Re: FPS console controls

"Javier Arevalo" <[email protected]> Fri, 4 Apr 2003 21:41:12 +0200
Newsgroups gmane.games.devel.design
Message-ID <[email protected]>
I basically agree with what Tom said (haven't played Metroid Prime yet, just
checked it for a couple minutes at EBX). Halo was the first console FPS
where I was able to forget about the controller and just "think" what I
wanted to do while my hands performed it.

However, it's not just a matter of controller setup. I recalled that TS2 (on
the GC) had the same control system, and I was never in control there, a
couple of enemies moving around me in an open area would be a fair challenge
to shoot at. I just tried Medal of Honor (PS2) with the "advanced"
(sharpshooter?) setup, and once again I found myself missing enemies at
point blank because my control over targetting was not precise enough nad I
would overshoot or undershoot my turns. In Halo I was even able to shoot
moving targets with the sniper rifle.

Now, the question is, why would the same control scheme work well or bad on
these different games (and consoles)?

 - Invert Y axis option is pretty vital, and Halo did a good job of checking
which one the player was better used to. It is also interesting to separate
the invert Y axis option for flying vehicles and ground movement.

 - controller stick "feel". Some controllers have harder springs than
others, or the way your hand grabs it gives the thumb a a better position,
or... essentially an ergonomics issue. After playing with the XBox
controller, the PS2 seems too smal and... light, or weak, or something.

 - Stick dead zone (more hardware issue than software, but both can be
involved). I got the feeling that the dead zone for stick centering was much
larger in MoH/PS2 than in Halo, and that it was annoying in MoH when I
wanted those little adjustments to turns, it just seemed that I had to turn
the stick too much before turning began, so it took me longer to perform
little turns.

 - sensitivity adjustment. Using independent sensitivities for vertical and
horizontal axes is crucial, since in general you want vertical sensitivity
to be less. I guess there is also something to be said about which curve to
use based on the stick value: linear? Power-of-something?

 - Interaction between stick axes? Meaning, when you fully push an axis,
changes are you also affect the other. Should this be detected and taken
into account?

 - acceleration. You could have some acceleration over the entire range of
the axis, but definitely want some acceleration when the stick. A good idea
may also be to engage  max acceleration when you suddenly turn the stick
fully in the opposite direction.

 - auto-targeting. This is where things start to get interesting. You shoot
in a general direction, the bullet automatically goes to the target you're
almost aiming at. The more obvious this is done, the less believable, it has
to work. It gets trickier to implement when targets are able to hide and
expose just a part of the body (like those shielded aliens in Halo, or guys
using scenery for protection).

 - turning helpers. I don't know about this, but it sounds like it *might*
be possible, kind of like the autotargeting, to adjust the orientation
slightly when the player stops turning with a target almost centered.

How have people approached these kinds of parameters?

Then on the issue of actions and action buttons. Was I the only one who
found it very hard in Halo to whack guys while moving? The problem was that
I had to remove my thumb from the turning stick in order to use the melee
action button. The Getaway seems to do a good job of meleeing a guy
automatically when up-close. In general, the two-stick setup reduces action
buttons to pressing the sticks (which makes the sticks also move unreliably)
and the shoulder buttons, of which different consoles have different number.

Lock-on schemes reduces the skills required by the player, and the potential
number of options for combat - think of the turn-strafe combos for shooting
the Hunter's back in Halo. They also seem to reduce the options for vertical
combat. How does this work with snipers?

Ok, long enough already.

  Javier Arevalo
  Pyro Studios



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