Posts Tagged ‘gamepad’

Dialogue in Mass Effect

Monday, July 27th, 2009

Dialogue wheel in “Mass Effect”

Of the many key activities in Mass Effect—shooting, driving, bumpin’ ugliestalking to others was the most satisfying. Though not something with much marketing appeal, dialogue is one of Mass Effect’s most effective game mechanics. It is easy to use, produces natural-sounding dialogue, and adds a sense of discovery to conversations. It was what I enjoyed most, and, despite a few faults, something I would like to see in other games.

The dialogue wheel is easy to use

The dialogue wheel is an efficient means of presenting and selecting dialogue options. It is a variation of a pie menu: options are arranged in equal distance around the player’s cursor. Any one option is as close to the cursor as any other; the player need only pick a direction to highlight an option. This maps options to a gamepad’s analog stick directly: the direction in which the player takes a conversation is the one she takes with her thumbs on the stick.

In traditional list-based menus, some options require the player to move the cursor farther than others. Lists also place options along the same dimension, which makes it more likely that the player will overshoot the option she wants, selecting the wrong one or spending time correcting herself.

Conversations flow

Mass Effect’s designers also made it simple for the player to decide on an option. Firstly, the options are short and quick to read. Secondly, the position of dialogue options is meaningful: options along the right half of the wheel advance the conversation, along the left, they are more exploratory; nice-guy, neutral, and aggressive options are along top, middle, and bottom respectively. The player need not read all the options, only the options relevant to her. This helps conversations to move at a natural pace because the player does not spend much time reading and deciding.

On top of that, the dialogue wheel appears a moment before the final line of dialogue is spoken. The player can begin deciding among dialogue options while the current piece of dialogue is ending, making it less likely that there will be dead time between utterances. The dialogue seems to be written in a way such that information relevant to the player’s objectives comes early on; what she hears when the wheel appears is not important, so she can be a little distracted by the new dialogue options.

The combination of ease of use, well-placed and well-timed presentation of options, and good writing make conversations seem much more natural than they do in other games while reducing the burden of reading and picking options.

Commander Shepard speaks with a Salarian in “Mass Effect”

Dialogue is about discovery

Natural dialogue that is easy to participate in is quite an achievement, but what I found fun about it was the sense of discovery. The terse dialogue options in Mass Effect are quick to read, but only suggestive. It isn’t until the player selects one that she can know exactly what it was.

For the most part, dialogue in other adventure games can only be discovered by the player if it is spoken by non-player characters: the player knows what her character is going to say because she picked the lines already. In effect, her half of the dialogue is repetition.

There some exceptions: Sam & Max Hit the Road and Strong Bad’s Cool Game for Attractive People use icons to represent dialogue options. These, as with the short options in Mass Effect, suggest a response instead of showing it outright. When the player selects one, she has some idea of what her character will say, but not exactly what.

Not knowing exactly what will be said adds freshness to the player character’s half of the dialogue, and creates a sense of exploration.

Unfortunately, this method risks betraying the player’s intentions: ambiguous or poorly written dialogue options can cause the player character to say something the player didn’t want. The position of dialogue options in Mass Effect adds information that can help a player know whether an option is along the Paragon or Renegade path, but that does not necessarily map to the character’s tone or discretion. Another problem occurs when options do not seem different enough from one another, making decisions more difficult or feel as if the writers and designers are forcing the player to follow a particular path. Such problems are less likely to occur when dialogue options are presented verbatim.

First-person game controls on consoles and computers

Thursday, January 8th, 2009

The latest podcast from the fellows at Idle Thumbs has a brief discussion of first-person games on consoles and how they’re different from those on the PC. The topic caught my attention because, recently, I’ve been trying to become better at FPS games on consoles. (I completed Mirror’s Edge last night, and am now starting on BioShock—late, I know.)

To me, the key difference between first-person games on PCs and consoles are the control schemes, how they map from intentions (move forward) to player actions (press W), and how the buttons, sticks, and etc. interact with the player’s body.

For example, keyboard control requires coordination of multiple fingers for diagonal motion (e.g. hold W and A), whereas analog controls have a more direct mapping of intention to action (the movement vector is the angle and direction of the stick from the centre).

Speed is also different. In Thief, the player using a keyboard has to toggle between discrete sneaking and running modes: there are only two speeds. On the console, the player has direct, analog control of their character’s speed: it’s up to the player how fast or how slow to move.

The keyboard also has a greater management cost: the player has to remember stuff like the keys to toggle modes, the mode she’s in, and has to coordinate two or three simultaneous actions across two or three fingers.

I think in these two examples, dual analog controls are less abstract and more closely related to what the player is trying to achieve in the game world than are keyboard controls. This might be why some players find it easier to pick up and learn console games.

That said, analog sticks are controlled by thumbs—they’re literally “all thumbs.” With the mouse, motion comes from wrist and arm movements. With the mouse, gross movements are easier to make (arm) and fine ones too (wrist, slow movement). Thumbs aren’t as capable as arms and wrists, and that makes the tradeoff between accuracy and speed harder to adapt during play.

The mouse is also not bound by an arbitrary magnitude as are analog sticks (which the player can only push so far). Instead, mouses are limited (at most) by the physical range of the player’s arm (or the mouse wire): I can move it almost as far and as fast as I can. This means that, in theory, I can whip around much faster in Quake, and snipe more effectively in Team Fortress, with a mouse than with analog sticks.

But, in practice, I suck at Halo and Team Fortress, mouse or gamepad.