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 Smooth Moves: In Defense of Really Elegant Button-Mashing
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Nitro

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Smooth Moves: In Defense of Really Elegant Button-Mashing - Oct 25, 2007 23:03

Here' s how to do an " Ollie" on a skateboard:

Pump your rear foot down hard on the tail of the skateboard, while rapidly lifting your front leg up to your chest. Then jump upward on your rear leg, while sliding your front foot forward along the board. Presto: The board will jump upward with you, and you' ll be standing level on it, hovering briefly in the air.

OK, now how do you do an Ollie in a skateboarding videogame? In a Tony Hawk game -- the defining series of the genre -- you hit the A button, if you' re playing on an Xbox 360. If you want to pull off more-complex tricks, you add ever more Byzantine button combos. For example, pulling the left trigger, while hitting the A button, followed by the X button plus the D-pad, will execute a " pressure flip." To " wallride" ? Hit Y, A, up on the D-pad -- and then A again.

Got that?

This leads us to the big critique of controller schemes: They' re too artificial. Game designers take organic, fluid, physical real-life movements and turn them into random, opaque button combinations. This drives newbies away because they can' t penetrate the button-combo thicket.

Indeed, this is precisely why critics have been slavering over the Wii for the last two years. Swinging your arm around is a more " realistic" holodeckian control scheme, so it is fated to eventually replace the crude, artificial controller. The controller is the ancient past of games; " sensing" your physical movements is the future. Right?

Maybe not. I' m beginning to think that the hoopla over the Wii is a bit misplaced. Because I' ve been playing Skate, a skateboarding game that seriously rethinks the way you use a controller -- and I think it produces results that are not only better than the average controller, but better than a Wii.

Here' s how you do an Ollie in Skate: You pull the right thumbstick down, then abruptly shove it upward. It' s an attempt to emulate -- with your thumbs -- the sense of leaning backward and forward on your skateboard. To do a " pop shove-it" -- in which you Ollie upward while flicking the board in a 180-degree spin beneath you -- you spin the thumbstick, bien sur, 180 degrees. To brake, you pull back on the thumbstick, which leans your avatar backward, scraping the tail of the skateboard along the ground.

In essence, Skate transforms the button pushes. They are no longer random hits, but little metaphors for the swoop of an entire body.

The thing is, it works. At first, I found it hard to get used to, because I' m so accustomed to Tony Hawk-style button-mashing. Skate tricks require more-careful timing, so the first half-hour of playing the game was a frustrating montage of watching my avatar smash face-first on the ground, over and over again.

But then I stumbled into a big half-pipe, and whoa: It all came together. As I flew up the edge of the pipe and launched into the air, I found myself " leaning" my fingers in precisely the direction I wanted my avatar' s body to move. When I wanted to spin in midair, I' d lean the left thumbstick the way I felt I ought to be leaning, and bingo: It' d work. Basically, I began intuiting how to perform tricks.

In a Tony Hawk game -- indeed, in almost all non-Wii games -- this is impossible. You can' t infer how to do a new move, because they' re all assigned to essentially random buttons. You either stumble upon a new trick through trial and error, or you consult a FAQ. But with Skate, there' s a language built into the movements, an internal consistency based on the internal consistency of how a physical body actually moves.

Which brings us to the Wii. Sure, Nintendo' s beloved console aims at capturing this sort of natural feel in its movements. But the truth is that it often fails, because it winds up being artificial, too. In The Legend of Zelda: Twilight Princess, you swing the Wiimote back and forth to " slash" your sword -- but your physical movements do not really resemble what happens on screen at all. You can' t really control the angle of your sword' s attack, for example.

Swinging the Wiimote is just as artificial as using a regular controller -- and maybe even more annoying, because you expect that your real-life arm, swinging away in the air, ought to map directly onto the onscreen activity. I actually gave up on Twilight Princess because of precisely this problem.

And indeed, I often find myself in the middle of a Wii game wishing that the designer had simply used a regular button-and-thumbstick controller. Because while old-school button combos are artificial, they' re also delightfully economical. It' s like learning the piano -- hard at first, but once you' re comfortable with the abstract movements, you' re flying: effortlessly running backward while tossing grenades in Halo, or bouncing sideways off nine opponents' heads while readying a skull-splitter attack in Ninja Gaiden.

