Re: [GD-Design] gesturing
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From: Brett B. <res...@ga...> - 2004-01-06 07:09:17
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> So .. you want to exchange hand-eye coordination for manual dexterity = and=20 > pattern replication. Good point! I hadn't realized the switch we were making. So if I want to = stick with hand-eye coordination I need to make the gesture compatible = with the weapon. In the end it may be impossible to find something = compelling, but the point of the discussion is to spawn new ideas, not = simply follow what is done before. > In other words, it's very clear to a user that when you push a button = it=20 > means, "Shoot what I'm looking at". It's not so clear that making a = gesture=20 > means "Aim for me and shoot". So ideally I would come up with something that then allows to push a = button to shoot if it is a triggered weapon. That gives the feeling of = "triggering" an action which is understandable for conventional guns. Or = I could change the weaponry to not use a trigger. For example, a hira = shuriken (those little ninja throwing star-thingos) could be "fired" by = making a vertical "up" motion on the analog stick. The faster I make the = motion, the hard the shuriken gets thrown and the more perfectly up I = move could be used to decide the head/body/leg/miss decision. Does this = make sense?=20 > Part of aiming includes target selection ... I don't see how you plan = to=20 > handle that here. Especially when you have multiple targets on the = screen=20 > and are running around. Target selection is a big part of what we want to do, and I should have = devoted more time to emphasizing that. If we eliminate aiming, we = obviously need target selection somehow so there would be some sort of = lock-on system. Our prototype uses a a simple lock-on system and the = die hard console FPS players felt it worked well, so I didn't dwell on = that part of the system. In our prototype we didn't use aiming, but = instead weapon selection as the end-game. It worked well enough, but it = was tricky to balance to prevent button mashing. We did it by making = the damage inflicted relative to the distance and added a reload delay = so that the closer you were the more damage you inflicted so people had = to decide who was going to shoot when. I wouldn't classify our game as = twitch, it's somewhere between a Black and White or MMORPG where you = choose commands rather than directly attacking (e.g. Star Wars Galaxies) = but in first-person view. The bubble idea proposed by Jeremy, if I understood it, might have = merit. I find it helps to state the problem another way. FPS games on a PC is = essentially someone using a mouse (reticle) to click on a moving icon = (head). A mouse is a great device to do that because we use computers = every day, a joystick is not. I need a hand-eye coordination activity = that is more natural with a joystick than a mouse such that even the PC = version people would want to play with a joystick instead. The mouse works well because the ratio of real mouse movement on your = table to the movement of the cursor on the desktop is lower than a = joystick. Also, the table provides friction to your arm which helps the = hand smooth the motion and keep it steady. A thumb moving a few = millimeters does not provide the same stability. Mouse movement is = exact, joystick movement is spongy at best, jumpy at worst. I find it = interesting that my mouse can be moved with almost no force at all let = alone with all the muscles in my hand and fingers to control it, but my = PS2 thumbstick requires significantly higher force and I only have my = thumb muscles to do it. That means I also need something with imprecise control: it can (and = should?) be fast and the distance to move is small compared to a mouse. = So imprecise, fast movment. Tom, I like the idea you proposed about the bars because you got it back = to hand-eye coordination, but as you say FPS players may not like it. = Perhaps it can be packaged in a different way. As Chris Crawford (it was = him wasn't it?) pointed out in his design book that the basic golf = interface hasn't changed in years, certainly there's something better = that can be done. Brett |