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	<title>Comments on: Could I Have My Control Back, Please?</title>
	<atom:link href="http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/</link>
	<description>game critique. game design. game development. game culture.</description>
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		<title>By: YenTheFirst</title>
		<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/comment-page-1/#comment-7902</link>
		<dc:creator>YenTheFirst</dc:creator>
		<pubDate>Fri, 11 Jul 2008 22:17:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=131#comment-7902</guid>
		<description>As something kind of related:

Many people have complained that Metal Gear Online requires between 2 and 3 different button presses to fire a weapon. One has to select the weapon, then shoulder it by holding a shoulder button, possibly select an aim mode, then fire.

I think this level of detail actually adds to the game, instead of detracting from it.</description>
		<content:encoded><![CDATA[<p>As something kind of related:</p>
<p>Many people have complained that Metal Gear Online requires between 2 and 3 different button presses to fire a weapon. One has to select the weapon, then shoulder it by holding a shoulder button, possibly select an aim mode, then fire.</p>
<p>I think this level of detail actually adds to the game, instead of detracting from it.</p>
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		<title>By: Dastardly Josh</title>
		<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/comment-page-1/#comment-7896</link>
		<dc:creator>Dastardly Josh</dc:creator>
		<pubDate>Wed, 09 Jul 2008 02:31:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=131#comment-7896</guid>
		<description>I think Sands of Time did an excellent job with the Parkour idea. It gave enough control to the players to make the more difficult parts difficult. I haven&#039;t had a chance to play Assassin&#039;s Creed yet, but it does sound like it does too much for you.</description>
		<content:encoded><![CDATA[<p>I think Sands of Time did an excellent job with the Parkour idea. It gave enough control to the players to make the more difficult parts difficult. I haven&#8217;t had a chance to play Assassin&#8217;s Creed yet, but it does sound like it does too much for you.</p>
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		<title>By: Gerard Delaney</title>
		<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/comment-page-1/#comment-7895</link>
		<dc:creator>Gerard Delaney</dc:creator>
		<pubDate>Wed, 09 Jul 2008 01:23:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=131#comment-7895</guid>
		<description>After reading this post I came upon the latest Sonic Unleashed trailer.
http://www.gametrailers.com/player/35617.html
I noticed that their seems to be alot of timed button pressing without much direct control. I could be totally wrong in my interpretation of the trailer but it shows that certain games like Sonic and those mentioned which value how cool it looks to move around would not want to risk that aesthetic by allowing a player to be clumsy with the controls</description>
		<content:encoded><![CDATA[<p>After reading this post I came upon the latest Sonic Unleashed trailer.<br />
<a href="http://www.gametrailers.com/player/35617.html" rel="nofollow">http://www.gametrailers.com/player/35617.html</a><br />
I noticed that their seems to be alot of timed button pressing without much direct control. I could be totally wrong in my interpretation of the trailer but it shows that certain games like Sonic and those mentioned which value how cool it looks to move around would not want to risk that aesthetic by allowing a player to be clumsy with the controls</p>
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		<title>By: Fun Link Friday &#187; Games News and Reviews &#187; Binary Joy</title>
		<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/comment-page-1/#comment-7879</link>
		<dc:creator>Fun Link Friday &#187; Games News and Reviews &#187; Binary Joy</dc:creator>
		<pubDate>Fri, 04 Jul 2008 13:47:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=131#comment-7879</guid>
		<description>[...] Could I Have My Control Back, Please? A rant about the dumbing down of control schemes in the current generation of games - in particular Assassins Creed, a game that, in my opinion, had great controls. Personally I think this is an area that&#8217;s highly subjective. [...]</description>
		<content:encoded><![CDATA[<p>[...] Could I Have My Control Back, Please? A rant about the dumbing down of control schemes in the current generation of games &#8211; in particular Assassins Creed, a game that, in my opinion, had great controls. Personally I think this is an area that&#8217;s highly subjective. [...]</p>
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		<title>By: Phaleux</title>
		<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/comment-page-1/#comment-7872</link>
		<dc:creator>Phaleux</dc:creator>
		<pubDate>Thu, 03 Jul 2008 16:43:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=131#comment-7872</guid>
		<description>I think there has to be a balance.  Obviously a tricky jumping puzzle in an FPS is more annoying than anything else.  I learned this the first time playing Turok on the 64.  On the other hand, your example of climbing in Assassin&#039;s Creed is way too much automation.

