Control


(Kabarka) #1

Hi,

I would like to know how the game controls on consoles.
What i mean by that is not the control scheme but basically the responsiveness of the controls and whether there is allot of acceleration.

Maybe some people have played it here, i think they demoed the game on 360.

Ill give some examples:

Really good controls:

CoD: responsive and no acceleration. A dream to control on consoles, nothing beats it.

Battlefield: also very good to control, almost no acceleration

medium controls:

Every other UE3 fps
I don’t know what is is about that engine and fps’s but i hate them to control also very hard to make small adjustments. But responsiveness i alright.

Bad controls:

Killzone
not responsive at all, hate the controls.

So if anyone can shed some light on the mather it would much appreciated.


(Cankor) #2

No idea about the feel, but SD seemed to be modeling the layout at least on the CoD layout, so maybe they are modeling the feel as well? The idea was to make the most amount of people as possible comfortable with the controls right out of the box, so maybe they are trying to make them 'feel" like CoD as well, to the extent it’s relevant.


(Kabarka) #3

If the feel is like CoD that would be awesome, although i think that wont be the case because it isnt 60fps.
Part of the reason cod feels so good on consoles is that its 60fps.

So if the responsiveness and feel is anywhere like say battlefield i would be a very happy man!

Edit: Also i hate acceleration allot! I’ve read somewhere that you can adjust that in options, but can you also turn it completely off?


(tokamak) #4

I thought I heard from a few folks who played at booths that they preferred Brink’s control, or at least the aim-assist over COD’s.


(Seyu) #5

Do all console multiplayer fps games have aim-assist?


(Kabarka) #6

I don’t like cod aim assist so thats nice to here also.

Yep, although you can turn it off in some of them


(Bezzy) #7

CoD, and most console FPS games actually do have a short amount of aim acceleration to them:

The first couple of frames are “catching up” to your input speed, so that “flicks” or “taps” in direction result in small angular steps, and not in full speed jumps, which tend to just lurch your aim over things you’re trying to finely aim at. In short, it’s pretty frustrating to have no acceleration what so ever, but we keep ours to a minimum, like CoD.

We don’t, however, do CoD’s single-player only style of aim assist (momentarily snapping to a target on the “positive edge” of an ironsight button press).


(BrigandSk(A)) #8

I hope console gamers will have the ability to remap button configuration, for the simple fact that every person has their own way of achieving the same goal, disabled or not.

Gran Tourism 5 has button remapping

When I have my friends at home they use different keys to play the same fps games I do, it’s just a matter of choice for personal performance not a luxurious touch.

I’m almost sure splash damage has remembered that this is key for a console game, since 3 to 5 selection of configurations IS game breaking! Button remapping is a feature that should never have been abandoned by developers.


(Kabarka) #9

[QUOTE=Bezzy;260926]CoD, and most console FPS games actually do have a short amount of aim acceleration to them:

The first couple of frames are “catching up” to your input speed, so that “flicks” or “taps” in direction result in small angular steps, and not in full speed jumps, which tend to just lurch your aim over things you’re trying to finely aim at. In short, it’s pretty frustrating to have no acceleration what so ever, but we keep ours to a minimum, like CoD.

We don’t, however, do CoD’s single-player only style of aim assist (momentarily snapping to a target on the “positive edge” of an ironsight button press).[/QUOTE]

Very interesting!

So what about the feel and ease of use a controller? Do you understand what i mean with that unreal engine example?

I guess its down to how much MS. input lag there is and getting that as low as possible?


(3Suns) #10

[QUOTE=Bezzy;260926]CoD, and most console FPS games actually do have a short amount of aim acceleration to them:

The first couple of frames are “catching up” to your input speed, so that “flicks” or “taps” in direction result in small angular steps, and not in full speed jumps, which tend to just lurch your aim over things you’re trying to finely aim at. In short, it’s pretty frustrating to have no acceleration what so ever, but we keep ours to a minimum, like CoD.

