Showing posts with label design. Show all posts
Showing posts with label design. Show all posts

Thursday, December 8, 2011

What went wrong with Skyward Swords controls?

NOTE: This is not the full review of Skyward Sword, just the controls.

Despite the E3 demo gaffe during its 2010 E3 Demo by the legendary Miyamoto, many looked forward to the promise of an immersive control scheme.   However, a quick look over the internet, it is easy to find out that the controls is one of the most divisive issues amongst fans and critics alike. 

Shane Satterfield from GameTrailers spared no expense at bashing the game's controls.  In fact, he guaranteed that you would at least have one moment in the game where you want to throw your controller at the TV in frustration.  I respect the man and his views, but at times can’t help but sometimes disagree with his obvious bias (especially when it comes to certain franchises).   Even so, I cannot help but admit that I had on a few occasions, experienced what he said.   I was held back only by the fact that my Wiimote was the brand new gold 25th Anniversary edition, and that I didn't want to destroy a brand new piece of hardware. 

Now let me try to break down this whole control saga and make some sense of it.  Skyward Sword continues Nintendo's foray into motion controls, this time making use of Wii Motion Plus.  These controls are used a few areas, namely: Swordplay (including Shield), Travel, and other miscellaneous gameplay.  Let me first talk about these points in order, talk about non-motion control issues, and finally sum up with my thoughts on motion controls, and its use in this game.

Swordplay
Nintendo has been promoting Skyward Sword for its "1-to-1" control.  It's supposed to make every fight exciting and immersive.  Swordplay is integral from start to the end.  Swordplay is perhaps the most maligned aspect of Skyward Sword.  It has been accused of being unresponsive, inaccurate and all in all frustrating.

After my first playthrough, I was extremely disappointed with the controls.  "This can't be right! How could Nintendo screw up that badly? Am I doing this wrong?" were amongst the thoughts that ran in my mind.  I took a break and looked up what everyone else in the world thought about the swordplay.  Amongst the banter of cynics ("Skyward Swords controls absolutely sucks! Not responsive at all! I'm an expert gamer!!!!") and fanboys ("The controls are perfect, you only find it bad cos you suck! It works for me, so you must be doing it wrong or your remote is faulty. No more waggling! Immersive gameplay FTW!"), it was hard to get a good gauge of what exactly was wrong.  Furthermore, level-headed reviews on controls mostly showed basic areas thus had the controls work perfectly for them, providing no clue on what I was doing wrong. However, I chanced upon a forum thread in gamespot that explained how the controls should be working.  Upon finding out the "right" way to do it, the game became much more fun.

One of the first complaints that surface is the accuracy, or the inaccuracy of the sword strikes.  This occurs as early as the first monster you encounter - Deku Babas, These plantoids only open the mouth either horizontally or vertically, and they can only be killed if you strike them in that corresponding direction.  The problem that arises is that it seems to lack accuracy.  In the previous Zelda game, you could slouch on the couch and flick my wrists.  Almost immediately you find out that this cant be done here.  Wrists movements alone may not always accurately be reflected.  However, more exaggerated movements from elbows down would more likely be captured by the controller.  So, you'll need to sit up to play Skyward Sword.

I personally found that if you're sitting upright, and using deliberate swings, you'll probably get it right 80-90% of the time.  The remaining failures occur when your strike is at the borderline case.  I think that this has always been the limitation of motion controls, and Nintendo has already done its best in this regards.  Inaccurate strikes become a big issue when you fight against bosses that penalize you when you strike wrongly.  Later enemies/mini bosses/bosses counter inaccurate strikes, and deal damage to you.  This will undoubtedly cause frustration.  When this causes death, it’s easy to see how gamers will blame the game's control instead of their own lack of skill. 

The second, and perhaps biggest complaints is misinterpretation of Wiimote adjustment as a sword strike.  If an enemy is blocking right, and you were originally holding your remote on the right, you would move your remove from right to left, then strike rightwards.  Unfortunately, the adjustment process is misinterpreted as a sword strike, and you end up with an unnecessary strike.  In most times, this is ok, but like inaccurate strikes, this becomes an issue when enemies punish you.  This becomes even more unfair, since an unintended input was picked up.

