January 22, 2008 12:00 AM |
[HDR Knowledge is a bi-weekly column written by Nayan Ramachandran and chronicles his hopes and wishes for the future of the industry. This week, we dive back into controls and games, but this time, we talk about control design philosophy.]
In my column Controlling the Future, I talked about changes in controllers in our current generation, as well as future generations, from touch and gyroscopic control, to pressure sensitive buttons and analog sticks.
There are two parts to the equation, though. Once developers have controls in front of them, how do they utilize them for their games? It’s no surprise that every developer has its own design philosophy when it comes to how their games control. Nintendo is famous for creating their games to be as accessible as possible, while still allowing for complex moves and actions if the player is willing to invest the time.
Companies like EA’s Tiburon studio steps farther and farther away from the line of accessibility in each installment of Madden, making use of every button on the controller in increasingly complex and complicated ways. Games like Sony’s Siren overused certain buttons for a variety of actions, making the controls clunky and frustrating, when they could have been intuitive and simple.
Categories: Column: HDR Knowledge