video game idea
Mar. 14th, 2004 08:47 pmFrom conversation last night with
ultraken:
Most, if not all, modern consoles (I'm not entirely sure) have pressure-sensitive buttons. Not just 'on' or 'off', but 'on', 'On', 'ON", and 'ON!' and points in between. Let's be honest: I have never seen a game that really used this. In the tense parts of the game, you can't be bothered to distinguish between a light tap and big tense mash on the button. It's just a geeky feature, a bullet point. There's a few millimeters of throw on the buttons; there's no room for subtle control, except perhaps in the case of huge L and R triggers like the Dreamcast controller had.
It's an almost entirely useless feature.
Or is it?
I have a sense that when the action gets frantic, and I get more involved in a video game, I start mashing on the buttons harder as I tense up. Could this data be used to put the player more into the game?
Imagine this: A light tap on the fire button has no gameplay difference - no tap for this fire mode, push hard for that fire mode, overloaded overcomplex bullshit. But a light tap triggers a very casual, calm animation of the player character, while a hard smash of the same button gets a much more intense animation. Your emotions get translated into the emotions of your game surrogate. From casual, calm actions to wild, frenzied ones; the character's emotions better match the ones you're feeling, aiding the player-identification that's a component of a good game.
No 'hit button hard for megaslash attack' nonsense, just different animation on the player character.
Before this can be done, of course, one has to verify that a tensed player does mash harder on the buttons. I feel like this is the case, but I'm not sure. I know that someone getting into a driving game starts leaning back and forth with the turns, except for three embarrassed minutes after someone points this out.
Just one of those ideas.
[ addendum, Okay, racing games use pressure sensitivity. The only racing games I usually play are subgames in sprawling platformers. ]
Most, if not all, modern consoles (I'm not entirely sure) have pressure-sensitive buttons. Not just 'on' or 'off', but 'on', 'On', 'ON", and 'ON!' and points in between. Let's be honest: I have never seen a game that really used this. In the tense parts of the game, you can't be bothered to distinguish between a light tap and big tense mash on the button. It's just a geeky feature, a bullet point. There's a few millimeters of throw on the buttons; there's no room for subtle control, except perhaps in the case of huge L and R triggers like the Dreamcast controller had.
It's an almost entirely useless feature.
Or is it?
I have a sense that when the action gets frantic, and I get more involved in a video game, I start mashing on the buttons harder as I tense up. Could this data be used to put the player more into the game?
Imagine this: A light tap on the fire button has no gameplay difference - no tap for this fire mode, push hard for that fire mode, overloaded overcomplex bullshit. But a light tap triggers a very casual, calm animation of the player character, while a hard smash of the same button gets a much more intense animation. Your emotions get translated into the emotions of your game surrogate. From casual, calm actions to wild, frenzied ones; the character's emotions better match the ones you're feeling, aiding the player-identification that's a component of a good game.
No 'hit button hard for megaslash attack' nonsense, just different animation on the player character.
Before this can be done, of course, one has to verify that a tensed player does mash harder on the buttons. I feel like this is the case, but I'm not sure. I know that someone getting into a driving game starts leaning back and forth with the turns, except for three embarrassed minutes after someone points this out.
Just one of those ideas.
[ addendum, Okay, racing games use pressure sensitivity. The only racing games I usually play are subgames in sprawling platformers. ]
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Date: 2004-03-14 09:15 pm (UTC)The Gamecube controller has big ol' shoulder buttons, and I've definitely seen those put to good use in F-Zero GX.
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Date: 2004-03-14 09:29 pm (UTC)no subject
Date: 2004-03-14 10:21 pm (UTC)^_^
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Date: 2004-03-14 10:48 pm (UTC)So, sense 'anxiety' the alternative way.
Date: 2004-03-16 03:28 pm (UTC)Still doubt it would work in any fighting game or similair, but in the equivilant of something like Sly Cooper, where much of the focus of the game is on the animation of the character three feet in front of you, I could see that being put to good effect.
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Date: 2004-03-15 05:46 am (UTC)no subject
Date: 2004-03-15 08:29 am (UTC)Good anger management, that machine, and it kept the game out of the realm of the hypercaffinated buttontappers for a while...
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Date: 2004-03-15 09:23 am (UTC)As for the modern console buttons, that's interesting... I imagine they must be implemented like the velocity sensitive keys on a modern synthesizer. Hmmm....
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Date: 2004-03-16 02:16 pm (UTC)no subject
Date: 2004-03-15 09:38 am (UTC)The animation thing sounds cool though. I know that if I start getting angry at the game, I'll end up holding the controller more tightly, and that probably translates to more rapid button pressing.
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Date: 2004-03-16 02:21 pm (UTC)no subject
Date: 2004-03-17 03:13 pm (UTC)