Tuesday, January 29, 2013

A discussion on game controller interfaces


This week’s blog post is going to be a talk about gaming interfaces; the past, present, and the future. The post builds off of Dr. Nacke’s lecture found here. So without further ado let’s start!

Gaming interfaces have gone a long way. They are also one of the most important components of a game as it is the fundamental way in which we communicate with our game. Those of us who were around back in the 70s will remember this:

 (Image from Atari Museum)

That’s not to say those who weren’t around don’t know what this is, but Pong was one of the first arcade games that had mainstream popularity. I’d go with talking about the Computer Space arcade machine from the 1970, but I’m not sure how familiar people are with this:

 (Image from Atari Museum)
 
Although Pong wasn’t the first video game nor was it the first arcade machine made available, it was however the first one to be successful. Why? Probably because of the fact that it was 2 players and was seen as something that would have been innovative back then. Rather than using buttons like the Computer Space, Pong featured two dials, which users would turn in order to move up or down.
From there, arcade games went into a golden age of sorts. We’ve seen several innovations such as using a ball (Centipede) to joystick and buttons. Each of these arcade machines had something new to offer: some of them would feature color, some would allow the user to move in many directions, and some would feature scrolling.

As Kevin Saunders and Jeannie Novak mentions in their book ‘GameInterface Design’, arcades saw many different types of interfaces; most of these interfaces were designed for a single specific game and wouldn’t work well with other arcade games. Although the trackball from Centipede never really caught on, the game itself was successful partly because of the controller. I imagine that trying to play the same game with a joystick or dials may be a bit awkward and ruin the overall experience.
Eventually arcades started phasing out and in came consoles. Console gaming has brought many innovations to controllers and has fundamentally changed the way we interact with our games over the decades. However, the question is, are we REALLY still innovating today? To provide an example, let’s consider Nintendo’s Virtual Boy or the Famicom 3D System. The Famicom was released in the 80s, followed by the Virtual Boy in the 90s. Both of these systems offered 3D gaming but neither one of them was successful in the market. 3D gaming was relatively new when those consoles were released and could be seen as innovative for its time. Why did they fail? Personally, I’m not sure. I wasn’t around back then. However, a simple Google search did reveal that it was heavy and used up a lot of batteries. On top of that, the technology was still new and not yet fully developed. In the end, it was probably the high price of the console that drove customers away from buying one to try it out. No matter what the reason, Nintendo is at it again with its 3DS portable gaming system, and it seems to be holding its own after a price drop.

In the past couple of years, we’ve seen a new type of interface that has brought us a bit closer to our games: touch screens. Ever since the introduction of Apple’s iPhone, consumers have seen an explosion in the number of touch screen devices, and, with that, an explosion in the number of games for these platforms. It seems as if we’re at a fork in the road these days. On one side, we have more traditional gaming consoles like Sony’s Playstation 3 or Microsoft’s Xbox 360. On the other, we have systems such as Apple’s iPhone and Samsung’s Galaxy series of devices. 

I’m not going to say that one type of interface is better over another for many reasons. In my opinion, each interface has its own purpose and they all have or had games that took advantage of the controller. For example: Call of Duty would make sense with a “traditional” controller similar to what the Sony and Microsoft currently use; at the same time, using a controller such as Nintendo’s WiiMote can prove difficult. That’s not to say that it has no use; as a game such as Wii Sports works really well with the WiiMote and doesn’t work well with a Playstation or Xbox controller. I believe that we’re at a point where we’re not exactly innovating in controller interfaces anymore. We’re really just creating games and then controllers or add-ons that work well with these games. For all other games, console makers have something that works well for them, and I really don’t see them doing anything radical in the near future. There are of course people out there who argue that the current generation of gaming consoles may be the last. As we move into the future, they believe we will see more cloud based solutions and smaller and more powerful devices that can handle even resource intensive games. As with any argument, there are always two sides. There’s always the side that argues that there will always be people who prefer “traditional” gaming. They want to go home after a long day at work/school, sit on the couch, and be able to enjoy their favourite game from there; no getting up and moving around required.

Currently, there are people and companies out there that are experimenting with new types of controllers. We’re seeing things such as: VR gloves, eye tracking, and even tongue controllers. As ridiculous as some of these may sound right now, who knows what the future holds… We may see tongue controllers being the new thing a decade from now once we start seeing games that make use of such a controller. My point here is that we’ve done a lot of experimenting in the past and we’re still experimenting. Sometimes we have ideas that are simply just too far ahead of its time, as in the case with 3D gaming. Maybe once the technology becomes cheaper and has been developed more, we will see some of these new types of interfaces widely available on the market.

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