Re: [GD-Design] gesturing
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From: Brett B. <res...@ga...> - 2004-01-06 09:05:38
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Interesting post, and I certainly agree that the interface is elegant = and nice for some platforms. But given my context is consoles, isn't the = analog stick a perfect medium to use for a swing in golf on a PS2 or = other console? IIRC, Tiger Woods Golf PS2 does this now albeit it a = rubbery way. It certainly is more intuitive and interactive and rewards = players with control. However on a PC I wouldn't want to slide a mouse = back and then forward to swing; while more interactive and realistic = that isn't a natural motion and a digital interface would work better. = I don't think I would even want to use a joystick (e.g. flightstick) = either as that is awkward too. But the thumbstick is perfect. The point is that just because something works doesn't mean it's the = best. Instead it means the interface has converged on a solution in its = local problem space such that all similar solutions are inferior, when = off in the distance is another space or paradigm with even higher peaked = (or valleys is you perefer :) solutions. Digital buttons beget analog = gauges and it seems silly to use a digital button to do what could be = directly controlled with tactile hand-eye coordination.. Brett ----- Original Message -----=20 From: "Evan Robinson" <ev...@en...> To: <gam...@li...>; = <gam...@li...> Sent: Tuesday, January 06, 2004 4:27 PM Subject: Re: [GD-Design] gesturing > At 11:10 PM 2004.01.05, Brett Bibby wrote: > >Tom, I like the idea you proposed about the bars because you got it = back=20 > >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=20 > >him wasn't it?) pointed out in his design book that the basic golf=20 > >interface hasn't changed in years, certainly there's something better = that=20 > >can be done. >=20 > There's a reason that golf interface hasn't change in years -- because = it's=20 > good :-) When we developed World Tour Golf for EA in ... 1985?, none = of=20 > the three of us had any golf experience. So we took lessons, and the = basic=20 > mechanic was actually described by our golf pro at the course in=20 > Novato. He pointed out that the basics of the golf swing are very = simple:=20 > alignment (which determines the basic direction of club head travel at = the=20 > moment of impact), backswing (and percentage of backswing relates to = power=20 > -- to hit half a wedge you backswing less than your normal full = swing),=20 > pause, downswing, turn the hands over (the timing of turning your = hands=20 > over is critical to hitting a straight shot, slicing or hooking the = ball),=20 > and follow through. Paul Reiche parsed that into a pre-shot alignment = > (deciding your initial direction of shot), a click to start the = backswing,=20 > a click to end the backswing and start the downswing (and set power), = and a=20 > click to represent turning the hands over. Paul was the first = designer=20 > that I know of to put this system onto a circular track that mirrored = the=20 > actual clubhead travel. >=20 > Is this interface "realistic"? Not particularly, in that it does not = give=20 > you nearly the level of control over the clubhead travel and therefore = the=20 > shot that a golfer has in real life. In particular, it completely = ignores=20 > the factor of "in-to-out" or "out-to-in" clubhead travel (which allows = a=20 > golfer to start the ball traveling either to the right or left of the=20 > alignment track, allowing for deliberate curving around obstacles). = Does=20 > it relate directly to the motion of a golfer? Not really. In = particular,=20 > Paul chose to put the "hands turning over" click essentially at the = point=20 > of impact (it actually starts considerably further back in the = downswing)=20 > because it aligned nicely and gave better feedback to the user for a = hook,=20 > slice, or straight hit. Does it feel "realistic"? Damn Skippy, it=20 > does. If you provided a speed control that varied the clubhead travel = (and=20 > thus the amount of time the player had to make decisions, effectively=20 > increasing player precision at low speed and decreasing it at high = speed),=20 > you'd have a huge play balance variation, without changing the = mechanic or=20 > the complexity of the system at all. >=20 > If you compare Paul's design to that of previous golf games -- in=20 > particular Henry's design in ... was it Pebble Beach Championship = Golf? A=20 > game produce with Brian Fargo, IIRC -- Henry's design was very = "sim-like"=20 > in that it gave a huge degree of control through various keystrokes = and=20 > settings, and used a model of Ben Hogan for animation, and it didn't = feel=20 > nearly as much like swinging a golf club. Activision's game (Links?) = used=20 > a very similar system to Pauls, but it was modelled on a straight line = > (like a progress bar) instead of the clubhead-travel circle. IIRC, = the=20 > original Nintendo golf game on the 8 bit console was similar. >=20 > I'm not trying to say that Paul's design was or is perfect, but I am = saying=20 > that it was at conception and remains an excellent design, and the = fact=20 > that no one has come up with a better one (at least according to = Brett's=20 > recollection of Chris Crawford's comment) suggests that there's more = to it=20 > than just simplicity -- there's also elegance. Which is hard to beat. >=20 > Evan >=20 >=20 >=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 = admin. > Click now! = http://ads.osdn.com/?ad_id=3D1278&alloc_id=3D3371&op=3Dclick > _______________________________________________ > Gamedevlists-design mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D556 |