|
Your continuous donations keep RPGWatch running!
RPGWatch Forums » Games » General Non-RPG » About games controls

Default About games controls

July 11th, 2010, 13:40
I recently played Madballs Baboo Invasion and noticed that despite it was a 3D iso like game, rather similar to a game like Diablo 2 or Torchlight, it borrowed its controls to first person shooters.

Some of the last RPG also borrowed fps controls despite they are team Rpg, ie Drakensang and DAO. You can add to that all RPG that are already shooter like with an over the shoulder view or first person view and only one character.

When I was struggling to try some demo of fps games on the ipad it made me whine for my mouse and keyboard. And then I realized that those "perfect" game controllers was leading PC games to only few controls schemes.

The point is when there's too many keyboard keys in the controls I'm lost and get bored by the game. Typically RTS had pure point and click controls but now anybody know it's illusion and you need master plenty keyboard controls. That's why I don't buy any RTS anymore. I could be wrong but RTS seem decreasing, the cause could be that there's many players like me about controls.

On PC the dominant controls:
- Quake like, only few other keyboard controls than for movements.
- Torchlight like, no handy strafe but more keyboard keys for special actions/attacks. The shift click for long range shooting is a trace from the past but most probably deserved to disappear and replaced by a keyboard key for long range attack.
- Nevewinter Night or Civilization IV like, pure point and click almost no drag controls and keyboard controls can be skip fully.

Menus are still living but seem used less often and replaced when possible by pure point and click and quick slots, drag controls are almost non existent, games requiring plenty keyboard controls are disappearing.
Dasale is offline

Dasale

SasqWatch

#1

Join Date: Oct 2007
Posts: 2,096

Default 

July 13th, 2010, 01:46
Actually, if there are too many keyboard controls right at the start of the game, it's probably going to be very hard to learn. If they just start with a few then add more over a decent period of time, then it shouldn't be so bad. (Unless you quit the game for a few weeks then try to come back.)

RTS games are fading because the consoles can't do them very well. No consoles means *FAR* fewer sales for your game. That's a big reason why game graphics haven't advanced much in the past five years, too.
Zloth is offline

Zloth

Zloth's Avatar
I smell a… wumpus!?

#2

Join Date: Aug 2008
Location: Kansas City
Posts: 2,644

Default 

July 13th, 2010, 10:56
I assume that this set of FPS controls has evolved into some kind of "industry standard" already.

Any intelligent fool can make things bigger, more complex, and more violent. It takes a touch of genius and a lot of courage to move in the opposite direction. (E.F.Schumacher, Economist, Source)
Alrik Fassbauer is offline

Alrik Fassbauer

Alrik Fassbauer's Avatar
TL;DR

#3

Join Date: Nov 2006
Location: Old Europe
Posts: 15,847

Default 

July 13th, 2010, 15:07
At this point, a game would be stupid if it wanted to force players to use other controls than WASD for movement (or point and click).
As an analogy, the DVORAK keyboard might have been better than the QWERTY, but the 'installed' base was just too used to it, so it never caught up.
wolfing is offline

wolfing

wolfing's Avatar
Wonders what SasqWatch is

#4

Join Date: Sep 2008
Posts: 3,094
RPGWatch Forums » Games » General Non-RPG » About games controls
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 18:08.
Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Copyright by RPGWatch