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
| Attribute | Abstract pad | Touch & motion | VR controllers |
|---|---|---|---|
| How actions map | Arbitrary buttons | Mimic the action | Reach, grab, poke |
| Fine precision | Poor; leans on auto-aim | Quick precise strokes | Direct hand control |
| Variety of interactions | A few repeated verbs | Swing, draw, slice | Many, just by reaching |
| Learning | Every button explained | Grandma or toddler gets it | No prompts to memorize |
| Moving a character | Its core strength | — | Weak: chair or tracking zone |
- 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 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