A quirky game about rolling a huge ball that picks up objects.
Katamari Damacy has players push a huge ball of garbage with both analog sticks, like two hands, so the controls echo the on-screen action. Game Maker's Toolkit groups it with Skate, Grow Home, Fight Night and Brothers as games that broke control conventions. The sources give no numbers. The lesson: map standard inputs to the physical action on screen when it makes the core interaction fresh.
From Game Maker's Toolkit
Katamari Damacy lets players push its giant ball with both sticks like two hands. The game uses both analog sticks to push a gigantic ball of garbage, so the movement of the player's fingers echoes the action on screen. A standard pad ends up feeling inventive without any special hardware.
Game Maker's Toolkit groups it with Skate (right stick wiggles and flicks for ollies and tricks) and Grow Home (triggers mapped to left and right hand grabs) as examples of remapping standard sticks and triggers to mimic the physical action.
Katamari Damacy shows that breaking control conventions can create fresh fun. Mark Brown lists it with Skate, Grow Home, Fight Night and Brothers as games that reinvent how a standard pad is used. His point is that amazing games can come from ignoring expectations.
He says "designers should be careful to not fall victim to convention because amazing games can be made by ignoring expectations altogether." If a game truly does not suit a traditional pad, he suggests other inputs such as a motion remote, multi-touch screen or Steam controller.
Uses both analog sticks to push a gigantic ball of garbage like two hands, echoing the on-screen action.
Katamari Damacy lets players push its giant ball with both sticks like two hands. The game uses both analog sticks to push a gigantic ball of garbage, so the movement of the player's fingers echoes the action on screen. A standard pad ends up feeling inventive without any special hardware.
Game Maker's Toolkit groups it with Skate (right stick wiggles and flicks for ollies and tricks) and Grow Home (triggers mapped to left and right hand grabs) as examples of remapping standard sticks and triggers to mimic the physical action.
Katamari Damacy shows that breaking control conventions can create fresh fun. Mark Brown lists it with Skate, Grow Home, Fight Night and Brothers as games that reinvent how a standard pad is used. His point is that amazing games can come from ignoring expectations.
He says "designers should be careful to not fall victim to convention because amazing games can be made by ignoring expectations altogether." If a game truly does not suit a traditional pad, he suggests other inputs such as a motion remote, multi-touch screen or Steam controller.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.