This problem is exacerbated by one of the early monsters you meet - the Bokoblin.  The Bokoblin holds up his sword to block one side, leaving the other invulnerable.  The catch is, the Bokoblin's AI has periods where it almost instantly picks up where your Wiimote is being held, and blocks that same direction.  This easily gives the wrong perception that you need to adjust your sword quickly, to try to be faster than the monster.  I can see how for many gamers this might form the wrong impression, because in a large part of the game, you actually have more time to think and deliberate your strikes.  Gamers are essentially left in a lose-lose situation here.  If you try to out-pace the monster, you take unnecessary counter damage due to misinterpreted adjustment strikes.  If you take your time, you are not given an opening since the monster will almost always block where you're holding your sword, and eventually they will attack you.

With the later monsters being able to block more directions and counter mistakes, it is not hard to see why so many gamers are bemoaning the poor controls.  In truth, the game has misinformed you.  This has not been helped by the game's promotional material such as videos, articles, and its famed "one-to-one controls" tag - which promotes you to use deliberate strikes.  Sword position and strike angle is in fact independent of each other.  This means that you can hold my sword right, causing the enemy AI to block right, yet twitch the remote left to right to still strike from the left.  Once you figure this out, the game becomes much more enjoyable as it adds a different dimension of allowing you to "feint" the enemy.   Unfortunately, the game never corrects this misconception (at least, I was never able to find a clear in-game instruction that did so), so unless you already figured it out yourself, you're going to be facing a hard time in your last few boss fights.

There is then another big debate over whether this is "realistic" or not.  Personally, that does not bother me.  I think once you figure this out, the games controls are pretty much fixed.  It may not be realistic, but it works as a control scheme.  Instead, for the duration of the whole first play through, I defeated this annoyed monsters by "exploits", such as sneaking up on enemies, shield bashing and waggling after getting the lucky first strike.  Fortunately, later bosses and enemies required usage of your new items, which was a welcome break for me.  Had I not bothered to find out the "right way", I don't think I would have enjoyed the second playthrough as much.  The game should have made use of its long and large amounts of tutorials to teach us how to use this mechanic.

(Of course, on the off chance that Nintendo had completely not realized this, then they really need to wake up their idea.)

Lastly, one of the more important moves - the fatal blow, which involves shaking both your remotes downwards, is often not picked up, or misintepreted as a shield bash/sword slash.

Motion Controls - Shield
A second, less widely covered, aspect of swordplay is the shield.  Zelda introduced the world to Z-targeting with lock on when it switched to 3-D.  Previously, you could use the "Z" to target a monster, and your shield would be held up.  You have always had the option of setting "Z"-target to be locked on, so that you don't have to hold to that button.  In Skyward Sword, the lock-on and auto shield up aspect is removed.  This means that to stay locked on to a target, you must hold on to the "Z" button.  There is some degree of auto-targeting when you don't use "Z" though. 

Shield is now no longer held up automatically.  Instead, the game now has three modes - neutral, attack and defence.  Neutral mode is the default mode you are in, with both your sword and shield kept away.  If you try to dash, you will automatically enter this mode.  Defence mode, activated by a shake of the nunchuk, takes out your shield.  Your shield has durability, which falls with each strike.  If you time your shield well, you can block and stun an enemy, and not lose any durability.  This is an important skill as its one of the only ways you can create openings for yourself in some monsters.  Attack mode, activated by the shake of the remote, takes out your sword.  Your shield is held down, and you will take damage. 

Personally, I love this new mechanic design.  Z-targeting with auto-Shield made previous games too easy at times.  With 3 different modes, you are given different levels of risk and reward.  Keep your shield up at wimp, and risk losing your shield eventually.  Run away, and open yourself to attacks and delaying your counter attack time.

Unfortunately, the nunchuk shake is easily triggered, often misintepreted.  This becomes an annoyance when you are trying to through a bomb, or perform another task, which gets interrupted due to your inability to hold your shield hand still.  The left and right buttons on the main remote were not used.  I think that dowsing (which used "C" on the nunchuk) could have been shifted there (since it involved the sword anyway), and the "C" button could be used for the Shield instead.

Motion Controls - Travel
Flying, skydiving, swimming and piloting your beetle all make use of motion controls, by making the controller simulate you, your bird or your beetle. 

