Sunday, April 7, 2013

THE CURSE OF THE INPUT DEVICE



“Players do not just engage in ready-made gameplay but also actively take part in the construction of these experience: they bring their desieres, anticipations, and previous experiences with them, and interpret and reflect the experience in that light.” (Ermi & Mayra)

Video Game researchers Ermi and Mayra touch on the concept of previous experience and how they relate to video games. For most video games, the previous controller experience allows a user to pick up the game and play almost immediately. A user can pick up a controller and, based on the type of game, infer how the input device will work. Ermi and Mayra write about using previous experience to inform the player and to enhance satisfaction. For Heroes of Rock, we encountered a particularly challenging previous experience scenario. Our game was selected because of the use of a guitar peripheral. The guitar was our marketing exclamation point and it was the core of the game. Being bound to the guitar presented a slew of design problems especially surrounding previous user experiences.
When I was designing the gameplay for Heroes of Rock, I designed the controls around my experiences playing side scrolling action games and my experiences using a guitar peripheral. Side scrolling action games have a pretty standard set of mechanics and all gamers are familiar with their control schemes. There is no standard way of playing a real guitar or bass and there is no standard way of playing Guitar Hero or Rock Band. It was apparent in our first play testing session that almost every player had a different way of using the input device. Some players sat down to use the controller, some players used the strap to hold the guitar, some players help the guitar with their strumming hand, some players used their thumbs to strum while others used fingers and so on. All play testers had different feelings on our control scheme because they had different experiences informing them on how the game should play. We played around with multiple control schemes. We received equally positive and negative feedback on nearly every system. We were never going to make 100% of our play testing group happy because their previous experiences were just too different.
            We scrapped thousands of lines of codes, dozens of design documents, and hours of art production as we constantly shifted on how the game was going to function. This process took a toll on the team morale and made progress difficult for every aspect of the game. The element of our game that got us selected and that made our game so interesting was the most difficult. This design problem was my greatest weakness as a leader on this project. I was hoping that we could find a control mechanic that would satisfy more people on our team and more play testers. Some schemes did better than others, some were received poorly but I constantly felt that we could find something better than what we were doing. I felt like there had to be some system that would feel natural to players. This is when our understanding of previous experiences became important.
Based on the diversity of player experiences, no control scheme is going to be natural to all players. For our game, we couldn’t rely on previous experiences to inform the players and if we did, it might lesson the experience. To make our game feel appropriate on the guitar, we had to design mechanics that informed the player of how to play, rather than relying on what players have already learned. To settle on a final control scheme, we focused on the core of the game and what we were trying to accomplish.