Title: Game Design Considerations for Alternate Controllers
1Game Design Considerations for Alternate
Controllers
- Greg LoPiccolo Ryan Lesser
- Harmonix Music Systems
2Who is Harmonix?
- Spun out of MIT Media Lab in 1995
- Focused on Interactive Music Innovation
- Our Mission to bring the experience of musical
performance to non-musicians - Led to video game development
3Why does Harmonix make games using alternate
controllers?
- By accident!
- Mandate to pursue music software ?
- Frequency/Amplitude required ?
- Focus on design innovation
- Led to . . .
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7What is an alternate controller?
- Dance pad
- Eyetoy / camera
- Microphone
- Light gun
- Drum, Guitar, etc
- Steering wheel
8Why design games with alternate controllers?
- Underappreciated area of game design
- Controller has HUGE impact on
- Mechanics of player abilities and constraints
- Player role expectations
- Provides access to new game experiences
9Why design games with alternate controllers?
- Lowers barrier to entry more potential players
- Conventional controllers canbe intimidating
- Physical interactioncontributes to immersive
experience
10Harmonix Alternate Controller Design
- Undertake two simple steps to figure out what
game to make - Dont pre-judge the process, but follow where it
leads - Most importantly
11Early prototyping and iterative refinement is
CRUCIAL
- Build
- Test
- Revise
- Repeat
- But that is a different talk . . .
12Designing for Alternate Controllers?Use These
Two Easy Steps!
- Step 1 Identify the desired player experience
- Step 2 Evaluate and/or develop the controller
13Step 1 Identify the desired player experience
- Prerequisite for an effective design
- Isnt this obvious?
- Yes, but implicit for most genres
14Step 1 Identify the desired player experience
- Alternate controllers imply fundamental shifts in
player experience. - Think about the experience, NOT the game mechanic
15Step 1 Identify the desired player experience
- Incomplete understanding of gameplay at beginning
of process - Clear understanding of experiential goals helps
to evaluate ideas effectively - Easier to identify and kill off dead ends
- Provides space for good ideas to flourish
16Step 2 Controller Evaluation/Development
- Needs to support play experience unachievable
with a conventional controller - Alternate controller provides unique data
- What opportunities does this data provide?
- What limitations does it present?
17Sony PS2 Dual Shock Controller Data
18Three Game Examples
19Example 1
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21Step 1 What is the core Karaoke experience?
- Singing (drunk)
- Performing in front of an audience (drunk)
- Singing with other (drunk) people
22Step 2 Evaluate Controller
- Controller Microphone
- Everyone knows how to use one..which is a huge
step forward! - What data does it provide for us to evaluate?
23Step 2 Evaluate Controller
Good
Bad
24Step 2 Evaluate Controller
- Pitch
- Volume
- Lyrics (Phonemes)
25Karaoke Revolution Microphone Controller Data Raw
Input
26Step 2 Evaluate Controller
- Pitch detection unique, intuitive, technically
feasible - Volume detection ? too variable to be useful
- Phoneme detection?
- Computationally expensive
- Unforgiving
- Time-consuming to develop
27Shipping mechanic
- Player sings vocal part of familiar song
- Game grades on pitch accuracy
- No attempt at speech parsing
28Karaoke Revolution Microphone Controller Data
Derived Input
29Graphic
30Conclusion Karaoke Revolution
- Desired player experience Karaoke performance
- Usable controller data pitch analysis
- Outcome decent (4 sequels and counting)
-
31Example 2
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33Step 1 What is the player experience?
- Tougher question than for Karaoke Revolution
- Possible player experience limitedby (as yet)
unknown capabilitiesof controller - On to step 2 --
34Step 2 Evaluate/develop controller
- Controller system body camera scene
analysis code - Scene analysis is highly configurable
- Um, what do we want to accomplish?
- Back to step 1!
35Step 2 Evaluate/develop controller
- What have other Eyetoy games done?
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37Back to Step 1 what is the player experience?
