Sunday, May 29, 2016

DECONSTRUCTING #005: A Study On Modern Gamepad Controls

INTRO
Gamepads have been around for ages. The basic concept, directional control for the left thumb and action control or secondary movement  for the right thumb, a convention, that is pretty much still being the standard, was nailed already back in 1982 by Nintendo (more specifically by a gentleman called Gunpei Yokoi) with its Game & Watch game, Donkey Kong (bragging alert: a game system I actually happen to own, bought back in 1985 or something, still in working condition! J ).
It's amazing how far ahead of its time this little device was and how influential standards it set.



Whereas 8-bit era gamepads, like the legendary NES controller, were only d-pad plus 1 to 3 face buttons, added Nintendo once again something, with the release of SNES back in 1990, that pretty much revolutionized gamepads: shoulder buttons and a 4 face buttons scheme, that has since been pretty much the industry standard. This made SNES gamepad quite a complicated piece of hardware, sporting d-pad plus 6 action buttons plus select and start. But, like most of the things Nintendo has done, this controller was very intuitive to use.

Back in 1996 Nintendo did it again, they added an analog stick into this familiar layout, but it was actually Sony who made the iteration, that is the blueprint of modern gamepad, with their Dual Analog Controller in 1997 (note: they showed it already in 1996 at the PlayStation Expo 96-97, but it was under the glass non-playable). This controller also introduced a second row of shoulder buttons, which is also pretty much the standard in modern gamepads.

One would think that nailing gamepad controls should be easy by now. After all, the blueprint has been around for about 20 years now. But depending of the game, it actually can still be surprisingly hard. There are bunch of conventions, tried, tested and approved by public - some even so strongly, that not many have the courage, or even reason to alter those nowadays. Still, new type of games, mash-ups of different genres and just new inventions pop up here and there all the time, challenging the developers to think about the gamepad control schemes – sometimes even all over again.

This article is a study of few games, where I personally think the modern gamepad controls are GREAT and I’ll try to deconstruct why they are so and present a theory how to maybe make that nailing down easier and happen earlier in the development cycle. After all, sometimes a bad control scheme can even make good features feel weak and thus, in the worst case, can end up being thrown into the trash bin.

CASE AXIOM VERGE
From all the examples I’m going to deconstruct in this article, Axiom Verge has the most conventional, traditional pad controls. So, it’s natural to start with it.

In Axiom Verge the control scheme goes like this:
-          First priority movement, left-right, aim: d-pad or left stick, the player chooses which one to use.
-          First priority actions and second priority movement, shooting, jumping, grappling hook, drone: face buttons.
-          Second priority actions, plant feet, glitch-gun, drill, etc: bumpers and triggers.
-          Map and menu: select & start.

In a nutshell this control scheme is very straight forward to deconstruct: left thumb does the main moving of the character and the aiming (8-way), right thumb does all the quick reaction moves and actions and the weapon change, index/middle fingers are reserved for the more rarely used or non-quick reflex moves and select/start are used for map and menu.

As said earlier, this a very conventional modern pad control scheme, and in a game like this it just works. Shooting in different directions is done by just pushing the d-pad/left stick to the desired direction and just like in some Metroid and Contra games, you can plant your feet by pushing one of the shoulder buttons. I really think a game like this wouldn’t work as well with any other scheme, like for example the twin-stick scheme.

CASE DARK SOULS
Dark Souls is a really interesting example. Its control scheme is an evolution of many From Software's previous games, but it also loans a bit from games like Monster Hunter and Ocarina of Time, creating a very well executed control scheme so many people have fell in love.

The control scheme goes like this:
-          First priority movement, navigating in the 3d game world: left stick.
-          Non-combat actions and second priority movement, jump, evasive roll/backstep, action, equip weapon as two-handed, use selected item, run: face buttons.
-          Camera controls: right stick.
-          Item selection: d-pad.
-          First priority combat move, normal attack: right bumper.
-          Second priority combat move, heavy attack: right trigger.
-          First priority blocking, shield up: left bumper.
-          Second priority blocking, parry (depending of the player though, this can be the 1st option too): left trigger.
-          Targeting aka Z-locking: right stick button.
-          Menu/gestures: select & start.

Like the scheme break down above suggest, Dark Souls is partly very conventional, partly not so. It uses left thumb for the main movement, right thumb for the evasive and quick reflex moves, as well as for secondary movements, like jump and run, but also for the camera controls. There is actually a lot reserved for the right thumb. But all its main combat moves (although, evasive actions are kind of in a category of main moves also, confusing?) are handled by index/middle fingers. In all its complexity, I think this is a brilliant scheme though: the evasive moves especially has to be reacted ultra-fast sometimes, thus mapping those onto face buttons is the way to go, whereas striking and shield up are well suited for a bit slower index/middle fingers.

But there is one thing, that I personally never got quite accustomed to though: parrying. Would it have worked better for me, if it would’ve been mapped onto face buttons? Maybe the timing would’ve been easier, BUT I understand WHY it was mapped where it was – it’s natural to map another shield action right next to the other. But it still makes me wonder.

