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Game Design Considerations for Alternate Controllers. Greg LoPiccolo Ryan Lesser Harmonix Music Systems. Who is Harmonix?. Spun out of MIT Media Lab in 1995 Focused on Interactive Music Innovation Our Mission: to bring the experience of musical performance to non-musicians
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Game Design Considerations for Alternate Controllers Greg LoPiccolo Ryan Lesser Harmonix Music Systems
Who is Harmonix? • Spun out of MIT Media Lab in 1995 • Focused on Interactive Music Innovation • Our Mission: to bring the experience of musical performance to non-musicians • Led to video game development
Why does Harmonix make games using alternate controllers? • By accident! • Mandate to pursue music software • Frequency/Amplitude required • Focus on design innovation • Led to . . .
What is an alternate controller? • Dance pad • Eyetoy / camera • Microphone • Light gun • Drum, Guitar, etc • Steering wheel
Why design games with alternate controllers? • Underappreciated area of game design • Controller has HUGE impact on • Mechanics of player abilities and constraints • Player role expectations • Provides access to new game experiences
Why design games with alternate controllers? • Lowers barrier to entry – more potential players • Conventional controllers canbe intimidating • Physical interactioncontributes to immersive experience
Harmonix Alternate Controller Design • Undertake two simple steps to figure out what game to make • Don’t pre-judge the process, but follow where it leads • Most importantly…
Early prototyping and iterative refinement is CRUCIAL • Build • Test • Revise • Repeat • But that is a different talk . . .
Designing for Alternate Controllers?Use These Two Easy Steps! • Step 1: Identify the desired player experience • Step 2: Evaluate and/or develop the controller
Step 1: Identify the desired player experience • Prerequisite for an effective design • Isn’t this obvious? • Yes, but implicit for most genres
Step 1: Identify the desired player experience • Alternate controllers imply fundamental shifts in player experience. • Think about the experience, NOT the game mechanic
Step 1: Identify the desired player experience • Incomplete understanding of gameplay at beginning of process • Clear understanding of experiential goals helps to evaluate ideas effectively • Easier to identify and kill off dead ends • Provides space for good ideas to flourish
Step 2: Controller Evaluation/Development • Needs to support play experience unachievable with a conventional controller • Alternate controller provides unique data • What opportunities does this data provide? • What limitations does it present?
Step 1: What is the core Karaoke experience? • Singing (drunk) • Performing in front of an audience (drunk) • Singing with other (drunk) people
Step 2: Evaluate Controller • Controller = Microphone • Everyone knows how to use one..which is a huge step forward! • What data does it provide for us to evaluate?
Step 2: Evaluate Controller Good Bad
Step 2: Evaluate Controller • Pitch • Volume • Lyrics (Phonemes)
Step 2: Evaluate Controller • Pitch detection – unique, intuitive, technically feasible • Volume detection ? – too variable to be useful • Phoneme detection? • Computationally expensive • Unforgiving • Time-consuming to develop
Shipping mechanic • Player sings vocal part of familiar song • Game grades on pitch accuracy • No attempt at speech parsing
Conclusion: Karaoke Revolution • Desired player experience = Karaoke performance • Usable controller data = pitch analysis • Outcome: decent (4 sequels and counting)
Step 1: What is the player experience? • Tougher question than for Karaoke Revolution • Possible player experience limitedby (as yet) unknown capabilitiesof controller • On to step 2 --
Step 2: Evaluate/develop controller • Controller system =body + camera + scene analysis code • Scene analysis is highly configurable: • Um, what do we want to accomplish? • Back to step 1!
Step 2: Evaluate/develop controller • What have other Eyetoy games done?
Back to Step 1: what is the player experience? • Mapping limb or body motions to character control could be immersive and intuitive • Control unmediated by handheld controller • Forward to Step 2!
Step 2: Evaluate Controller • What control data can we get from Eyetoy? • 2D Face-tracking • (After lots of work) 2D Hand-tracking • Nothing from feet
Flash of Insight: • Head is firmly attached to body • If body moves, head moves with it • Head tracking = body tracking!
Where does that lead? • Steering, jumping, ducking with head/body • Er, something with hands
Snowboarding? • It’s been done • How about . . .
Control Set • Left-Right Steering • Jump/Duck • Accelerate/Brake • Target-smashing with hands • Trick system gestures
AntiGrav Conclusions • Desired player experience: intuitive physical control of hoverboarding character • Useful controller data: head & hand positions, gestures • Outcome: mixed…works great in ideal setup,but fragile