Re: [GD-Design] gesturing
Brought to you by:
vexxed72
From: Mike W. <mi...@ge...> - 2004-01-06 04:13:11
|
i like the concept of gestures, one simple way to make the concept of=20 firing weapons more realistic is simply to remove the 'crosshair' that=20 every game uses. operation flashpoint used the idea of the aiming reticle and iron=20 crosshairs that a soldier is provided with, this can be integrated with=20 a skill-based system (either actual statistics or something like=20 gestures as you have mentioned) and provide a much more realistic design. realism as a design goal isn't a panacea of course, but this at least=20 forces players to get away from traditional game skills (ie moving a dot=20 onto a target and clicking the mouse, something a 4 year old can learn)=20 instead forcing them to recognize properties inherent in a specific=20 weapon for example (ak-47 tends to pull up and to the right) and adjust=20 skills accordingly. counter-strike does this to a certain extend, players that learn a=20 weapons' spray pattern can adjust for it as they are firing, much like a=20 weapons expert can. certain weapons are inherently simpler to fire (mp5 for example) but=20 don't do as much damage, balancing things out for an inexperienced gamer. just an idea. i'd love to hear about your experimentation with gestures=20 - i just started teaching game design at a local college and am looking=20 for examples like this for new approaches to common genre's (fps for=20 example). cheers mike w www.gekidodesigns.com Brett Bibby wrote: > Hello, > We are making something of an FPS-style game for consoles and the conve= rsation 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 r= emoving it as much as possible. I put problem in quotes because we have h= ad 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 l= ooking 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. >=20 > Our current proposed solution is to move the "game" from aiming to firi= ng 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 wa= s a demo at the experimental game workshop at GDC. >=20 > 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 som= ebody with a rifle. I see my target in my scope and the crosshairs are mo= ving 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 c= lockwise spiral inward. If I do it 90% or better correctly I get a heads= hot, 60-90% I get a body shot and 40-60% I get a legshot, less than 40% m= isses (but I still see some sort of shot fired). While I complete the ge= sture 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 gest ure would be tweaked such that it will be on par with the time to aim (as= suming average console gamer) so the other mechanics should be able to be= balanced normally. >=20 > What do people think of this idea? > Flaws? Suggestions? > Should the player be able to train the game with the motion they want f= or a given gesture or should they be required to replicate one of our cho= osing? > Are there any console game using gestures? > Are there other game mechanics that can be used in place of aiming besi= des gesturing? >=20 > Thanks, > Brett >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM= 's > Free Linux Tutorials. Learn everything from the bash shell to sys admi= n. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id371&op=CCk > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU6 >=20 >=20 |