I played a lot of Unreal Tournament, and the control in that game was so fluid that the excellent map design allowed you to do crazy jumps and dodge up ramps that seem totally impossible if you don&#039;t know how to do it.  It all comes back to excellent control as the starting block.  If your avatar controls poorly, nothing&#039;s going to be fun for long, even if holding one direction will make them do amazing things on screen.</description>
		<content:encoded><![CDATA[<p>I think there has to be a balance.  Obviously a tricky jumping puzzle in an FPS is more annoying than anything else.  I learned this the first time playing Turok on the 64.  On the other hand, your example of climbing in Assassin&#8217;s Creed is way too much automation.</p>
<p>I played a lot of Unreal Tournament, and the control in that game was so fluid that the excellent map design allowed you to do crazy jumps and dodge up ramps that seem totally impossible if you don&#8217;t know how to do it.  It all comes back to excellent control as the starting block.  If your avatar controls poorly, nothing&#8217;s going to be fun for long, even if holding one direction will make them do amazing things on screen.</p>
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		<title>By: fred</title>
		<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/comment-page-1/#comment-7870</link>
		<dc:creator>fred</dc:creator>
		<pubDate>Thu, 03 Jul 2008 02:40:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=131#comment-7870</guid>
		<description>*paff* is the sound of your standard 3rd person action game manual.

*CRASH* is the manual for flightsim 200x.

If the game is about control then by all means, make it complicated, but if its about empowering the player, then dont try and punish us for not having insanely dextrous fingers.  I dont want to have to push 7 different buttons to jump.  then again, its nice when the game actually gives you the OPTION to jump...ok, Im rambling.

I actually think games oughta go back to simpler, but more robust control schemes.  Mario is a good example since the first one only used two buttons and the digipad.  while the mechanics were simple, they felt powerful.  I could jump 30ft across a chasm and land on a dime.  In the current generation theres this tendency to go for something more realistic, which is to say more subtle.  when you &#039;jump&#039; in assassins creed, its only 2-3 feet, and to make up for that they added the whole parkour thing which was neat for about 2 hours, but didnt really leave me with the same feeling of power.  But comparing assassins creed to mario is like comparing apples to fat people.  One has you charging towards an objective, while the other has you running away.

I think Shadow of the Colossus did the whole parkour thing pretty good.  It was skill based enough so that if you got good enough at pulling of the more advanced tricks you could fell the games bosses in under a minute, but the controls weren&#039;t complicated enough to leave novice players behind.  Even though the colossi were huge, the player still feels in control, and therefore empowered.

I want control, but not too much, otherwise I wont be able to play the game.  Yes, we the public are picky.</description>
		<content:encoded><![CDATA[<p>*paff* is the sound of your standard 3rd person action game manual.</p>
<p>*CRASH* is the manual for flightsim 200x.</p>
<p>If the game is about control then by all means, make it complicated, but if its about empowering the player, then dont try and punish us for not having insanely dextrous fingers.  I dont want to have to push 7 different buttons to jump.  then again, its nice when the game actually gives you the OPTION to jump&#8230;ok, Im rambling.</p>
<p>I actually think games oughta go back to simpler, but more robust control schemes.  Mario is a good example since the first one only used two buttons and the digipad.  while the mechanics were simple, they felt powerful.  I could jump 30ft across a chasm and land on a dime.  In the current generation theres this tendency to go for something more realistic, which is to say more subtle.  when you &#8216;jump&#8217; in assassins creed, its only 2-3 feet, and to make up for that they added the whole parkour thing which was neat for about 2 hours, but didnt really leave me with the same feeling of power.  But comparing assassins creed to mario is like comparing apples to fat people.  One has you charging towards an objective, while the other has you running away.</p>
<p>I think Shadow of the Colossus did the whole parkour thing pretty good.  It was skill based enough so that if you got good enough at pulling of the more advanced tricks you could fell the games bosses in under a minute, but the controls weren&#8217;t complicated enough to leave novice players behind.  Even though the colossi were huge, the player still feels in control, and therefore empowered.</p>
<p>I want control, but not too much, otherwise I wont be able to play the game.  Yes, we the public are picky.</p>
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		<title>By: spitfire</title>
		<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/comment-page-1/#comment-7869</link>
		<dc:creator>spitfire</dc:creator>
		<pubDate>Thu, 03 Jul 2008 02:15:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=131#comment-7869</guid>
		<description>Great comment, Chris, but I &#039;m not confusing my genres here.

My biggest beef with Creed (besides the giant point of it being a political assassination game rather than the &quot;assassin&#039;s creed.&quot;) was that I never felt like I had control.  The controls were smushy when I was on foot, the combat was horrible, and making wall climbing as easy as pushing the stick forward is just silly.

