Posts Tagged ‘pc’

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.

WALL·E is a PC, EVE is a Mac

Saturday, July 12th, 2008

The two robots, EVE and Wall·E, playing with a lightbulb.

(If you’ve not already seen WALL·E, you may not want to continue reading this post: it may spoil certain surprises, and won’t make much sense.)

The two robots in Pixar’s WALL·E represent, roughly, two kinds of personal computers: the PC (in the old sense: a desktop computer running Windows or maybe, GNU/Linux) and the Apple Macintosh (running Mac OS).

EVE has a glossy white shell that resembles an iPod or MacBook. As Sancho has mentioned, EVE was designed in part by a designer at Apple. While the superficial similarities are easy to find, you can find others if you’re willing to stretch a little.

Much like an Apple computer, EVE looks elegant and packs more power than you’d first expect. EVE is quite dedicated at performing the task she is designed to do. She goes to an expensive maintenance area, all white walls and frosted glass, to be repaired by experts. It’s really obvious when EVE gets scratched or smudged, and it takes effort to keep her looking clean (MO, the cleaning bot).

WALL·E, the PC, is made of worn and noisy machine parts. He works with what’s laying around, upgrading his eyes and treads, as well as adding non-standard enhancements—a lunchbox. WALL·E is not easy to repair, his boot-up sequence is slow, and data recovery can be an suspenseful ordeal, as EVE discovers late in the film. He seems even to invite bugs to crawl around him.

While WALL·E is not as modern and shiny as EVE, he’s more flexible and the only one capable of playing video games.

Alright, perhaps I’ve stretched the analogy too far. Nonetheless, it does seem difficult to deny that there is some unusually tight cross-branding going on in WALL·E. There are a number of nods to Apple in the film, some more conspicuous—WALL·E watches movies on a video iPod—than others. (This may excuse one of the failings of my analogy: that WALL·E plays the Mac start-up sound when he has charged his solar battery.)

I don’t find this kind of product placement particularly cute. Yes, EVE is a more sympathetic and business-friendly spokesperson for Apple than the smug Mac dude, but it’s odd to see this kind of marketing in a movie that uses the ubiquity of a corporate brand as a sign of decadence and ruin.

I do choose to interpret the love between the two bots as a hopeful message for nerds and platform-zealots everywhere. Like EVE and WALL·E, Mac and PC users can learn to get along.

Update: Seems I’m not the first to see the PC/Mac parallels.

Killing time and zombies

Wednesday, August 29th, 2007

Typing zombies to death in “Typing of the Dead”

Do you like zombies? Like arcade games? Want to improve your WPM? Well, there is a way to combine the joy of Land of the Dead, Virtua Cop, and repetitive keyboard drills: Sega’s goofy masterpiece, The Typing of the Dead. The game alters the well-known rail shooter The House of the Dead 2 by replacing guns with keyboards. Zombies advance on you with word bubbles floating in the space ahead of them. To defeat them, you need to type that word as quickly and accurately as you can.

For those of us who are lazy and in front of a computer all day, but still have a nagging urge for self-improvement, Typing of the Dead is a great way to avoid work, the out of doors, and other people. It’s a tounge-in-cheek re-purposing of a badly written old arcade game (the voice acting is atrocious) but there’s just enough Mavis Beacon to it that you won’t feel too guilty for sinking an entire afternoon into it.

But Typing is satisfying in a way the Mavis Beacon tutors never were. Landing a long word without making a single error means juggling a walking corpse with bullets. Your skill isn’t a score or a ribbon, but explosions of green blood, the rush of having destroyed a wave of infected, knife-weilding circus chimps. You get the feeling that the home row can really kick some ass.

Typing was developed by the same company responsible for the excellent Jet Grind Radio. Originally released for the Dreamcast (your in-game character carries one strapped to his back), the game seems to have found an audience on the PC, and was popular enough to have been re-released for the PS2 in Japan a few years ago.

The full game is available at HOTU, as a direct download or BitTorrent. Be warned, it comes with a suspicious, warez-fabulous installer and loud sound-effects.

I recommend disabling the music: go to the folder where the game was installed and, in the sound folder, rename the bgm folder to anything other than bgm.