We seem to have a lack of stories from people who suddenly moved to a _whole_new_level_ of game complexity, so I'll add mine before I continue:
I had prior experience with FPSs on the computer, but my friends wanted to do their LAN parties on x-boxes (for simplicity of networking reasons), so I went along with that.
This was my rather harsh introduction to 2-stick controllers... and it took me about 12 hours (two sessions) with them before I was reasonably good (actually had a chance to kill someone if I saw them). These could have been a rather frustrating 12 hours if I were someone else, as these where pretty good players, but I took it in good stride. This basically meant running away for the first 6 hours - trying not to get killed - but that's a minor note of how I learned the 2-stick control system.
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So, the OP has claimed that it is a problem that it takes 12 hours to get to the "good enough to play the game on a level at which their attempts at playing the game look like a poor attempt at playing the game, rather than a bunch of random movements in reaction to events on the screen".
Maybe it is. What can we do about it? Frankly, if they want to play the game, the other people in the thread are right: they'll have to learn how.
Perhaps, though, we can teach them the details in isolation, so that they can learn to integrate them into a coherent whole much faster than they would otherwise.
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So, let's break down the aspects of playing a modern FPS into its component parts:
1) Understanding the screen image as a 3-D environment.
2) Being able to manipulate the controls.
3) Manipulating the controls to move through that environment.
4) Learning a bunch of "shortcuts" to navigating the environment. IE, running into the wall to find it instead of turning around and looking at the wall.
5) Understanding the basic concepts of gameplay. IE, "in CTF, you do this...".
It is fully possible to teach all but #5 as isolation drills. Let me suggest some games (in order of introduction to the student):
Geowars genre games - two sticks used in concert. My favorite is Echos.
Driving games - if they are having trouble understanding the screen as a window into a 3-D world. (I've never encountered one of these people, but someone I know has parents who are like this)
Pedestrian movement game - there aren't really very many of these. Perhaps you could play the "race" game variant in Halo, or something. Or maybe that parkour game (what was it called?)
Let them play some FPS (with shooting! We haven't really taught them to aim yet - just given them all the skills they need to learn to aim.) on a low difficulty setting... congratulations, they can now play FPSs. They will need some time to get better - but they are well on their way.
I suspect total time for this training regime - if you can call it a "regime", considering that they are playing games that are basically within their skill set at all times, so it shouldn't be to frustrating - is probably about 40 hours; they can work through it in a month, while having fun every day.
I had prior experience with FPSs on the computer, but my friends wanted to do their LAN parties on x-boxes (for simplicity of networking reasons), so I went along with that.
This was my rather harsh introduction to 2-stick controllers... and it took me about 12 hours (two sessions) with them before I was reasonably good (actually had a chance to kill someone if I saw them). These could have been a rather frustrating 12 hours if I were someone else, as these where pretty good players, but I took it in good stride. This basically meant running away for the first 6 hours - trying not to get killed - but that's a minor note of how I learned the 2-stick control system.
****
So, the OP has claimed that it is a problem that it takes 12 hours to get to the "good enough to play the game on a level at which their attempts at playing the game look like a poor attempt at playing the game, rather than a bunch of random movements in reaction to events on the screen".
Maybe it is. What can we do about it? Frankly, if they want to play the game, the other people in the thread are right: they'll have to learn how.
Perhaps, though, we can teach them the details in isolation, so that they can learn to integrate them into a coherent whole much faster than they would otherwise.
*
So, let's break down the aspects of playing a modern FPS into its component parts:
1) Understanding the screen image as a 3-D environment.
2) Being able to manipulate the controls.
3) Manipulating the controls to move through that environment.
4) Learning a bunch of "shortcuts" to navigating the environment. IE, running into the wall to find it instead of turning around and looking at the wall.
5) Understanding the basic concepts of gameplay. IE, "in CTF, you do this...".
It is fully possible to teach all but #5 as isolation drills. Let me suggest some games (in order of introduction to the student):
Geowars genre games - two sticks used in concert. My favorite is Echos.
Driving games - if they are having trouble understanding the screen as a window into a 3-D world. (I've never encountered one of these people, but someone I know has parents who are like this)
Pedestrian movement game - there aren't really very many of these. Perhaps you could play the "race" game variant in Halo, or something. Or maybe that parkour game (what was it called?)
Let them play some FPS (with shooting! We haven't really taught them to aim yet - just given them all the skills they need to learn to aim.) on a low difficulty setting... congratulations, they can now play FPSs. They will need some time to get better - but they are well on their way.
I suspect total time for this training regime - if you can call it a "regime", considering that they are playing games that are basically within their skill set at all times, so it shouldn't be to frustrating - is probably about 40 hours; they can work through it in a month, while having fun every day.