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Controllers Control Everything

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Game Maker's Toolkit9:20Open on YouTube
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The bottom line

The controller decides what games get made, because the standard pad is an abstract device suited to moving and shooting. Designers should match games to each input device's strengths and dare to break its conventions.

Key takeaways

Every input device is good at different things
AttributeAbstract padTouch & motionVR controllers
How actions mapArbitrary buttonsMimic the actionReach, grab, poke
Fine precisionPoor; leans on auto-aimQuick precise strokesDirect hand control
Variety of interactionsA few repeated verbsSwing, draw, sliceMany, just by reaching
LearningEvery button explainedGrandma or toddler gets itNo prompts to memorize
Moving a characterIts core strength—Weak: chair or tracking zone
Designers should build on a device's strengths instead of forcing every game onto the pad.
  • Console pads evolved to suit games where a character moves through a space. 2:09
    • The NES pad fit 2D games like Mario and Zelda, but Marble Madness and Smash TV felt awkward on it.
    • The N64 analog stick made 3D movement easy, and the second stick later became the camera, which made console shooters fluid.
  • An abstract pad limits games to a few interactions and familiar genres. 3:58
    • Every game must explain what each button does, so developers lean on genres whose controls players already know, like the first-person shooter.
    • Call of Duty has precise aiming, but a cemetery scene only offers hold square to pay respects.
  • Direct controls like touch, motion and VR allow many more kinds of interaction. 6:05
    • Wii and DS games let you swing a racquet or draw, and anyone can grasp them, from a grandma to a toddler.
    • VR controllers let you reach out and grab or poke things, but they are poor at moving a character around a space.
  • Games that defy pad conventions can still feel fresh. 7:14
    • Skate replaces buttons with right-stick wiggles and flicks, so advanced tricks need real skill.
    • Brothers gives each of two characters one analog stick, and it tells its story through that control.

Playing Brothers on your phone is like watching Citizen Kane in the form of 1,000 different Vines.

Mark Brown

Chapter summaries

0:00 How the pad took its shape

Each controller was shaped around its era's games
The twin-stick camera now feels universal, but in 2000 Gamespot called it almost unplayable.

Each new controller was built around the games of its day, from custom arcade cabinets to the twin-stick shooter.

  • Consoles needed one universal pad, unlike arcade games. 0:25
    • Arcade cabinets had controls made for one game.
    • Atari's 2600 joystick and 5200 phone pad came first, then the NES pad set the standard.
    • Pong had dials, Dig Dug one joystick, Robotron two sticks and Marble Madness a trackball.
    • Only the Super NES pad, with extra buttons, came close to Robotron's twin-stick play.
  • 3D games forced the analog stick, then a second stick. 1:17
    • The d-pad failed in 3D, as clunky PS1 games like Tomb Raider showed.
    • Sony's two-stick pad sat mostly unused for years, apart from the net in Ape Escape.
    • Sony's Dual Analogue was quickly replaced by the DualShock.
    • Medal of Honor Underground and Alien Resurrection used the second stick for the camera. Gamespot's 2000 review called Alien almost unplayably difficult to control.

2:09 What the pad does badly

The pad suits moving a character and rough aiming, and it struggles with speed and fine precision.

  • Genres that need fast, free access to the screen fit the pad badly. 2:25
    • Pad aiming only works thanks to liberal auto-aim and slow enemies.
    • Real-time strategy games have long been awkward on console.
    • Overlord and Pikmin work because you move a character about a space.
    • Strategy needs lightning fast access to any part of the screen.
  • An analog stick is poor at fine motor control. 2:42
    • Drawing on the whiteboard in Duke Nukem Forever shows how crummy it is.
    • Trauma Center on an Xbox would turn into the bumbling Surgeon Simulator.
    • Trauma Center is about quick, precise incisions in a patient.
    • It suits the Wii remote or the DS touchscreen better.
  • Touch and motion inputs gave games a pad could not. 3:20
    • The DS touchscreen gave Elite Beat Agents, Kirby Canvas Curse, Cooking Mama and Drawn to Life.
    • On the Wii you hold a sword, swig a drink or point a flashlight, moving the remote like the character.
    • Touch devices added Fruit Ninja, Flight Control, Blek, Eliss and Cut the Rope.
    • On an Xbox, swinging a tennis racquet means pressing an arbitrary green button.

4:40 Why the abstract pad favors a few verbs

A pad can only carry a few interactions, so games lean on verbs that survive endless repetition.

