Extra Consideration said:
Extra Consideration: Controller Evolution
This week, MovieBob, Yahtzee, and James Portnow discuss the evolution of the controller and the difficulty in bringing non-gamers up to speed.
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Diggin' the column. It's a long read, but none of it wasted.
And it's a perfectly valid discussion, from more than just a control perspective. This is a generation of games made by gamers, for gamers. Everyone involved has been intimately involved in gaming since adolescence. There's a certain body of requisite knowledge that is just plain
assumed.
(Even if there is a tutorial, it's usually just an on-screen notice that says, "Push W to move forward." Okay... but why? And what about something that provides a little more practice? A couple flash cards do not a tutorial make.)
Some of the current innovations really could go a long way to making things more accessible... but only if our innovations get over this tendency of being so scattershot. Most of them are about
novelty, which serves to draw our attention
to the controller. That's not improving accessibility. That's really only workable through ergonomics--drawing attention
away from the controller.
I'm not convinced motion controls are the secret to that, really. They're not as intuitive and natural feeling as we're led to believe. Without adequate force feedback, they don't convey any sense of distance or effort or mass to any of the actions.
Like 3D movies/television, they're trying to deepen the experience by more fully engaging the senses. More accurately, by more fully engaging
one sense. Even more accurately, by more fully engaging
one portion of one sense. But rather than more fully engaging that sense, this tends to
isolate that sense from the others and pull you out of the experience.
For the future of motion controls, we're only focusing on one side of the coin: movement. But the ease and fluidity of our movements are entirely based on the tactile information they provide. The way I move through water is different from the way I move through air--not because of something I know, but because of something I
feel. That move-feel-adjust-move feedback circuit is broken if there's no response from the environment. Like a deaf person's speech, our movements are less clear and fluent because we lack the other side of the exchange.
Voice controls? Those aren't much better. Until voice recognition improves
and true natural speech recognition becomes a reality (in which your machine can recognize the same command phrased in different ways), voice commands are really just a set of "verbal buttons." They provide a convenience that is necessarily when you need to keep your hands free or be moving about the room... but video games don't quite require that freedom just yet.
EDIT: What does this have to do with the topic? Well, I'll tell you...
If we move toward innovations that engage both aspects of our senses, we can get into control schemes that really are more natural and intuitive. Currently motion controllers are just experiments going in that direction, but tactile feedback is needed to complete the circuit.
Arbitrary button arrangements aren't going to be the ticket for much longer, methinks. In the end, most of them are based on convention and habit anyway, like QWERTY (which had its purpose, way back when), but the console world is becoming more and more "fractured" (as Moviebob put it), so they don't benefit from the ubiquitous nature of QWERTY's now-arbitrary arrangement.