Flying is your main mode of transport between the various game areas.  Skydiving is also used whenever you jump off your bird or edges, and at various points in the game.  Despite being a very cool concept, I found flying very tiring and eventually got sick of it.  In the past, travelling had always been the time where you can sit back, relax and take in the sights.  In Skyward Sword, you have to point at the direction you want the bird to fly.   In addition, you are required to shake the Wiimote to flap the bird’s wings.   Firstly, this is tiring for long distance flights.   Secondly, since your flight direction tied to the Wiimote, flapping causes the direction you point the Wiimote at to chance, leading your flight to go haywire at times.   I think flapping is unnecessary for flying, which would make flying pleasant and less tiring.

Swimming and piloting your beetle are similar to flying.   The beetle is an item that can be used for reconnaissance, attack, and fetching/dropping items.   It’s a cool new addition to the game.  The beetle’s turbo uses A, while swimming’s turbo involves shaking the nunchuk.  I think these two mechanics are well handled.  In fact, I would argue that swimming with the Wiimote is slightly better than classic controls, but that is personal preference.

Skydiving is similar to Wii Sports Resort.  Personally, I did not enjoy any of it.  The minigame involving diving was up there with one of the most annoying moments in the game.   There are areas in the game which require to use skydiving to get to areas in the   

Motion Controls - Others
Motion controls are also used in various different areas.  The Boss Key, previously used to open the final boss area of each dungeon, is now a rotating puzzle.  Insignia drawing, pulling and putting a sword into the ground, jumping while climbing, are amongst other ways motion controls are used.  Mostly, these are interesting diversions with no real difficulty.  At times, the tooltips provided are misleading.  The worst example of this is tightrope walking.  You have to hold the remote upright instead of sideways (natural way of holding during most gameplay).  Opting the latter would lead you to scratch your head in confusion, wondering what went wrong.  Some of the motion controls, such as the drawing of the bow or slingshot is made optional.

It is a little annoying that you have to "reset" the controls now and then.  But what's cool about it is that you can end up pointing away from the TV and still aiming at the TV.  Ironically, this facilitates slouching on the couch better.  Also of annoyance is how when controls go out of sync during flying, swimming you have to open up the menu.

Non Motion Controls
Some other little controls issues bug me, but some were pleasant surprises.  After the whole deluge of negativity, lets stray into some positivity.

I like how items are now split up into two menus.  It makes it cleaner.  I also like how there is only one item slot, and how holding it is for selection.  On one hand less buttons are used, on the other, single slot adds more strategy.  I suspect the bomb beetle was one of the things they wanted to prevent.

Putting aside the whole motion control, Skyward Sword's control scheme has two more areas I take issue with.  First of all, it is the inconsistency with Twilight Princess.  Secondly, it is the stacking of multiple overlapping commands.  One gripe I had with Twilight Princess

Controls Conclusion
Overall, I think Nintendo disappointed in this outing of Zelda with regards to controls.  Yea sure, fanboys can come and claim that it works for them, or that it’s the fault of players for not being able to figure it out.  I mean, I'm probably an above average gamer.  If I went through one full playthrough without being able to figure out how to easily dispatch the games' 2nd basic monster type without using shield bash, something is wrong.

From a game designer’s point of view, to have a huge loophole in such a fundamental part of the controls is completely unacceptable.  Skyward Sword's controls may be the best that motion gaming has to offer, but its nowhere near perfect.  There are issues.  So just because you personally like the controls, doesn't mean everyone else who hates it are the ones with the problem.

The most common defense out there now could be represented by the following post: “In short the game needs not cater to your ego or twitch skills....unless your on the Olympic team for fencing and are running shieldless, what you see is what you get. Not because it's unexpected...but rather because it was meant to be that way...

On the contrary, my dear unknown internet friend.  As a designer, should you or can you expect your gamers to dig deeper for fundamental things like controls? I would say no.  You cannot expect gamers to figure out that sword slash direction and sword position are independent when the arguably more natural instinct is that both is related.  Furthermore, none of your promotional material and in game tutorials seem give evidence that say otherwise.  The other worst case scenario is that Nintendo might think everything is fine.  Either way, it is unbelievable and disappointing that such issues were not picked up by the designers during development or testing.  It is one thing to have a certain amount of pride and stubbornness with regards to the way you develop games, it is another to disregard users.  (As a side-note, I think Japanese Developers are most guilty of doing this, but thats another can of worms for another day.)