Z-locking is the one, which makes this scheme work in an interesting way, as you don’t have to (mostly) care about camera controls in the midst of a battle. Suddenly you’re concentrating on a pretty conventional setup, left and right thumb doing the most quick reaction demanding work. It’s a very good control design choice. And even though Z-locking is mapped to a button (Right-Stick button) I personally think developers should use as little as possible for its cumbersomeness, in this game it works as it is something, that is usually mostly used JUST BEFORE the action starts and not in the middle of the action. Also the players don’t usually touch the right stick during the battle, so accidental stick presses are eliminated.

Locking in Dark Souls let's the player to concentrate in the action, instead of camera.


CASE FIFA
Like some other sports titles, FIFA is easy to pick-up, but knowing all the tricks and maneuverings takes a lot of skill and practice. But, no matter how skilled you are, the game feels good, which is pretty much a testament, that the control scheme is very well done.

The control scheme:
-          First priority movement, navigating on the pitch: left stick.
-          First priority offensive actions, shoot, pass, lob pass, thru pass, center: face buttons.
-          First priority defensive actions, tackle/push/pull, sliding tackle, header, charge the goalkeeper out: face buttons.
-          Second priority movement, skill moves, switch player, first touch: right stick.
-          Second priority actions, modifiers (run, finesse shot), pace control, switch player, contain: triggers and bumpers.
-          Tactics: d-pad.

When you inspect the break-down above, it’s again easy to notice, that also FIFA uses face buttons for pretty much all the basic actions and left stick for the basic movement. It’s again a pretty conventional scheme and it makes a lot of sense in a relatively fast paced soccer game like FIFA (note: also PES’s control scheme is very close to this). The right stick is used very cleverly, just for giving a first touch to the desired direction, the skill moves, which are deke dribbles or changing to the player who is in the desired direction while defending. This way it’s not needed to touch all the time and it won’t create any trouble with the face button first priority actions.

CASE BATMAN ARKHAM ASYLUM
Arkham Asylum is also a very interesting case, as it is a game, which mashes up few different genre styles: on the one hand it’s a very quick and responsive action-brawler, while on the other hand it’s a stealth game, while also being an exploration game in the vein of Metroid, adding a tad bit of detective work in the mix, not forgetting puzzles. And it uses all the time the same control scheme, with success.

Let’s break it down:
-          First priority movement: left stick.
-          First priority action moves, punch, jump, dodge roll, counter, run, stun, climb, takedown: face buttons.
-          Second priority movement & action moves, grapple hook, crouch, use gadget, quick fire Batclaw, detective mode, use gadget: triggers & bumpers.
-          Camera controls, look around, zoom: right stick.
-          Select gadget: d-pad.
-          Menu (WayneTech)/Pause: select & start.

As it is easy to notice, they’ve left almost all the real reactive action tools for the thumbs. Another thing worth noticing: in the action situations the grappling hook is mostly used as a bailout move (not needing super tight reaction), getting away from the hairy situation, thus making it feel good being mapped on the bumper.

It is also easy to notice, that the control scheme stays quite conventional and simple, nevertheless all the genres mashed up. This is a textbook example how you can also follow the clear design principle with the control scheme also and still manage to have enough deepness.

CASE HYPER LIGHT DRIFTER
This game has an interesting, conventional, but still rather modern control scheme. It’s a very demanding game for the quick reaction actions, forcing you to be really fast and accurate on your inputs. In a game like Hyper Light Drifter, where there is a fair amount of challenge, it is very important, that the control scheme is nailed sooner than later in the development cycle, in order for the team to be able to focus on delivering a fair challenge and not a frustrating one.

Hyper Light Drifter throws quite a challenge against the player every now and then, thus making the reliability of the quick reaction actions important.

I’m going to break down only the main controls, not the special skills, so here it goes:
-          First priority movement, moving around in the world: left stick.
-          First priority actions, sword slash, dash: face buttons.
-          Second priority actions 1, change secondary weapon, action: face buttons.
-          Second priority actions 2, heal, special, aim and shoot: triggers and bumpers.
-          Map/menu/inventory: select and start

So, basically, like mentioned above, it’s a very conventional control scheme: almost everything is handled by left and right thumbs, healing, specials and shooting aside. Shooting happens so, that the player draws the gun via pressing the left trigger, which forces the player to plant its feet, then aims with the left stick and finally shoots with the right trigger. This might sound very cumbersome, but it actually fits in this game like a glove. After all, this game is about melee combat and the gun play is just an extra helping hand, a limited resource in the heat of the battle – the player needs to know when to use it and against what.

CASE ROCKET LEAGUE
Rocket League is well known for being easy to pick up, harder to master and a lot of that easy to pick up comes from its control scheme. It pretty much mashes up two conventional control schemes – one being from sports games and the other from driving games. It goes without saying this is quite an interesting one to inspect closer.

