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Classic controls vs Motion Controls/No Controller at all - your thoughts

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  • Classic controls vs Motion Controls/No Controller at all - your thoughts

    By Leigh Alexander. At the E3 debut of Project Natal, Microsoft's Don Mattrick called the controllers we've known and loved "a barrier separating video game players from everyone else." Wait. Isn't that the point? Should video game controllers really disappear?


    Thought I'd make a thread about this after reading a really good article about it on Kotaku. At E3, Spielberg said Natal was not about reinventing the wheel, but having no wheel at all. Like that article says, the wheel is still required for cars to operationally function, and it's not broken, so why fix it?

    Games need a controller, to an extent. Motion controls will be good, but only for certain types of games, mainly sports games or music games, along the lines of Rock Band or Guitar Hero, but if you get a more complex game with a complex control system, it will be difficult to get it right and it limits the potential for games in a way. Let me copy the article.

    Lantz and a community of professors, veteran designers and authors like Eric Zimmerman and Katie Salen have defined this principle as the "immersive fallacy" – it may seem like the logical next step toward immersion to make the controller first more like a real object, and then to make it disappear, but that progression actually restricts games, not expands them.

    Maxis' Chris Hecker agrees with the immersive fallacy principle –a game controller as "abstract interface" can act as a proxy for almost any kind of action. "Our brains do an amazing job of mapping the abstract degrees of freedom of the controller to the verbs in the game," Hecker says. "By contrast, if you make a plastic guitar controller, it will only ever be used for guitar games." (Note: Although it is true that non-music applications for guitar peripherals are rare, an exception is 2008 IGF finalist Fret Nice, which was recently picked up for XBLA and PSN by Tecmo and is a 2D platformer playable with a guitar controller.)

    With no controller at all, the game designer has two choices: simulate the exact actions, or represent complex verbs through short-cut, symbolic motions that will by nature become complex enough a language that it would have been simpler to use a controller to begin with, says Hecker.

    "Would ICO be better if you had to stand up and yell and hold out your arm all the time?" he asks. "Going the other direction… is raise-your-left-hand-and-shake-it any more meaningful or accessible than push-the-triangle-button?"
    What are your thoughts?

  • #2
    I guess it depends on the game... For example, Rayman Raving Rabbids... I absolutely loved it on Wii. The motion really added to it... Same game on Xbox 360 with traditional controller? meh.

    Now, with Natal, there's a hard one. I can't imagine playing games like GoW2 or Left 4 Dead with it, the applications are all up to the developers. But even with all the talk about "taking down barriers" and "making accesible" gaming, I doubt a physical controller would become obsolete. At least not now.

    "I miss the days when we just cared how cool an enemy was rather than critiquing and analyzing everything to death." - Shield Key

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    • #3
      My brother put it like this "I love Tiger Woods PGA_insert any year_. I sit in my chair, drink beer and play golf, if I had to get up to swing, somethings getting broken."

      I kind of agree, and I kind of don't. It depends on if you want better immersion into the game, some just don't need it.

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      • #4
        I think it really depends on what the person likes.
        And about natal: they sed they can do games that you can choose from playing with a controller or with natal (I know most games will be: onlly-natal or only.controller, but the posibilities are there, believe it or not), they also stated that natal will not remove games and franchises wich work with controllers, they will still make them; natal is not wii, with natal you can choose to play a game on motion sensors or not, and controller-games will still come out. On the other hand.... it is tuff for nintendo to make games withought motion controls, and some times they just implement the motion controll onlly to say: hey! this game is on wii! lets put some motion controller system for the heck of it.
        The gaming industry will keep on changing, and old gamers who don't accept the changes willbe left behind; revolution sels good, so changes must keep coming

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        • #5
          I think Natal and other such control methods are a great option. I would even play Gears with Natal if I got one of the Lancers from Amazon to swing around while playing.

          But I certainly don't think it's going to phase out our trusty controllers any time soon.

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          • #6
            I like the old in hand controllers a lot better, I think things like Natal will just go along side them.

            They are both for different types of games.

            You wouldn't play Eye Toy with a controller and you wouldn't play COD4 with a camera or motion sensor.

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            • #7
              Despite many a "great" innovations, mouse and keyboard will not be replaced. However, a controller is clunky enough to find something that performs better.

              The point is simple. The method of interaction with the game has to involve the least physical effort there is. And currently, controllers / M&KB offer that. Everything else is mostly about gimmicks.

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              • #8
                Like many have already say: It truly depends on the gameplay and "rules" of the game, whether or not a specific type of controller is suitable for it or not.

                It's no secret that I'm a total input and peripheral whore (in lack of a better expression).

                Alternate/Flexible controllers and experimental controller schemes are a must when dealing with gameplay styles, gameplay experiences and stuff. There is, certainly not so far, a perfect "one fits all" controller. Some might prefer a specific type, but if they claim it as a scientific fact that it is better than something else, I'd like to see them use that controller and display the same amount of immersion, skill and gameplay balance while using said controller in any environment that's designed around a totally different setup.

                I like the idea of "trying" to adapt a specific type of gameplay to a different input method than what's common, but if it does nothing but complicating things in a non-positive way... axe it. Personally, I mostly prefer a mixture of traditional controllers and motion controls and the many possibilities that it offers (A system capable of both audio and physical feedback feat. 1. a fully analog directional input w/buttons and an accelerometer and 2. a pointer device equipped with motion tracking, a directional input and a set of other action keys). The way games like Twilight Princess, Trauma Center, Metroid Prime 3 and Super Mario Galaxy handles some of it is pretty brilliant and what I would totally call a step in the "right" direction. I don't think I've ever felt as laid back as when I was playing through Twilight Princess (Me on my back in a hotel bed, almost looking like I had my arms tied to each side of the bed... good times )

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                • #9
                  I like having something in my hand at all times while gaming. ;)

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                  • #10
                    I think Natal will be great for menus, perhaps rpgs with all the menu management and stuff (ala Minority Report) but I strongly dislike the idea of emphatically steering within a driving game, you need a peripheral for things like that.

                    I'm still torn on motion controlling as a whole because a lot of devs just can't muster anything decent with it. I think Metroid Prime 3 and No More Heroes are about my favourite for it at the minute, and that's generally because they restrict themselves with how much it get used.
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                    • #11
                      Keyboard + mouse > motion controls/no controller

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