Archive for June, 2006

Crashing the Metaphor

Let’s talk about the importance of metaphor — and not just in a game, but in its interface as well.

So Sony introduces the PS3 controller, and its gyroscopics, at E3 2006, during their big press conference. To demonstrate the potential of their “new” technology, Warhawk 3 — an action title and flight simulator — is demonstrated. The player up on stage gives the audience a taste of the future by using the entire controller to fly the plane around. Any tilt of the device in his hands yields the same tilt in the aircraft on screen. According to those who saw this first-hand, the control seemed rather tight, and the demonstration was an impressive example of the capabilities of this technology.

So, what’s the problem here?

Video games have struggled with realism for years, not just in the graphics department, but in terms of interface as well. A single controller to play hundreds of different kinds of games makes it difficult to customize the interface — and the direct interaction of the user — with every particular experience. A title like Guitar Hero tackles the issue by introducing a separate controller, specifically tailored to the demands of the software.

With the Wii, meanwhile, Nintendo is attempting to reinvent the wheel entirely by giving the controller less of a presence, and having it retreat into the background as the user’s own motions take precedent. With the Wii, you’ll fish like you expect to fish, swing a bat to swing a bat, and when you want to play tennis, you’ll know how to do that, too.

Our current generation of standard peripherals, however, struggle with intuitive, logical interface. There’s very little the standard Xbox/Gamecube/PS2 controller can do that feels true to its original form. In fact, I can think of only one thing that the analog sticks of our modern devices represent well, and that is flying a plane.

Hell, think about it. Our whole concept of “joystick” descends from the tastelessly nicknamed device pilots use to control the pitch and yaw of their machines. There is no place our everyday videogame controller is more at home than flying an aircraft.

So why did Sony go and muck up the metaphor? Why is it that, of all the possible ways to demo the controller’s “new” features, Sony chose to show the controller doing the one thing that controllers already knew how to do?

The result of this is obvious: every time we watch this dude in action, we can’t help but laugh. The method of control looks incredibly awkward, especially when we can see the dual analog sticks just sitting there on the face of the controller, waiting to be used. It’s like trying to fish by stabbing your rod in the water.

Most importantly, it doesn’t look fun. Because it doesn’t look like you’re playing a game about flying a plane — it looks like you’re playing a game about playing a game about flying a plane. Perhaps contrary to their original intention, Sony has crashed the metaphor, and moved the player one more step away from immersion. At least the graphics are good, right?

Poop-Themed Location-Based Game

From Milan (and via We-Make-Money-Not-Art), comes a bizarre, but arguably worthwhile big game concept: to make the process of play not only enjoyable, but productive as well. Welcome to Dark Treasure (Tesoro Scuro), the gaming adjunct of a slick little Italian pooper-scooping service known as Pooptopia.

Pooptopia relies on a community of users to identify instances of dog poo in the city of Milan. Once identified, Pooptopia sends out an individual on a moped to scoop the “dog litter,” and dispose of it properly. The system is apparently funded by the city itself, meaning the official scooter scoopers are paid for their work, which is comforting to know.

The gaming portion of this is simplistic: A user aligns him/herself with one of three teams. If a user sees dog poo in Milan, they take a picture of it, and send it to the Pooptopia e-mail address, earning points for their team. Bonus points are promised if the user can identify the area in which the poop was seen (which seems like an important detail to me). A prize is offered to the top “poo-hunter” each week, which makes the team mechanic unnecessary, considering the individual is ultimately credited and rewarded, and not the conglomerate.

While earnest in terms of its concept, Dark Treasure fails to seem enjoyable in the overall, in part because the goals of the entire project seem a little jumbled. Consider that the game is being used as an incentive for members of the community to locate and report instances of “doggy doo;” the creators expect players to want to play a game that is fun, and in playing that game, they will indirectly assist the “Pooptopia” system. The play itself, however, is not really expected to be that rewarding, as evidenced by the fact that the official Pooptopia site pronounces the goal of the game to be the sanitization of Milan, rather than simply the pleasure of playing. So, basically, the game is intended to be an incentive to clean up the city, even though cleaning up the city is intended to be the incentive to play the game. (Huh?)

Still, the notion of productivity through gameplay is interesting and always worth pursuing, and Dark Treasure stands as a unique intersection of the “Serious Games” ideology and “Big Games” execution.

MacBook Accelerometer as Gaming Interface

Since Apple first introduced the accelerometer in the late Powerbooks (intended as a safety feature), there’s been a persistant question of “how can we play with this?” floating in the heads of Mac fans and those of the techie persuasion.

This example, via Lifehacker, is by far the most obvious: a puzzler much in the same vein as Super Monkey Ball, where tilting the MacBook allows one to navigate the sphere around the maze. At the very least, it’s neat to watch, but from a practical standpoint, I imagine it would get tiresome very quickly (especially with the 17″ MacBook Pro; at 6.8 pounds, it’s an average-weight laptop, but an extremely heavy controller).

Cave Story is Coming to PSP

Cave Story (if you don’t know what Cave Story is, click that link, download the game, and play it for several hours with the sound on before reading any more of this) is coming to the Sony PlayStation Portable. This is according to Frank, via Polybius, via the publisher’s message board.

If that doesn’t convince you, the publisher – Variant Interactive – has already put up a Cave Story section, complete with box art. Apparently Variant has recently started up as an independent games publisher, and they’re choosing to kick things off with a bang. And by bang, I mean a really, really good game. Seriously. You shouldn’t even be reading this if you haven’t at least started playing it already.

So my first reaction to this news is “Awesome! I love Cave Story! I love it so much!” My second, more rational reaction, however, is “Oh, wait. I don’t own a PSP. Nor do I ever intend to, no matter how cute Loco Roco is. I am sad now.”

I suppose the good news here is that Variant is not averse to porting the game over to the Nintendo DS; they just haven’t had any green light from Nintendo to do so:

You know, I love the DS as much as the next guy… And Cave Story, I think, fits in pretty well with the feel of Nintendo’s general portfolio of titles. But at the end of the day, it’s Nintendo who decides what does and does not go on their systems. Same as Sony and Microsoft dictate what goes on theirs. I’m not much of a fan of online petitions, I don’t think they do much good, but if you’d like to see Cave Story on the DS, Nintendo suggests writing them or posting it up in their forums. If they know you guys want it, and they know that there’s enough of you that want it, something good might happen!

I guess that’s enough to give me hope for now. I don’t think community outreach alone is going to make it happen, though. I think the gaming press needs to start jumping on this, and making a critical argument for the existence of Cave Story on everyone’s favorite dual-screened portable. A solid, well-thought-out feature on 1UP or IGN could be worth just as much in Nintendo’s eyes as a hundred or so e-mails from fans begging “please?”

…But I’ll send off an e-mail or two to Nintendo, just to be sure. That’s how good Cave Story is.