Ken Levine Defends Lair's Control Scheme 72
A recent Gamers with Jobs podcast (well worth listening to) features co-hosting duties performed by Ken Levine of Irrational/2K Boston, makers of the title BioShock. During the podcast, Levine comes to the defense of Factor 5's Lair , saying that the folks over there may not have had much choice in how to proceed with their game. "Let me speak in these guys' defense for a minute as a game developer. I'm sure somebody came to them at some point and said, 'We have this motion control controller, and we have to make a go of it. And we really think you should try to make your game exclusively on that.' I think you're seeing a lot of this lately. Aren't there a lot of games where you're just like, 'Dude, can I just use the d-pad or the analog stick?' Ever since the DS came out I feel that there have been a lot of games like that. They've been so impressed by their control mechanic that they just really, really want you to play with that." It's still really, really bad.
"Is there a game..." (Score:4, Insightful)
Yes. Metroid Prime III
Wrong, wrong, wrong (Score:2, Insightful)
Why does he think the d-pad can necessarily provide better control? The issue isn't that motion controls are by-nature loose; it's that developers are new to doing it right. Lair sucked because they did it wrong, pure and simple, and it might (or might not) have been OK if they'd worked harder at really nailing it.
d-pad (Score:2, Insightful)
I absolutely hate the whole "use the [touch screen/motion sensor/whatever] just because it's there" fad. It drives me insane.
I haven't tried Metroid Prime III yet, so I can't say whether I like its control scheme or not, but the upcoming light saber duel thing has me... hesitant. I fail to see how the Wiimote could provide a good duel experience with light sabers. You'd have no feedback when you hit your opponent's light saber. Your arm would continue to swing while your on-screen avatar's saber is blocked by your opponent's, and more than likely, if you move your hands back to match what shows on-screen, it'll move your saber while you do that in a direction you don't intend.
Re:Wrong, wrong, wrong (Score:2, Insightful)
IMO, motion sensitive controls work best when we're capturing a motion that is at least an analog of some real activity. That's the "fun". Things tend to miss the mark the more abstract the symbols become, partly because the motions themselves may "blur" into others, causing a lack of precision(Lair, I'm looking directly at you).
What's really needed is a better balance between the motion controlled elements and the 'traditionally' controlled elements. I haven't played all of the games you've referenced in their Wii incarnations, but from what I've read, I'd suggest that these games strike such a balance and thus are relatively successful.
Re:He's probably right (Score:3, Insightful)
Developer sympathy/solidarity isn't enough to make me actually play the game, but I feel for the team.
Re:d-pad (Score:3, Insightful)
This is only "intuitive" after you've spent years being accustomed to using D-pad-based control schemes. For ordinary non-geek mortals, the "intuitive" response when seeing a control is to *cough* touch it.
Re:He's probably right (Score:3, Insightful)
Different can be good. Different is not automatically good. I can take a crap on your desk and tell you you're stupid or hate originality if you don't love it, but that doesn't make it true.
I would say that this:
You weren't good with a D-pad when Nintendo came out, you weren't good with an Analog Stick when Dual Shock came out, and you weren't good with Sixaxis when Sixaxis came out.
is probably true, but with respect to game developers, not players. It takes people time to get good at making good controls for a new interface. Lair's team probably didn't have the time and resources to do it right, and if they made the same game again now I'd be willing to bet they'd do better... but, again, it doesn't make what's there now good. Equally, condemning the controls of one game doesn't mean there's something wrong with its developers, purchasers, or aficionados.
Give the novel controllers a rest already (Score:4, Insightful)
Fancy controllers might be ok for games which get dragged out once every couple of months when you have friends over and nothing better to do, but for those who, like myself, like to put in a substantial amount of time every week gaming, you just can't beat either a traditional two-analogue-sticks console controller or a keyboard and mouse combo. Far more precision, far less hassle and far more engagement. Right now, the best console controller on the market is the 360 controller, hands down.
Re:He's probably right (Score:3, Insightful)
"We got the controller, it's great, new hardware! Everyone huddles around the desk and looks at it... So the first thing we did is just take the controller and use the tilt as a replacement for the joystick--we tilt left, we tilt right--and everyone tried it and it's like, 'This is crap. I don't want to play this.'"
But instead of just doing the logical thing of scrapping the idea of making Lair controllable only by motion sensors, they "try a little bit" and convince themselves that it doesn't really suck that bad. Watch it yourself [gametrailers.com] if you don't believe me.
Rob
Re:From someone who actually listened to the podca (Score:2, Insightful)
Re:"Is there a game..." (Score:3, Insightful)