- Mapping limb or body motions to character control
could be immersive and intuitive - Control unmediated by handheld controller
- Forward to Step 2!
38Step 2 Evaluate Controller
- What control data can we get from Eyetoy?
- 2D Face-tracking
- (After lots of work) 2D Hand-tracking
- Nothing from feet
39EyeToy AntiGrav Controller DataRaw Input
40Flash of Insight
- Head is firmly attached to body
- If body moves, head moves with it
- Head tracking body tracking!
41Where does that lead?
- Steering, jumping, ducking with head/body
- Er, something with hands
42Snowboarding?
- Its been done
- How about . . .
43Hoverboarding!
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45EyeToy AntiGrav Controller DataDerived Input
46Control Set
- Left-Right Steering
- Jump/Duck
- Accelerate/Brake
- Target-smashing with hands
- Trick system gestures
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48AntiGrav Conclusions
- Desired player experience intuitive physical
control of hoverboarding character - Useful controller data head hand positions,
gestures - Outcome mixedworks great in ideal setup,but
fragile
49Example 3
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51Step 1 Identify Desired Player Experience
- GH was not a Guitar Simulator, but rather a game
about being a Rock and Roll Guitar Player
52Step 1 Identify Desired Player Experience
- The thrill of Live Rock n Roll guitar performance
boils down to - Reproducing guitar parts of songs
- On Stage Showmanship
- Firing up the crowd
- Soloing/self-expression
53Step 2 Develop Controller
- We got some input from the very start!
- Harmonix/RedOctane collaboration
Destroyed prototypes
54Step 2 Develop Controller- Controller Appearance
- The Guitar must look cool and not like a cheap
toy - Must be inviting to both young PS2 players and
old, jaded rockers like us.
55Step 2 Develop Controller- Controller Size
- Big enough to feel like a real guitar
- Small enough to be stockable at retail
56Step 2 Develop Controller- Virtuoso play
support
- Fret buttons and Strum bar
- Smooth feel
- Short throw for speedy playing
- 5 buttons to allow multiple playing positions
- quiet
- sturdy
57Step 2 Develop Controller- Showboating Features
- Tilt sensor
- Whammy bar
- We didnt know how these would work when we
requested them
58Step 2 Develop Controller- The Guitar Hero
Gibson SG!
- The final version of the Guitar Hero Controller
59Step 2 Develop Controller- Iterations
- Button feel
- Button switches
- Neck
- Paintjob
- Cord
- Tremolo bar (whammy)
- Tilt sensors
60Game-side design implications
- High level goals
- Support as many aspects of guitar wizardry as
possible - Varied toolkit to support range of songs and
difficulties - Obvious, intuitive play even for non-gamers
61Guitar Hero Controller Data
62Game-side design implicationsChords
- supports 3 power chord positions
63Game-side design implicationsSustain
- Sustained notes are big in rock guitar
- Co-existed well with chords
64Game-side design implications Vibrato/Whammy
- Simplest approach worked best, limited to ½ step
detune - Gives player a bit of expression
65Game-side design implicationsHammer-on /
Pull-offs
- What are they?
- Extremely guitar-y
- Very difficult to display graphically
- Very difficult to teach
66Game-side design implicationsImprovisation
- Conceptually awesome
- Experientially sucky too easy for inexperienced
players to sound bad - Hard to fit into game and visual design
- Ran out of time
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68Star Power!
- Added some strategic depth
- Provided gameplay justification for guitar tilt
and whammy
69Guitar Hero conclusions
- Desired player experience Rock and Roll stardom
- Usable controller datafrets/strum bar/whammy
bar/tilt switch - Outcome wow!
70Predictions
- Music games
- Eyetoy games
- Nintendo Revolution
71Conclusions
- Alternate controllers imply a fundamental shift
in player experience. Embrace it! - Identify desired player experience
- Develop a clear understanding of controller
capabilities
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73Contact Us
- Greg LoPiccologreg_at_harmonixmusic.com
- Ryan Lesser
- ryan_at_harmonixmusic.com