gesturing

"Brett Bibby" <[email protected]> Tue, 6 Jan 2004 10:23:19 +0800
Newsgroups gmane.games.devel.design
Organization GameBrains
Message-ID <[email protected]>
Hello,
We are making something of an FPS-style game for consoles and the =
conversation about speed is something that we have been wrestling with =
in our own game because it is targeted at a wide range of people.  =
Basically the "problem" we would like to solve is aiming, and we want to =
solve it by removing it as much as possible. I put problem in quotes =
because we have had heated arguments that PFS games are pretty much =
about aiming, and once you take that out of the equation it is no longer =
an FPS.  So, I'm not looking for people to convince me aiming can be =
done in such and such way, instead I would like alternative game design =
advice that doesn't factor in aiming at all.

Our current proposed solution is to move the "game" from aiming to =
firing of the weapon.  We hope to do this with gestures.  This has been =
done to some extent on the PC in games like Black and White, and also =
there was a demo at the experimental game workshop at GDC.

What I envision is a system where the firing of the weapon is done with =
the analog stick such that the more accurately you reproduce the =
gesture, the better your "shot" is.  For example, let's say we want to =
snipe somebody with a rifle. I see my target in my scope and the =
crosshairs are moving about just like a normal FPS.  Instead of using =
the analog stick to aim the crosshair at my target, I perfom a "fire" =
gesture, say a simple clockwise spiral inward.  If I do it 90% or better =
correctly I get a headshot, 60-90% I get a body shot and 40-60% I get a =
legshot, less than 40% misses (but I still see some sort of shot fired). =
 While I complete the gesture the scope locks onto (stops moving) the =
part of the body I hit so I can see my result.  The advantage is that =
you can perform the action as slowly or quickly as you want, and we =
reward the hardcore people who will take the time to learn the gestures =
well, while not punishing the casual gamer.  The amount of time to do a =
gesture would be tweaked such that it will be on par with the time to =
aim (assuming average console gamer) so the other mechanics should be =
able to be balanced normally.

What do people think of this idea?
Flaws?  Suggestions?
Should the player be able to train the game with the motion they want =
for a given gesture or should they be required to replicate one of our =
choosing?
Are there any console game using gestures?
Are there other game mechanics that can be used in place of aiming =
besides gesturing?

Thanks,
Brett


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