Re: gesturing
Mike Wuetherick <[email protected]> Mon, 05 Jan 2004 20:16:22 -0800
| Newsgroups | gmane.games.devel.design |
|---|---|
| Message-ID | <[email protected]> |
i like the concept of gestures, one simple way to make the concept of=20 firing weapons more realistic is simply to remove the 'crosshair' that=20 every game uses. operation flashpoint used the idea of the aiming reticle and iron=20 crosshairs that a soldier is provided with, this can be integrated with=20 a skill-based system (either actual statistics or something like=20 gestures as you have mentioned) and provide a much more realistic design. realism as a design goal isn't a panacea of course, but this at least=20 forces players to get away from traditional game skills (ie moving a dot=20 onto a target and clicking the mouse, something a 4 year old can learn)=20 instead forcing them to recognize properties inherent in a specific=20 weapon for example (ak-47 tends to pull up and to the right) and adjust=20 skills accordingly. counter-strike does this to a certain extend, players that learn a=20 weapons' spray pattern can adjust for it as they are firing, much like a=20 weapons expert can. certain weapons are inherently simpler to fire (mp5 for example) but=20 don't do as much damage, balancing things out for an inexperienced gamer. just an idea. i'd love to hear about your experimentation with gestures=20 - i just started teaching game design at a local college and am looking=20 for examples like this for new approaches to common genre's (fps for=20 example). cheers mike w www.gekidodesigns.com Brett Bibby wrote: > Hello, > We are making something of an FPS-style game for consoles and the conve= rsation 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 r= emoving it as much as possible. I put problem in quotes because we have h= ad 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 l= ooking 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. >=20 > Our current proposed solution is to move the "game" from aiming to firi= ng 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 wa= s a demo at the experimental game workshop at GDC. >=20 > 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 som= ebody with a rifle. I see my target in my scope and the crosshairs are mo= ving 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 c= lockwise spiral inward. If I do it 90% or better correctly I get a heads= hot, 60-90% I get a body shot and 40-60% I get a legshot, less than 40% m= isses (but I still see some sort of shot fired). While I complete the ge= sture 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 gest ure would be tweaked such that it will be on par with the time to aim (as= suming average console gamer) so the other mechanics should be able to be= balanced normally. >=20 > What do people think of this idea? > Flaws? Suggestions? > Should the player be able to train the game with the motion they want f= or a given gesture or should they be required to replicate one of our cho= osing? > Are there any console game using gestures? > Are there other game mechanics that can be used in place of aiming besi= des gesturing? >=20 > Thanks, > Brett >=20 >=20 > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM= 's > Free Linux Tutorials. Learn everything from the bash shell to sys admi= n. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id371&op=CCk > _______________________________________________ > Gamedevlists-design mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_idU6 >=20 >=20 ------------------------------------------------------- This SF.net email is sponsored by: IBM Linux Tutorials. Become an expert in LINUX or just sharpen your skills. Sign up for IBM's Free Linux Tutorials. Learn everything from the bash shell to sys admin. Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click _______________________________________________ Gamedevlists-design mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556