I feel more like a superhero when &lt;i&gt;I&lt;/i&gt; control the execution of the maneuvers.  What if we played a flight simulator where all of the hard maneuvers were done automatically for you?  It would stop being a flight simulator, and wouldn&#039;t be fun in the least bit.</description>
		<content:encoded><![CDATA[<p>Great comment, Chris, but I &#8216;m not confusing my genres here.</p>
<p>My biggest beef with Creed (besides the giant point of it being a political assassination game rather than the &#8220;assassin&#8217;s creed.&#8221;) was that I never felt like I had control.  The controls were smushy when I was on foot, the combat was horrible, and making wall climbing as easy as pushing the stick forward is just silly.</p>
<p>I feel more like a superhero when <i>I</i> control the execution of the maneuvers.  What if we played a flight simulator where all of the hard maneuvers were done automatically for you?  It would stop being a flight simulator, and wouldn&#8217;t be fun in the least bit.</p>
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		<title>By: Chris</title>
		<link>http://www.game-ism.com/2008/06/30/could-i-have-my-control-back-please/comment-page-1/#comment-7867</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Wed, 02 Jul 2008 17:51:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.game-ism.com/?p=131#comment-7867</guid>
		<description>Wow, I totally disagree. I think you are confusing gameplay types.

If a game is *supposed* to be a platformer, like Mario, then of course, removing all challenge from the platforming makes the game boring. But if the point of the game is not platforming, then removing the extraneous difficulty of navigating the world makes the game.

Let&#039;s ask a question: What fantasy is Prototype trying to fufill?

I can only guess at the answer, but my guess is &quot;To make the player feel like a superhero.&quot; This fantasy fufillment is made stronger by the fact that Alex appears human, as opposed to Radical&#039;s previous games involving the Hulk.

Anyway. If the player is trying to imagine that they are a superhero, fun elements involve battles with hordes of &quot;normal&quot; people, or colossal showdowns with other beings of similar power.

Falling off buildings interferes with this fantasy fulfillment. Having to remember and master controls to allow the character to move around interferes with this fantasy. Navigating around the environment isn&#039;t the *point*. It shouldn&#039;t be difficult, and it definitely shouldn&#039;t be frustrating. The designers should make it as natural and painless as possible; they have succeeded if the player never even thinks about navigation in his world.

Now, I do have a concern with movement AI, that is completely different from your complaint. The problem with AI of this kind is that it is trying to guess what the player wants. In some cases, this guessing is not hard, and the AI can do a good job. But in other cases, there may be ambiguity in the input given by the player, especially if buttons are used for many different context-sensitive purposes. In these cases, player frustration may result because the AI chooses a different action than the player wanted, because the AI can&#039;t read the player&#039;s mind.

Personally, I have this problem with many of the duck and cover games, particularly those with &quot;sticky&quot; cover where your buttons all change function when in cover.

The challenge of the Prototype team is to make the controls feel smooth and natural, and avoid ambiguities as much as possible. The approach they are taking is sound, but it is difficult, and dangerous if they don&#039;t get it right.</description>
		<content:encoded><![CDATA[<p>Wow, I totally disagree. I think you are confusing gameplay types.</p>
<p>If a game is *supposed* to be a platformer, like Mario, then of course, removing all challenge from the platforming makes the game boring. But if the point of the game is not platforming, then removing the extraneous difficulty of navigating the world makes the game.</p>
<p>Let&#8217;s ask a question: What fantasy is Prototype trying to fufill?</p>
<p>I can only guess at the answer, but my guess is &#8220;To make the player feel like a superhero.&#8221; This fantasy fufillment is made stronger by the fact that Alex appears human, as opposed to Radical&#8217;s previous games involving the Hulk.</p>
<p>Anyway. If the player is trying to imagine that they are a superhero, fun elements involve battles with hordes of &#8220;normal&#8221; people, or colossal showdowns with other beings of similar power.</p>
<p>Falling off buildings interferes with this fantasy fulfillment. Having to remember and master controls to allow the character to move around interferes with this fantasy. Navigating around the environment isn&#8217;t the *point*. It shouldn&#8217;t be difficult, and it definitely shouldn&#8217;t be frustrating. The designers should make it as natural and painless as possible; they have succeeded if the player never even thinks about navigation in his world.</p>
<p>Now, I do have a concern with movement AI, that is completely different from your complaint. The problem with AI of this kind is that it is trying to guess what the player wants. In some cases, this guessing is not hard, and the AI can do a good job. But in other cases, there may be ambiguity in the input given by the player, especially if buttons are used for many different context-sensitive purposes. In these cases, player frustration may result because the AI chooses a different action than the player wanted, because the AI can&#8217;t read the player&#8217;s mind.</p>
<p>Personally, I have this problem with many of the duck and cover games, particularly those with &#8220;sticky&#8221; cover where your buttons all change function when in cover.</p>
<p>The challenge of the Prototype team is to make the controls feel smooth and natural, and avoid ambiguities as much as possible. The approach they are taking is sound, but it is difficult, and dangerous if they don&#8217;t get it right.</p>
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