We don’t, however, do CoD’s single-player only style of aim assist (momentarily snapping to a target on the “positive edge” of an ironsight button press).[/QUOTE]

Sweet! :stroggtapir:


(SockDog) #11

[quote=BrigandSk(A);260932]I hope console gamers will have the ability to remap button configuration, for the simple fact that every person has their own way of achieving the same goal, disabled or not.

Gran Tourism 5 has button remapping

When I have my friends at home they use different keys to play the same fps games I do, it’s just a matter of choice for personal performance not a luxurious touch.

I’m almost sure splash damage has remembered that this is key for a console game, since 3 to 5 selection of configurations IS game breaking! Button remapping is a feature that should never have been abandoned by developers.[/quote]

As this seems an issue dear to your heart you’ll be pleased to see that Joystiq is reporting Visceral Games will add greater configuration to their controls.

Sure it’s for PC only and yes it probably should have been there in the first place but it’s at least an acknowledgement of the cause.


(Tawmee) #12

I sure hope there’s complete button remapping. I feel like in every FPS, there’s one or two buttons that really just don’t work well with me…


(3Suns) #13

The main problem with controllers, is that in order to perform a task (by pressing a button), you usually have to relinquish movement and camera control. It is unforgivable, really, but such an established convention that nobody even seems to think of it as anything but normal.

Second, the alignment of the sticks themselves do not align with the natural skeletal structure of our hands and wrists.


(Cankor) #14

[QUOTE=3Suns;261062]The main problem with controllers, is that in order to perform a task (by pressing a button), you usually have to relinquish movement and camera control. It is unforgivable, really, but such an established convention that nobody even seems to think of it as anything but normal.

Don’t they all have like four buttons you can press with your index fingers while one thumb is on the stick and the other the D-pad or the other stick? I know the PS3 does. Then you can also click the stick itself (but seems that would screw you up if you were trying to use it simultaenously).

And it would be pretty easy to go from 4 to 6 at those locations, with an indicator on the middle button.


(3Suns) #15

Cankor, yes, they have trigger buttons and bumper buttons, but the complexity of today’s games still requires more than just those four (+ clicks on the sticks). So, you end up having to take your thumb off the right stick to hit whichever of the 4 face buttons you need to hit.

I hate the design of the PS3 controllers and would never be able to play long with them. The 360 controller is much more comfortable in my hand, but both still have those four face buttons, plus any functions mapped to the d-pad.

Some people are actually working on this, but the fact that it is taking until now, and that it isn’t addressed by the main console makers themselves, is very surprising to me.

Avenger

Onza

How many people have spent hundreds on a baseball glove created in different sizes? But only 1 controller design for millions of gamers. lol


(H0RSE) #16

That onza controller looks simple yet effective. I would consider buying one.


(Bezzy) #17

Second, the alignment of the sticks themselves do not align with the natural skeletal structure of our hands and wrists.

http://www.gametrailers.com/user-movie/true-north/15321

Thanks for this. I feel a prototype coming on. I may have a few misgivings, though. I think you can go TOO far toward ergonomics: Part of human nature is to adapt one’s self to tools… let the tools shape us as we learn to use them.

But I will definitely give this a try, and report back my findings.


(Bezzy) #18

Well, that was quick.

Um. There’s no reason not to have it, but it’s just another way in which you can screw yourself over, since it’s not a standard thing: you’ll hop between games, some of which have it, and some of which don’t, and each time it’s like unlearning all your muscle memory.

If it was the first time you ever picked up a controller, and every game supported it, it’d be fine. But at this point, I think you don’t have enough faith in your thumbs to adapt to slight idiosyncrasies.


(Kabarka) #19

Bezzy or someone else,

can you comment on the responsiveness and or feel of the controls on console a little bit please?

I find that it can make or break a game really.

A couple of interesting articles on the mater:


(Herandar) #20

I’m getting an Onza eventually. (As soon as my brother gets it for me for my massively delayed birthday present.) The additional remappable shoulder buttons are the main reason. Also, the right stick on my current controller likes to drift left.