Given that this week’s lecture is on interaction devices
(lecture found here), the topic for this week’s blog post is…………. You guessed
it, interaction devices. As my interest lies in mobile games I will talk about
the interaction on mobile devices.
For those of us that used to and/or continue to play console
games, one important aspect is the button mapping. The ability to change the
button mappings in game is an important feature for more advanced players who
play video games a lot and have developed a button mapping that they are
comfortable with.
Let’s take Call of
Duty for example. The franchise has well over 40 million players across its
franchise (Jaradat, 2012). For a majority of these players, they are long-time
fans of the series and veterans of first person shooters. Although there is a
default controller mapping, it is likely that over time, these players have
created their own button mapping for such games that allows them to perform
better when in-game. As a result, they will always change the settings to their
liking.
In 2009, Activision had released a version of Call of Duty for mobile devices. If we
look at devices such as Apple’s iPhone, the touch screen means that there are
no buttons. Essentially, we have gone from this:
Source: http://avgjoegeek.net/5-tips-on-how-to-play-call-of-duty-mw3-like-a-boss/ |
To this:
Source: http://en.wikipedia.org/wiki/IPhone_3G |
So how exactly does a game that requires a fairly complex
button mapping go from having many buttons and analog sticks to a device with
no buttons, gyroscopes, and an accelerometer?
Looking at the above sample gameplay video / review, it is
easy to immediately see one of the issues with the layout: it is rather
intrusive for the player. Although the lack of buttons means that virtual
buttons can be placed anywhere on the screen, at the core, the game still
requires two analog sticks in order to move and look around. As we can see,
although the person reviewing the app was able to move around without much
problem, looking around however, was a big issue. The right hand will
constantly be in the way as players are trying to look around and thus ruins the
experience for the player.
Don’t expect the hardware to change anytime soon though. The
iPhone’s perceived affordance is for touching. When one looks at the iPhone,
the touch screen suggests one interacts with it through touching its screen.
This of course has spurred a new generation of games, simple games with
intuitive controls that take advantage of such a screen. When we look at games
such as Angry Birds, the game was
designed for a touch screen. The simple control (use your finger to slingshot
the bird) makes it easy for players to quickly pick up the game and play it. On
the other hand, a game such as Call of
Duty was not designed for touch devices. It was originally a PC / console
game and as a result its controls work well when playing on PCs and gaming
consoles.
Mobile devices are an interesting domain for video games. If
we think back, controllers have always been used to play video games. Arcades
cabinets had joysticks and buttons, home gaming consoles had controllers with
analog sticks, d-pads and buttons, and, more recently, we have seen additional
sensors being incorporated into controllers such as acceleration in the Wii and
motion tracking in the Kinect. If we shift our focus back to mobile devices,
they never really had all of these bells and whistles. Phones back then had a
keypad for dialing and texting, and games were often limited to really simple
games such as snake, matching cards, or ricochet. These games did not require
complex interactions and oftentimes the player’s choice in terms of movement
was limited. In snake, for example, the player needs only to be able to move
up, down, left, or right in order to eat the segment and get longer.
Of course, with the shift to touch screen devices as well as
devices that feature accelerometers, gyroscopes, and many other sensors, they
have opened up a world of new possibilities for game developers. These sensors
are allowing us to overcome the problem of not having analog sticks and buttons
and encourages us to find creative ways to turn the devices into
controllers. This of course leads back
to the importance of button mapping, a topic that was important back when
arcades were popular.
For mobile games, there is no standard for button mapping.
Some games are meant to be played with the screen vertical while some are
horizontal, and, different games will require different control schemes that
make sense for that specific game. There is a direct mapping between the input
design and the gameplay here. We could take an accelerometer based control
system from a racing game and stick it into Angry
Birds, but, since the game does not require us to drive birds around and
try to hit targets, the controls will make no sense at all.
To conclude, I think mobile devices are a rather interesting
domain to study as the lack of buttons gives developers greater creativity in
terms of how they wish to do things. On top of that, the lack of buttons means
we will likely see more creative interfaces and input designs that will allow
us to enjoy our games even more. Mobile games are taking it to the next level;
by taking away the controller, the standard mappings, and allowing the user to customize
button mappings, game developers are encouraged to explore the area of input
design more in order to come up with something that works well for their game.
References
Jaradat, F. (2012, February 12). Over 40 million monthly players across call of duty franchise, breakdown by title. Retrieved from http://mp1st.com/2012/02/12/over-40-million-monthly-players-across-call-of-duty-franchise-breakdown-by-title/