RE: [GD-Design] FPS console controls
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From: Tom F. <to...@mu...> - 2003-04-04 15:33:39
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For reference: Halo & TS - one stick does look, the other does move. TS wasn't a great implementation, Halo was. This is essentially the console equivalent of mouse+WASD on the PC. Metroid - the stick does move + turn, but press a button and it becomes move+strafe, press another button and it becomes turn+look up/down. You cannot look up and down and move at the same time. Here's the problem. Metroid has a great control scheme. It's well thought-out, people can pick it up easily, etc. It's extremely friendly to the casual player. BUT If (like me) you are one of the people that has played Halo and become good at the dual-stick controls, Metroid drives you bonkers. Once you've got the hang of the dual-stick arrangement, evenrything else feels terrible. Having to unlearn everything you knew about moving in an FPS environment is incredibly painful. I almost stopped playing MP because of this, except that every single other thing about the game was so brilliant that I kept playing. I'm now pretty good with the MP controls, and since the game difficulty and levels are designed around the control scheme, they're not actually a problem. But even now, it still feels very limiting compared to Halo - you can't easily move in a different direction to the way you're going. You can't look up and down and move at the same time. You have to precisely aim at narrow doorways, or you hit them - you can't easily "wobble" yourself with strafe to hit them. It's like walking around with your head in a vice - you can do it, but it's not comfortable. I don't think there is anyone who is used to both control sets that would claim the dual-stick method is not superior. (note - MP's "lock-on" feature is great, and as long as it doesn't ruin the game, should be added to any dual-stick control scheme - that's a separate issue). HOWEVER The dual-stick control is a real pain for casual players to use. Halo helped a lot by having a much smaller vertical scale than horizontal, which does lessen the number of times new player end up looking at their feet or the sky. But it's still trickier. SO I think games should do both, and let the user choose. BUT There's a problem in deathmatch, because anyone using the MP scheme is almost certainly going to get their arse kicked. Tom Forsyth - Muckyfoot bloke and Microsoft MVP. This email is the product of your deranged imagination, and does not in any way imply existence of the author. > -----Original Message----- > From: Javier Arevalo [mailto:ja...@py...] > Sent: 04 April 2003 15:48 > To: gam...@li... > Subject: [GD-Design] FPS console controls > > > The issue of FPS controls in console games just came up in > the algorithms > list, but it seems more appropriate here. People mentioned Halo and > Timesplitters as good examples (I personally disagree about > TS), and Metroid > as a bad example. However, in Metroid the gameplay is well > adapted to the > (limited) control scheme. > > So, well, discuss... > > Javier Arevalo > Pyro Studios > > > > ------------------------------------------------------- > This SF.net email is sponsored by: ValueWeb: > Dedicated Hosting for just $79/mo with 500 GB of bandwidth! > No other company gives more support or power for your dedicated server > http://click.atdmt.com/AFF/go/sdnxxaff00300020aff/direct/01/ > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=556 > |