[GD-Design] gesturing
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From: Brett B. <res...@ga...> - 2004-01-06 02:22:10
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Hello, We are making something of an FPS-style game for consoles and the = conversation about speed is something that we have been wrestling with = in our own game because it is targeted at a wide range of people. = Basically the "problem" we would like to solve is aiming, and we want to = solve it by removing it as much as possible. I put problem in quotes = because we have had heated arguments that PFS games are pretty much = about aiming, and once you take that out of the equation it is no longer = an FPS. So, I'm not looking for people to convince me aiming can be = done in such and such way, instead I would like alternative game design = advice that doesn't factor in aiming at all. Our current proposed solution is to move the "game" from aiming to = firing of the weapon. We hope to do this with gestures. This has been = done to some extent on the PC in games like Black and White, and also = there was a demo at the experimental game workshop at GDC. What I envision is a system where the firing of the weapon is done with = the analog stick such that the more accurately you reproduce the = gesture, the better your "shot" is. For example, let's say we want to = snipe somebody with a rifle. I see my target in my scope and the = crosshairs are moving about just like a normal FPS. Instead of using = the analog stick to aim the crosshair at my target, I perfom a "fire" = gesture, say a simple clockwise spiral inward. If I do it 90% or better = correctly I get a headshot, 60-90% I get a body shot and 40-60% I get a = legshot, less than 40% misses (but I still see some sort of shot fired). = While I complete the gesture the scope locks onto (stops moving) the = part of the body I hit so I can see my result. The advantage is that = you can perform the action as slowly or quickly as you want, and we = reward the hardcore people who will take the time to learn the gestures = well, while not punishing the casual gamer. The amount of time to do a = gesture would be tweaked such that it will be on par with the time to = aim (assuming average console gamer) so the other mechanics should be = able to be balanced normally. What do people think of this idea? Flaws? Suggestions? Should the player be able to train the game with the motion they want = for a given gesture or should they be required to replicate one of our = choosing? Are there any console game using gestures? Are there other game mechanics that can be used in place of aiming = besides gesturing? Thanks, Brett |