  • Verbs repeated thousands of times suit punching, shooting and driving best. 5:26
    • Single-mechanic games can be very elegant.
    • Hence We shoot things.
    • Each new interaction needs its own tutorial and another special-case control to remember.
    • Advanced Warfare would not improve if you moved the character's hand onto the coffin yourself.
  • Contextual button prompts allow many actions but drain them of feel. 5:45
    • In Life is Strange, Max plays guitar, waters a plant and takes a photo.
    • Each action is just a simple prompt.
    • Direct control can be tactile and playful, and can lead to challenge and mastery.
    • Monument Valley and The Room on iPad let you poke, prod, pull and twist the world.

6:15 Match the device, then break its rules

Each input device has strengths to build on, and bending a pad's conventions can still create something new.

  • VR controllers let players do many different things just by reaching out. 6:15
    • Oculus Touch, the Vive controller and PlayStation Move all do this.
    • In Giant Cop you pluck criminals off the street.
    • I Expect You to Die and Job Simulator need no prompts or memorized buttons.
    • Players sit in a chair or walk inside the Vive's small tracking zone.
    • He doesn't think this is the solution.
  • Unusual control mappings bring players closer to the character. 7:17
    • Skate's stick wiggles add grounded realism.
    • Grow Home uses the triggers as left and right hands.
    • Fight Night throws punches with the stick.
    • Both player and skater perform a tricky motor movement.
    • Katamari Damacy uses both sticks to push a gigantic ball of garbage with two hands.
  • If a game doesn't suit the pad, another input device may serve it better. 8:37
    • Options include a motion-sensing remote and a multi-touch screen.
    • Valve's Steam controller mimics a mouse.
    • Controllers dictate what is possible, but subversive games keep reinventing the wheel, or the analogue stick.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Shows how the input device decides which games can exist, from arcade dials to twin sticks, touchscreens, motion remotes and VR hands. The Skate, Brothers and Katamari Damacy examples are worth watching because they show how a strange use of a standard pad can create new gameplay.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript120 lines
0:02

This is Game Maker's Toolkit, I'm Mark Brown. Does the controller put a limit on the imagination of game designers? I mean, this weird mess of buttons and sticks and bumpers is going to impact the sorts of games that developers can feasibly make - and you only have to look to the controller's history to see what sort of games the pad has evolved to facilitate. Back in the day, arcade games came with their own set of controls that perfectly suited the game so Pong had dials, and while Dig Dug only needed one joystick, Robotron required two for its twin-stick robot mayhem. Meanwhile, Marble Madness used a trackball.

0:41

But when consoles came onto the scene, they needed universal controllers that could be used with every game. This led to solutions like the iconic Atari 2600 joystick and the far less iconic Atari 5200 phone pad - but Nintendo set the standard with its NES controller. This thing is perfect for controlling characters on a 2D plane, like in Mario and Zelda. But it did make some types of games unfeasible. Marble Madness and the Robotron sequel Smash TV felt awkward on NES, and we'd have to wait until the Super NES controller, with its extra buttons to get anything close to the twin stick thrills of Robotron.

1:17

When games went 3D, the d-pad was no longer fit for purpose, as seen in clunky PS1 games like Tomb Raider. Nintendo again set the standard, this time with the analog stick on the N64 controller which made it effortless to move Mario about in a 3D world. Sony struck back with Dual Analogue controller (which was quickly replaced with the DualShock), which had two analog sticks. But this second stick wouldn't actually be used for much, outside of swinging your net in Ape Escape, for a good few years.

1:47

Then, developers realised it could be used to control the camera, and that soon led to fluid first-person shooters like Medal of Honor Underground and Alien Resurrection - though, it took a while for players to get used to them: Gamespot said the now-universal twin stick control scheme made Alien "almost unplayably difficult to control" in its 2000 review. And so that's how we got to today's pads, which have a fossil record that shows how these controllers have evolved to play games where characters move about a space - and, surprisingly, let you aim a crosshair with some amount of accuracy, no small thanks to liberal auto-aim and slow combatants.

2:25

But many other types of interaction just don't work on this thing. Real-time strategy games, which require lightning fast access to any part of the screen, have famously been awkward fits on console, outside of games like Overlord and Pikmin where - you guessed it - you move a character about a space. If you're unfortunate enough to have experienced Duke Nukem Forever you might remember trying to draw on this whiteboard with a marker and realising just how crummy an analogue stick is for fine motor movements.

2:53

So if you took a game like Trauma Center, which is about quickly making precise incisions in your patient, and tried to play it on an Xbox you'd probably end up with a game that looks more like the clumsy, bumbling Surgeon Simulator. Trauma Center is better left on the Wii with its motion-sensing remote or the DS with its touchscreen. And because of these unique input methods, these consoles are stuffed with innovative games that simply wouldn't be possible on a controller.

