Jump to content

Photo

Video Game Physics, Controls and Rules


  • Please log in to reply
8 replies to this topic

#1 Koh

Koh

    Tamer Koh

  • Members
  • Real Name:Dominic
  • Location:Monsbaiya, Virginia

Posted 17 June 2013 - 11:11 AM

Let's discuss some major aspects of games that greatly affect how one would play them.
 
Controls
I feel like the controls shouldn't be too stiff, and the movement engine should be setup in such a way that it works with the game system.  For example...I feel the first Legend of Zelda's controls are way too stiff.  Link walks like he's on a grid (because he is), and that kind of movement just isn't suited for that type of combat system.  The same sort of problem occurs with Final Fantasy Adventure on Gameboy, and don't even get me started on the first StarTropics with that grid movement system.  Also, the controls should be responsive and not delayed to perform actions.  It's totally inexcusable to make a game where the action performs a second or two after you've already pressed the button.  There are many games I could use as an example that have bad control, such as Dark Castle on the Sega Genesis and any of the Action 52 games on NES.
 
Physics
As for the Physics...well they shouldn't be too floaty.  I can't stand it when you jump in games, and it's like...you're on the moon.  Cave Story is a good example of this, even though I love the game.  The objects should also have the same rules...it's really awkward to see the character push a crate or rock off of a cliff, only for it to fall like it's made of styrofoam or paper.  Also the character sliding around a lot like they're on ice, even when they aren't, is also something that's awkward.
 
Rules
The biggest offenses to gaming with this category are long games that don't have any sort of saving system, hard games that don't have any sort of extra lives or continue system or games that simply put way too much difficulty on the game.  An example of the first scenario would be Kid Chameleon on the Sega Genesis.  That game is long, and although you have extra lives and limited continues, it's still rough to actually finish it in one sitting, and once you turn off your Genesis, there's no way to get that progress back.  For the second scenario, Double Dragon 3 on NES is an example of that.  You get a health bar that drains fast, and no continues.  What some would call "extra lives" comes in the form of alternate characters who suck, except the Ninja.  The guy in a business suit is totally useless and slow against faster enemies.  As for the third and final scenario, Silver Surfer on NES is the ultimate example.  Anything you touch instant kills you (enemies, projectiles, walls, ceilings and floors), it's impossible to tell what's background and what's foreground, what you are and aren't allowed to touch, and the game is just maddeningly difficult.
 
---
 
What sort of expectations and limitations would you place on each category?  What would you consider the perfect balance and/or harmony between all three?

 



#2 grayswandir

grayswandir

    semi-genius

  • Members

Posted 17 June 2013 - 11:34 AM

Controls

Delayed controls are fine, as long as you build the system around them. For instance, you have to have very low randomness in the system. If controls take a half-second to respond, then you should be able to exactly predict how everything moves about a full second ahead. You couldn't use ZC walker style enemies, for instance, because they can randomly decide to change direction and mess you up.

 

Same thing with grid movement or whatever. It's fine, as long as you don't go designing levels like the player can move diagonally.

 

Basically, difficult controls can work, but only if you actually plan the game around them. Changing the control scheme just a little can drastically change gameplay, so it's not really a question of what makes a good control scheme, but whether this specific control scheme fits well with the rest of the game.

 

Physics

I don't see any problem with weird physics. If it makes the game fun, that's fine. :)

 

Rules

I don't mind long sequences where you aren't allowed to make a mistake as long as there's an easy mode or a practice mode or something. Basically, anything that lets you get better at the later portions without having to go through the whole beginning again. Like, once you reach a level, it opens it up in the practice menu. Then once you've mastered the new level, you can go back through the whole game again and reach the next.

 

But that sort of game is kind of its own genre, so I can see how some people might not like it.



#3 Avaro

Avaro

    >w<

  • Members

Posted 17 June 2013 - 11:48 AM

Controls

They need to be easy to memorize. I don't like it when there are so many keys that I have to look in the manual to find out how to do something.

Delayed movement sounds like a good idea, but of course, like grayswandir said, only if the game is designed around this. Grid movement works great for tile-based puzzle games or something like that in my opinion, but there is noting wrong with being able to move freely.

 

Physics

I like it when the physics are realistic, even more than realistic graphics. But actually it depends on the game, because some games for example don't play well with realistic physics.

 

Rules

Being able to save whenever I want is a must. Auto saving is even better!

Like controls, the rules need to be easy to memorize and they have to be easy to find out. This is what tutorials are for. Some games would be pretty bad if they had no tutorial. Lot's of old games just don't tell you the rules, you have to find out yourself :O



#4 Nicholas Steel

Nicholas Steel

    Hero of Time

  • Members
  • Location:Australia

Posted 17 June 2013 - 12:34 PM

Delayed controls... probably the single most horrendous thing in Fable II. Other then that the game is pretty good. (Screen smear when running is a little annoying, but not too bad)



#5 grayswandir

grayswandir

    semi-genius

  • Members

Posted 17 June 2013 - 12:42 PM

Like controls, the rules need to be easy to memorize and they have to be easy to find out.

I particularly like this article on the subject.



#6 Koh

Koh

    Tamer Koh

  • Members
  • Real Name:Dominic
  • Location:Monsbaiya, Virginia

Posted 17 June 2013 - 04:32 PM



I particularly like this article on the subject.

That was a good read, and it does make sense.  Responsive controls should be the ultimate goal when developing the engine anyway, as people have to playtest the game.  It amazes me that stuff like that isn't caught during the testing phases....it's like they didn't test the games at all....Hmmm.


Edited by Koh, 17 June 2013 - 04:35 PM.


#7 Evan20000

Evan20000

    P͏҉ę͟w͜� ̢͝!

  • Members
  • Real Name:B̵̴̡̕a҉̵̷ņ̢͘͢͜n̷̷ę́͢d̢̨͟͞
  • Location:B̕҉̶͘͝a̶̵҉͝ǹ̵̛͘n̵e̸͜͜͢d҉̶

Posted 17 June 2013 - 07:24 PM

NCp6HE6.gif

 

But yeah, I definitely think controls are an important aspect of the game. A good control system usually is the difference between a very difficult game and an unfair game.


  • Koh likes this

#8 TheLegend_njf

TheLegend_njf

    Deified

  • Members
  • Real Name:Grant

Posted 17 June 2013 - 09:45 PM

I've done way too much research into this area. But I will share my findings as simplified as it can get.

Forgive my spelling errors if they appear, I am using an android phone right now because my iPhone is not working and I have no idea how this bkoody thing works.

Controls: Let's just say the old Resident Evil games is not who you want to learn from.

Physics: It shoukd make sense.

Rules: Make it as fun, intuitive, and surorising as you can. Offer up as much creativity as you possibly can, and simply know what will make people click more buttons for your game than any other game out there. Because chances are, if they aren't holding their controller and playing your game, chances are they don't like your game.

#9 Nicholas Steel

Nicholas Steel

    Hero of Time

  • Members
  • Location:Australia

Posted 17 June 2013 - 11:46 PM

NCp6HE6.gif

 

But yeah, I definitely think controls are an important aspect of the game. A good control system usually is the difference between a very difficult game and an unfair game.

 

That annoyed me, but I found a pretty good work around to the issue. Tap the Dash key while lined up with it and you'll stop sliding!




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users