So what is my final thoughts on Skyward Sword's motion control?  Lets start with the more frivolous aspects of the motion controls.  Honestly, I think the game would not have been any different with or without them.  Travelling using motion controls was all in all better, except for the need of flapping my wings.  As for swordplay, I'm just as divided on the issue.  Swordplay affects you most at the start when you are not equipped with the tools of the trade yet, after which you can just use your other weapons.

In terms of boss fights, I feel that only one or two Boss fight was memorably shaped by motion controls.  As for the other epic boss fights, I don't think the lack of motion controls would have reduced its epicness or my enjoyment.  I think without motion controls, the game's bosses could have increased difficulty, and development time would arguably have been reduced, allowing less dust to settle on my Wii.

Had it been an option, I think the game would have been just as, if not more enjoyable. Yet, doing so might seriously be a waste of development resources.  Ultimately, even though its arguably the best hardcore motion control game out there, I feel that Nintendo has simply painted a target on Zelda and motion gaming's head.  Given the choice, I would not have wanted Skyward Sword fitted with these motion controls.  It seemed that Mr Eiji Aonuma thought so too.

That took much longer than I expected.   Now if you're reading till this point, it may seem that I'm just simply raging/hating/trolling on the game.  Clearly, I'm not just one of those waggling haters. Furthermore, I hope my detailed analysis has led you to read with an open mind.  Do check out the actual review as well.

Monday, March 8, 2010

... and then a miracle occurs ...

Is UI really just common sense? In some ways, yeah.  But in more ways than one, its not.  Like the doctor who made his patient fall, the UI designer often fails to see things from the user's point of view.... or maybe just his browser.

One of the most repeated suggestion today was "give clear instructions" (she said it for more than 5 of the apps).  When I had to manage little kids, I always remembered to be absolutely detailed in my instructions.  Even then, some idiotic kid will still get himself into trouble because he DIDN'T follow the instructions.

The biggest takeaway from the lesson last week was from getHelp's idiot proof step-by-step.  Instructions mingled with limited things to view.  I think that's an excellent way to "teach" people how to use apps.  Instead of having to read a "wall of text", they are guided through the process.

Unfortunately, our extension has lots to improve in this regard.  Too bad we din get any pointers from Pamela Fox :P (PLEASE GO ADD OUR EXTENSION!!!!)

Most of the time, miracles are really supposed to occur in our applications.  I guess, we just need to remember to help users find it :)

Tuesday, February 2, 2010

an utter waste of time...

(note: the title refers to the app, not the presentation)

10 things I want to say about Fame League...

1) It is in no way fun at all.
2) The first time I tried to play it, I left within a minute because of the annoying music.
3) It spams your friends when you add the game WITHOUT informing you before hand.
4) Even though it runs you through a tutorial.... I have no idea how to play the game
5) Is it even really a facebook app? It uses a iFrame to a website which is independent of facebook.
6) There are too many options and functions.
7) The UI is extremely unintuitive.
8) Important information like time left before market closes is hard to see.
9) Many stock market concepts are poorly introduced, especially to first timers.
10) I've already deleted the game.

I really think fame league is a poorly executed idea, in true Singaporean fashion.  I'm wondering what their revenue model is like, and I'm actually very surprised to know that it even managed 27000+ monthly users.  It may be a GREAT game, but I'm never going to find out, because the start of the game has already turn me off.  Superficial as I am, I believe all casual gamers out there are the same.

More talk on UI.  To begin with, why make a complicated UI and have a tutorial?  The best facebook games can be played without looking at the help or tutorial, because its extremely intuitive.  To casual gamers, UI is extremely important.  I'm assuming the target is casual gamers, otherwise it really wouldn't make sense to infiltrate the facebook market with this application.  I think the irony is a lot of games is that they make it very complicated, then they try to teach you how to use it.

Look at bejeweled blitz.  In its early days, the game used a 760X600 (canvas size) screen divided into 4 to explain how to play the game, and that was ALL the help consisted of.  It was simple and it worked (damn well at that).  After 2 years of introduction, they have been careful in adding in small features which don't make your life harder.  Its still just as fun today.

