him, and relative newbies to gaming can control him. His moves are diverse but pretty intuitive.
Excel-2011's Avatar - Comment posted on 06/20/2008 07:48
Excel-2011
@nilcam:
Keyboard.
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