Let’s have a closer look:
-          First priority movement, steering the car, maneuvering in the air, accelerating, going backwards: left stick + triggers & bumpers.
-          First priority action moves, shoot/pass/save, nitro, jump/save: face buttons.
-          Second priority movement, jump, nitro, hand brake, shoot (yes J): face buttons.
-          Chat: d-pad.

Like one can see, many of the first priority actions and second priority movement are actually mapped into the same buttons, face buttons, and are actually the very SAME MOVES. It might be a bit hard to convince someone, who hasn’t played Rocket League, but it is just a pure genius control scheme, in a way keeping it VERY simple, yet somehow allowing it to be deep enough for the veteran players. I’d go as far as saying, that without this control scheme, Rocket League wouldn’t have risen to be the super smash hit it is

There are many things this rather simple control scheme allows the player to do, flying (and scoring goals using that skill) being one of them.


CASE TWIN-STICK
After reading all the breakdowns above, it could be easy to think, that I hate twin-stick control scheme. Spoiler: I don’t. But I do think that a true twin-stick control scheme needs to have a real demand and purpose. What I mean by this is, that everytime a developer chooses to have a twin-stick scheme, the both thumbs of the player are pretty much bound to the sticks, leaving face buttons in the territory on “hard or cumbersome to use” and the shoulder buttons are pretty much left for many important actions. There lies a huge risk of having a cumbersome control scheme on one’s lap, if there is no true demand and meaning behind it. BUT, this can also be a restriction, that can give a clear direction for the gamedesign, if understood well. Below I’ll present quickly three favourites of mine, in which I personally think the twin-stick scheme is just pure brilliance and there is a real demand and meaning for it.

NHL 07 AND FORWARD
In NHL 07 EA Sports introduced a twin-stick control scheme, which they named skill stick. This was so revolutionary feature, that it pretty much killed their competition (NHL 2K), or at least dealt the final blow. When you think about it, it really makes a perfect sense to have such control scheme in a hockey game. Everyone who have ever played hockey in real life know, that it really is a lot about controlling your feet and upper body separately.

In the skill stick scheme the left stick does the first priority movement, whereas the right stick does the hockey stick/upper torso movement, including shooting the puck, deking and so on. So it combined also some first priority actions into the right stick also.

Passing, poking, switching players, etc. were left into the shoulder buttons. Some less common moves like protecting the puck, were left into the face buttons. This scheme had a steep learning curve, but once you learned it, there just was no reason to ever look back.

SKATE
Another twin-stick revolution from EA, developed by EA Black Box. Even though Tony Hawk series had brilliant, more conventional controls and could’ve easily been featured in this study, Skate really was the next step in skateboarding games. And it is all thanks to the brilliant execution of their twin-stick control scheme.

Again, the left stick is reserved for the first priority movement, but the right stick is where the magic happens – all the tricks are executed with that, via different motions, thus making it the first priority action executor. So once again it’s the thumbs taking the front row.
Shoulder buttons are for grabs, secondary actions, as are face buttons too, controlling pushing, braking and such.

Tricks were performed with careful motions via the right stick, leaving some room for the actual errors, which are something, that belong in the skateboarding. (the picture is actually from Skate 3's manual)

This control scheme made just so much sense in a skateboarding game. Especially for a person, like me, who skates also in real life, this was just so huge step towards what doing tricks feels like. There was this precise motion you had to execute in special situations, requiring often many, many tries. Of course it was still miles away from the real thing, where you might practice one trick the whole summer before you land it (hell, you might never land it J), but it was huge step forward nevertheless. It affected hugely what kind of game Skate and its sequels were, what kind of solo campaign they had, and also the multiplayer.

SUPER STARDUST HD
Again, a game, that was an evolution from something old, in this case the classic called Asteroids. In hindsight it is easy to think, that “well, of course, makes a perfect sense”, because twin-stick really is so perfect fit for a game like Super Stardust HD. Now, in all fairness, I just have to mention also Geometry Wars: Retro Evolved, as it came out earlier and had pretty close control scheme. But in this article I’ll concentrate on SSD HD.

In SSD HD, the control scheme isn’t that far off from for example the aforementioned NHL – the left stick once again is for the first priority movement, but the right stick is for the shooting and shooting direction, simultaneously. It is a brilliant modernization of the control scheme of Robotron: 2084. And just like in the inspiration, it is an intuitive control scheme.
Second priority actions, like bomb, switch weapons and boost, are left into the shoulder buttons, once again leaving the thumbs to do all the real work.

In SSD HD other stick moves, other shoots, allowing the player to do quite impressive moves in hectic situations.


CLOSING THOUGHTS
This study is of course rather narrow, only concentrating a selection of MY favourite games, or games, that I’ve enjoyed BECAUSE OF the control scheme. But the interesting thing here is, that all of these share, more or less, the common factor of having THUMBS to do majority of the HIGH REACTION and precise work – just like back in the days, when the gamepads were way simpler devices.

I hope, that this study could offer some food for thought, when designing modern gamepad control schemes. Modern gamepads do after all offer possibilities to do overly complex or simply bad control schemes, if one is not careful or just doesn’t quite understand what makes a working control scheme.


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