FAME league really needs to change its initial learning curve to attract more people.  If it has spammed all 27000 users friends, I wouldn't be surprised that at least 20 million users has seen Fame League appear on their feeds.  However, the numbers remain low, and essentially this boils down to the fact that the game isn't really fun enough to generate enough hype.  Sure, you can have some local press coverage, but thats really not going to get you far. 

Considering that I originally disagreed with many things that Yanjie shared during his presentation, I found myself very convinced of what he said during this group's presentation.  I find it a little ironic that while they suggested focus for FAME league, the presentation itself lacked focus.  Was he trying to tell us prediction markets was an interesting concept? Was he trying to tell us that the game sucked? This was extremely surprising, considering that the presenter was one of the better speakers out there.

Takeaways from the presentation:
1) The potential for Prediction market is huge
A quick google would tell you how big the potential of this is.  Like the presentor said, its like an oracle to the future. Thanks to this presentation, I read up on prediction market.  Although I din really get a clear enough picture of a prediction market from the presentation.
2) Less is more
The makers of FAME league clearly tried to bite off more than they can chew.  Whether it is the UI design itself, or what they tried to achieve as an application.  On facebook, less really is more.
3)It is indeed a waste of potential
If they don't capitalize on this, they have essentially wasted the first-mover's opportunity they have.

I must say that Prof Ben's question at the end of the presentation nailed it for me though: "If you think this app sucks so much, why are you even looking at it?" 


I don't really think the creators intended to create a game that uses prediction markets.  Its a trading/popularity game more than anything else. The prediction aspect of it is more of a side-feature kind of thing.  I find the link between fame league and prediction markets at most trivial, even though the concept of prediction markets might have interested me.

During my googlewave meeting after the lesson, Henry said that we should support Singapore start ups.  Much as I love hungrygowhere, but I support it not because its a Singapore startup, but because its good and provides me with what I need.  Its just like how the FAS demands that Singaporeans should support the young lions instead of EPL.  Like Prof has mentioned before, there are so many terrible Singapore start ups out there...

I guess you have to give kudos to Sociolico for their adventurous step forward.  I for one will never have embarked on this project.  FAME league was a waste of my time.  I'm still darn annoyed that it spammed friends.

P.S. In other news,  I feel extremely lucky to have been the first one to go first among everyone who quoted or used Prof Ben. Dilip's drawing lot skills FTW!  I think Tomithy had a great draw to, to have gone after Pillow Fight and Causes.

tag team (delayed post)

the deadline come and gone like the wind.


it was a fun, enriching and great experience working with 2 lao jiaos. (old bird)  they were patient with my ignorance, and were extremely generous with praise and encouragement. even though I hardly coded, i got to muck around in Silverlight and Fireworks, and manage to come up with passable stuff.

dynamics-wise.... my group was totally drama free.  everyone was ready to work, and there was no need for any conflict management or whatsoever. if we have differing views, we sort it out quickly and move on.  i don't think there's a need to be too emotionally attached or anything.  getting the job done is more important, i think if you want to be more effective, you should focus on that.

that said... in the last 12 hours we were at the mercy of AWS, facebook and SoC, who sent us a storm.  our efficiency was limited just by the problems they created. 
seb: "eh you kan cheong (nervous/panic mode) or not?"
jon: "no... not really... why leh?"
seb: "k good, cos i'm damn kan cheong. so don't talk to me."
... a while later....
seb: "@#$#$*&^%%&**! facebook is damn useless la!"

anyways, i think the best part for me was to hear my friends (who, in their own words, "dont speak computer" tell you that its really fun.  i dont really know how we can sustain interest for the game.... but hey, its just the first assignment. i hope to come up with something more exciting for the final project.


so i think i've powered up (some what) and looking forward to the next adventure.

Sunday, January 24, 2010

I destroyed my hands :)

Alright! I totally destroyed my fingers using with the Adobe Pen Tool. But I'm still very unsatisfied with my end product.  Looks terrible kiddish, and unprofessional. Bah...



So I took a break here: Gametrailers' Angry Video Game Nerd: Hydlide Review


The video is part of a series which runs at Gametrailer.com.  Essentially, a vulgar, angry dude picks out terrible old school games on old systems (Atari, NES, etc) and complains about them .  In this episode, the target of his wrath is "Hydlide".


