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Game Controls - which kind does not suck?

10-22-2010, 03:30 AM
#1
Joined: Oct 2010
Posts: 58
Game Controls - which kind does not suck?

Hi there,

I'm in the making of a game and everything goes great - everything but the controls. I'm kind of a perfectionist and can easily get obsessed with things and my current obsession are the game controls. It seems I can not get them working perfectly for all possible input vectors and thus I need your help.

Which game control concepts do you love? Which do you hate? (I guess the fake D-Pad would be one of the most hated input concepts on the iOS.)

In your opinion, which games implement perfect (or nearly perfect) input schemes that are just fun to use or (in the best case) you forget the input completely and just focus on the game? I need inspiration!

Leon

/edit: I should mention which kind of game I'm making. It's a 2D platform like game where you control a player character who can move up, left, right and down, etc. (just like Mario). So I probably won't need perfect 3D controls. Though out of curiosity I'm very interested in them, too

Last edited by minyx; 10-22-2010 at 03:34 AM.
10-22-2010, 04:09 AM
#2
Joined: Aug 2010
Location: New Zealand
Posts: 29
Quote:
Originally Posted by minyx View Post
Hi there,

I'm in the making of a game and everything goes great - everything but the controls. I'm kind of a perfectionist and can easily get obsessed with things and my current obsession are the game controls. It seems I can not get them working perfectly for all possible input vectors and thus I need your help.

Which game control concepts do you love? Which do you hate? (I guess the fake D-Pad would be one of the most hated input concepts on the iOS.)

In your opinion, which games implement perfect (or nearly perfect) input schemes that are just fun to use or (in the best case) you forget the input completely and just focus on the game? I need inspiration!

Leon

/edit: I should mention which kind of game I'm making. It's a 2D platform like game where you control a player character who can move up, left, right and down, etc. (just like Mario). So I probably won't need perfect 3D controls. Though out of curiosity I'm very interested in them, too
I'm not sure if you have played Pizza Boy before (it's on the iphone), those controls are superb. Theres a slider for going left and right on the left hand side and on the right hand side there are buttons for jumping and shooting. I normally hate the fake d-pads because they never really work and feel fiddly, but I wouldn't mind using one if they worked responsively. To me Tilt to control is usually a big no-no. Only some games manage to pull it off so you can head away from that (and you probably don't need tilt controls for a mario clone anyway)

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10-22-2010, 04:18 AM
#3
Joined: Apr 2010
Location: Germany & Tokyo
Posts: 1,101
I guess you should ask that in the dev forums, as they know the tweaks.

And as stupid as it sounds, there are no `bad control schemes´, just bad implementation in the wrong context.

Swipe and Accel could work as well in a J&R as a D-Pad and Tilt or Dual Stick.
It all just all about how you make it fit in.

I have no objection to d-pad but most of the times the buttons are place not ergonomically.
being able to adjust them in size and position as in e.g. iTraceur is a great idea.

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Last edited by dyscode; 10-22-2010 at 04:22 AM.
10-22-2010, 04:42 AM
#4
Joined: Oct 2010
Posts: 58
Quote:
Originally Posted by dyscode View Post
I guess you should ask that in the dev forums, as they know the tweaks.
I rather like to ask the players as they are the guys who have to live with my bad/good design choices

Last edited by minyx; 10-22-2010 at 04:50 AM.
10-22-2010, 05:35 AM
#5
Joined: Apr 2010
Location: Germany & Tokyo
Posts: 1,101
Quote:
Originally Posted by minyx View Post
I rather like to ask the players as they are the guys who have to live with my bad/good design choices
right attitude

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10-22-2010, 05:46 AM
#6
Joined: Dec 2008
Posts: 1,240
Doodle Jump, MC2:BP (surprisingly, but the controls are great!), Labyrinth 2, Super QuickHook, etc. For some of the games, mastering the controls is challenging, which makes it fun. You could always include multiple control options.
10-22-2010, 06:00 AM
#7
Joined: Feb 2009
Location: United Kingdom
Posts: 2,481
I agree a slider would work well. That was the only good thing about Assassins Creed 2 on idevices.

Also Soosiz has simple and good controls.

If something online is free, you are not the customer - you are the product.
10-22-2010, 06:17 AM
#8
Joined: Jul 2010
Posts: 532
Quote:
Originally Posted by minyx View Post
Hi there,
Which game control concepts do you love? Which do you hate?
Hi! I prefer controls joypad and hate tilting, acelerometer
10-22-2010, 08:04 AM
#9
Joined: Dec 2009
Location: Italy
Posts: 2,916
Quote:
Originally Posted by MrLambChopz View Post
I'm not sure if you have played Pizza Boy before (it's on the iphone), those controls are superb. Theres a slider for going left and right on the left hand side and on the right hand side there are buttons for jumping and shooting. I normally hate the fake d-pads because they never really work and feel fiddly, but I wouldn't mind using one if they worked responsively. To me Tilt to control is usually a big no-no. Only some games manage to pull it off so you can head away from that (and you probably don't need tilt controls for a mario clone anyway)
sometimes they work wrong anyway...

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10-22-2010, 08:38 AM
#10
Joined: Oct 2010
Posts: 119
pizza boy's controls were perfect..
Chaos Rings "anywhere" joystick was pretty nice also.

to me, those games had the best controls