This, ultimately, is what' s so brilliant about Skate: It perfectly splits the difference between the Wii and a regular controller. It retains the useful abstraction of classic Tony Hawk-style play -- yet infuses it with a Wii-like sense of one' s natural body movements. It borrows the best of each control scheme, and avoids the worst.

All of which makes me think, hey, maybe we ought to cool down the rhetoric proclaiming the death of the controller. If controllers are too hard for newbies, maybe the solution is for designers to rethink how they' re used. There' s plenty of life in the old thumbstick yet.



LINK

Interesting read.
Tiz

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RE: Smooth Moves: In Defense of Really Elegant Button-Mashing - Oct 25, 2007 23:22
I hear rumbling...

A storm is approaching in the guise of Hurricane TerraFighter4eva.
Nitro

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RE: Smooth Moves: In Defense of Really Elegant Button-Mashing - Oct 25, 2007 23:30


ORIGINAL: Tiz

TerraFighter4eva.




ginjirou

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RE: Smooth Moves: In Defense of Really Elegant Button-Mashing - Oct 26, 2007 18:27
Just a thought, shouldn' t that WiiFit board be good for skateboarding games?
Vx Chemical

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RE: Smooth Moves: In Defense of Really Elegant Button-Mashing - Oct 26, 2007 18:37
I doubt it will be good for it! maybe skate board racers but little else!
Tiz

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RE: Smooth Moves: In Defense of Really Elegant Button-Mashing - Oct 26, 2007 21:20


ORIGINAL: ginjirou

Just a thought, shouldn' t that WiiFit board be good for skateboarding games?


Shouldn' t the Wii controller suffice because it' s the ultimate controller?




Any way, people " should" pay more attention to this guy.

According to him, Wii is the only significant next-gen console.

It' s Will Wright, the creator of Spore and the Sims. Of course it' s ludicrous to say
he' s the creator, there' s an entire team working on the stuff.
Nitro

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RE: Smooth Moves: In Defense of Really Elegant Button-Mashing - Oct 26, 2007 22:17

" Somebody asked me what I thought next generation meant and what about the PlayStation 3 was next generation. The only next gen system I' ve seen is the Wii - the PS3 and the Xbox 360 feel like better versions of the last, but pretty much the same game with incremental improvement" ,


Y' know what, he' s right - what the hell was i thinking buying extensions of last gens machines!?

This is what he said last week at the videogame Baftas (y' know, that awful awards ceremony we should be ignoring) ...


" With the next-generation games systems, unfortunately a lot of that CPU is pretty dedicated to graphics, so it' s not like you instantly get 50 times more computing power; you get 50 times more graphic computing power, and so I think it' s actually more interesting if we had 50 times more general processing that we could then apply to physics, interactivity and AI," said Wright.



So next gen means better physics, interactivity and AI?

That' s great and all but Wii can only manage one out of the three over the other machines, and even that is questionable (see the Smooth Moves: In Defense of Really Elegant Button-Mashing article) on some levels.

So what this means is that since ALL developers are focusing on pretty grafficks and nothing else, games like Crysis, Far Cry 2, Mercenaries 2, GTA IV, Battlefield: Bad Company etc... will all be essentially last gen and totally devoid of a gererational leap in Physics, interactivity and AI?? ...Oh wait...

Anybody who' s seen the 25 minute long Far Cry 2 presentation knows that no matter how important this guy is to the games industry (and just because you may not like the games he' s been responsible for doesn' t mean they haven' t had huge impacts), he' s simply generalizing and overlooking the real problem which is a lack of creativity in many development teams.

Ofcourse, the vast majority of people are quite happy with refined versions of games they' ve already played. PGR4 is just an prettier PGR3 with cool weather effects and some extra shit thrown in, and PGR3 was a streamlined version of PGR2 with prettier graphics. Does that make PGR4 a bad game? No. Does it make PGR4 any less impressive and will it have an impact on the games sales? No.

Gears of War doesn' t offer anything new. We' ve seen the mechanics before and we' ve seen the style & art direction before. Is it boring? Does it feel like a last gen game? Could it have been done better on Wii?

Wright is right, there is a problem - he' s just missed the point. Either that or he hasn' t played Portal or seen Little Big Planet...
< Message edited by NITRO -- 26 Oct 07 14:28:24 >
Marink

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RE: Smooth Moves: In Defense of Really Elegant Button-Mashing - Oct 26, 2007 23:22

I doubt it will be good for it! maybe skate board racers but little else!


I want Snowboard Kids back.

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