 If you're allergic to vulgarities, you might just want to skip to 6:30min for the gist of the whole video.  Why I'm sharing this video is because I felt that he actually said something that made some sense.  He noted that essentially, this crappy game was just as cryptic as the first Zelda (for those who don't know what this is, Zelda is one of the all time most popular console game series) in terms of how to progress in the game.  However, what made the difference is the design of the game made it fun for people to play, so people were willing to collaborate and discuss it, even though the game's puzzles were extremely difficult and cryptic.  In order to beat Zelda, fans collaborated to come up with guides and game world maps (it was considered massive at that time) using game magazines. (obviously there was no Google then)



In days where collaboration was no mean feat, the design of Zelda managed to bring about such huge steps in their players.  Today, Google makes this process so much easier.  In some ways, I think this idea is rather important for facebook apps.  As long you manage to earn some form of leverage over the users (be it a great design, addictive gameplay, essential services), users might actually be willing to help you back.

Of course, its not going to gain that form of leverage nowadays, since users can simply just SWITCH to alternatives once you can't deliver.
Anyway, i must do a disclaimer on my statement from my previous post.  Its GOOD that Prof Ben keeps repeating himself.  Why does he repeat himself? I think that it could be for two reason...
1) He really believes in what he says (in that its important for us to hear it)
2) People don't listen/People forget to what they hear

I had lots of fun (and pain) getting the version one of whoisthemonkey's UI done.  Too bad I'm not paticularly pleased with my end product. Well, enough 3216 for the weekend.

Tuesday, January 19, 2010

when you come to know that you dont know much....

...you work even harder... (after spend some time feeling sorry for yourself)

sat's workshop on AWS might have been a little daunting for people with no real background with web development (including me).  the aws lesson and start up guides are excellent in telling you the HOW aspect, but if you want to get a basic overview on WHAT is happening and WHY we are doing all this, you might want to take a look at a newb-friendly guide (the title says it all really). so you might want to check it out if you're still pretty lost on whats happening.


the advent of scrum/agile really isn't all that surprising.  after all, we are in a world where change is so rapid.  i think its a cool approach to doing things, not just big projects.  the software development lecture on a whole was enriching, interesting and funny.

on an unrelated note, i just felt inspired to talk about prof.

1) prof often says the exact same things many times.

2) prof loves to pick on people (of course, its all in the name of fun :) poor angad)
3) dont ever walk in on him teaching if you're not in prof class. well, if you do, you could always come back with a witty retort.
4) there is an inner army regular in prof that surfaces rather often. (especially in his speech)


anyway, back to the topic.  i especially enjoyed the sharing sessions.  just from their presentations, i could see how and why they were project lead, production managers or team leads.  i found myself sitting on the edge of my seat excitedly to be listening to their sharing on how work is like in those organizations.  too bad there wasn't time to ask more questions.


the past week was interesting.  for the first time, i got to REALLY try my hand at design.  i was awfully disgusted by my product.  i present my proud achievement:
( i'm sorry NUSSU SAVE.... i'm a proud tree killer, just like how i won't give up eating meat)

after this past week, i've come to know how much i don't know.  i may be from computing, but i think i might be easily one of those who know the least. and being surrounded in such knowledgeable company, is just like staring at the wide horizons and knowing how small i am compared to it.  and these people are probably only the tip of the iceburg.  i mean, sure, prof always says these are the best around in NUS, but there are definitely lots more talented people all around who didn't chose to take cs3216.


(which happens to be the EXACT same thing that prof ben said in his 1101s "last lecture"... though he din do any pushups)

also, my whole body is aching TERRIBLY from my physio sessions....to top everything up, my first assignment is not going as well as i hoped it would be, but i'm glad to have such experienced and cool team mates.

BUT i guess this presents an opportunity for me to learn from the wealth of experience and knowledge available around.  and i think the question is whether i can pick all these up fast enough.

so to sum up.... its been a terrible week....

...or not...



well, too bad life is not long enough to be mopping over your inadequacies.  i deeply apologise for the apparent gloom and doom phase i seem to portray.  the truth is, i'm not feeling particularly sad or anything. not that i have any time to.  but i think its important to have this self-awareness to conquer greater heights...