3:20

The DS touchscreen gave us Elite Beat Agents, Kirby Canvas Curse, Cooking Mama, and Drawn to Life - and more modern touch devices have produced touch-sensitive wonders like Fruit Ninja, Flight Control, Blek, Eliss and Cut the Rope. And the Wii has games where you hold a sword or swig a drink or point a flashlight or swing a tennis racquet - and you do all that by manipulating the remote in the same way as the character on screen.

3:47

These control schemes are direct and intuitive, which means anyone can understand how to play - if you've ever seen a grandma play Wii Sports or a toddler operate an iPad you'll know what I mean. But traditional controllers are abstract input methods. So to swing a tennis racquet in an Xbox game, you have to press an arbitrary green button. This means that every game has to explain to the player what every button does - and that has some major consequences.

4:14

For one thing, this means that developers are going to be biased towards games and genres where the controls are already known by most players. And so, with so many first person shooters using the exact same controls for aim, fire, crouch, reload, run, and melee, it's no wonder that we so many of these games on consoles. But, that being said, developers can use this player expectation to their advantage as seen in a game like Portal which uses the conventions of a first-person shooter to deliver a non-violent puzzle game.

4:45

The other consequence of an abstract interface is that games can only offer mechanical sophistication over a tiny handful of different interactions, or you'd need a tutorial every time you try to do something new, and the player would have to remember dozens of special case controls. What I mean by this is that Call of Duty gives you an unbelievable level of precision in how you aim and fire a gun but in this cemetery scene you can only "hold square to pay respects".

5:12

That's not to say that Advanced Warfare would be improved by letting you manually move the character's hand onto his friend's coffin. And there is, of course, incredible elegance to be found in games designed around a single mechanic or a pair of verbs. But because these one or two interactions must be repeated thousands of times over the course of an entire game, some verbs - like punch, slash, shoot, drive, and jump - are going to be more suitable for repetition than others and so hi, welcome to video games.

5:43

We shoot things. There are games that feature characters who do lots of different interactions - like Life is Strange where Max can play a guitar or water a plant or take a photo - but because these actions are all activated through simple, contextual button prompts, they lose out on the fact that directly controlling the action can be tactile and playful, or lead to challenge and mastery. Games like Monument Valley and The Room on iPad, with their more direct interfaces, show how fun it can be to do lots of different things as you poke and prod and pull and twist bits of the game world.

6:15

And that's why I'm excited about VR controllers like the Oculus Touch, the Vive controller, and the PlayStation Move. Not only do these controllers support fresh types of gameplay, like in Giant Cop where you pluck criminals off the street, but games such as I Expect You to Die and Job Simulator use the intuitive interface to let you do all sorts of interactions - not with contextual button prompts or dedicated buttons you have to remember, but just by letting the player reach out and grab, pull, and poke things.

6:44

VR games that use these controllers are largely about sitting in a chair or physically walking around in the tiny constraints of the Vive's tracking zone because unlike the PS4 pad these controllers aren't very good at moving a character about space. And I don't think this is the solution. So different controllers are good at different things, and it's up to developers to make games that work to the strengths, and shy away from the limitations of the input device.

7:09

Though, designers should be careful to not fall victim to convention because amazing games can be made by ignoring expectations altogether. Skate, for example, says goodbye to buttons and instead makes you wiggle the right analogue stick to perform ollies and flick tricks. This is great: it adds to the grounded realism of the series, and brings you closer to the character on screen as you're both performing a tricky motor movement.

7:34

And Skate's inventive input means you need genuine skill to unleash the most advanced tricks. Elsewhere, Grow Home use the triggers to mimic grabbing with your left and right hands. The Fight Night games let you throw punches with the analogue stick. Katamari Damacy uses both analogue sticks at the same time to mimic pushing a gigantic ball of garbage with two hands, and Brothers lets you control two characters at the same time, one with each analogue stick.

8:00

That game also manages to tell a genuinely impactful story about siblings entirely through the controller and the fact that an iOS port with touchscreen joysticks exists makes me very sad inside. Playing Brothers on your phone is like watching Citizen Kane in the form of 1,000 different Vines. So while controllers do dictate what sort of games are possible, and the abstract nature of the pad limits the imagination of developers further, plenty of subversive games are finding new ways to have fun by reinventing the wheel. Or the analogue stick.

8:37

And if a game simply isn't suitable for the traditional pad, other input methods might work better - whether that's a motion-sensing remote, a multi-touch touchscreen, Valve's mouse-mimicking Steam controller, or whatever the Nintendo NX pad will look like. Thanks for watching! I want to know more about games that offer unique gameplay through creative use of the controller, or by using a completely different input device - so leave your suggestions in the comments below. Game Maker's Toolkit is made possible by everyone who funds the show on Patreon, including these top tier supporters.