Thursday, August 20, 2009

Many horror games take the form of a FPS in terms of their controls. I was wondering how/if the differences between controls can affect the overall scariness of a game? I am far from a master of FPS games (I get slaughtered every time I play Halo), and so for me ease of control is an important factor when playing games. I feel like the rationality of controls becomes more important than difficulty of controls; a game with difficult controls to master but that make logical sense is more attractive than a game with more simple controls whicn aren't intuitive.

When I think of FPS console games and their controls, I picture a controller with 2 joysticks, 4 buttons on the right, a directional pad on the left, and four bumper/trigger buttons on top (two on each side). The control scheme I have encountered most involves the use of both joysticks: the left joystick controls directional movement (forward, backward, strafing left or right) while the right joystick controls the direction of the player's gaze (looking up, down, left, or right). This combination, largely through familiarity by repetition, seems logical and allows me to play a number of games immediately without learning new controls. Other games I have played have a control scheme which left me frustrated and annoyed. Silent Hill 2's control scheme only uses one joystick for all player motions, which for running is fairly easy (push the joystick forward and rotate slightly to turn), but the lack of any subtle movement control made combat with even the easiest enemies extremely difficult. Rather than progress quickly through the beginning of the game, I found myself getting hung up on crawling zombies who were much more nimble than my character. The controls felt too simple; all my attention was spent trying to maneuver my character rather than the narrative of the story. In the end, I died fighting an easy monster who I wasn't scared of at all.

Since I have not played many FPS games, and not a single one all the way through, complicated control schemes, which are meant to give additional control to the player, end up hurting my gameplay. Hopefully I'm not alone, but games such as RE5 or Gears of War, with features such as double-tap a direction to dive, result in my character dying a lot. Is it possible to design a perfect control scheme which would work for all levels of gamers? Could games possibly have different control schemes programmed into the game which players coulc choose from based on their skill level and preferences? Any thoughts?

2 comments:

  1. I don't know if it's even advisable to try and design a perfect control scheme that will somehow be immediately understandable to any and all games-- all games are going to involve some degree of 'teaching yourself the algorithm' of the game, so trying to make a control scheme with no difficulty curve might be a futile task.

    I can't speak about consoles, but a lot of PC FPS and over-the-shoulder shooters use EXACTLY the same control scheme: WASD to move, mouse to look, right mouse button to shoot, left to use secondary fire, C to couch, Shift to sprint, E to interact with an object, mousewheel to scroll weapons. Half Life, Dead Space, and an innumerable number of other FPS games all share these exact controls. I think this kind of acts as a way to lessen a difficulty curve, because it means you really only have to learn one control scheme in order to be proficient in FPS games as a genre.

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  2. Yeah, almost all console shooters have controls similar to the ones you describe. When games change this up I just find it annoying. I hated the combat system in RE5, for instance.

    I read up a bit on Silent Hill 2, and apparently we were supposed to just ignore those crawling zombies. The game seemed stupid when we played it, but a lot of people consider it one of the very best horror games ever made. I don't think that it seemed stupid because of bad graphics, as Henry suggests. The controls were awful and there was little indication of what you were supposed to be doing. Also, I think that we just didn't get far enough. Check out this messed up cutscene that we never got to:

    http://www.youtube.com/watch?v=vprETGvyShM

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