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madcow





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PostPosted: Sun, 2. Oct 11, 07:00    Post subject: Reply with quote Print

Thank god that was on the onion, because being forced to use that would make me literally slit my wrist.

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Ludicer





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PostPosted: Sun, 2. Oct 11, 10:48    Post subject: Reply with quote Print

No other controller than mouse can give one the possibility to literally interact with every single pixel on a 2D space with the same speed. That's only limited by human perception, precision and coding. (I indeed still exclude move and kinect which actually seem to somewhat provide the same ability within 3D space, despite their unsolvable precision issues.)

That gives us literally close to thousands of easily accessible interface options when combined with different buttons on the mouse, keyboard and the semi 3d world the screen presents us. (we can look right or left etc. in the game, which provides us with thousands of more easily accesible pixels.)

Try achieving that with a controller stick. PC complexity is good, is more accessible than any console interface. I actually think that console accesibility is an excuse for laziness, as they sacrifice alot while removing the dependance on a space where the mouse can operate on, so that we can do stuff from our comfy sofas. (I am literally in love with my console though, don't take me wrong Smile )

The best would be a precise speech recognition interface Smile . I wish there was one which didn't require us to pronounce each word like an elementary school teacher, and integrated into X or similar games. (that, and a Verbal bot plugged in to betty would be a really dangerous combination Surprised )

edit: typo

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madcow





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PostPosted: Sun, 2. Oct 11, 13:24    Post subject: Reply with quote Print

Speech recognition would really have to be optional, I'd go Evil or Very Mad if I had to vocally tell the game what to do all the time.

Also, I'd prefer it if it wasn't called PC complexity, but PC depth. It's not strictly complexity that we want, it's depth. Or, at least that's what I want.

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Chris0132





Joined: 22 Jun 2008



PostPosted: Sun, 2. Oct 11, 15:25    Post subject: Reply with quote Print

Perhaps I should rephrase.

Not everything should be on a controller, but designing for a controller is a very valuable exercise, it FORCES you to think about making a well designed inerface.

For an example, take black and white, the original. The entire game was controlled with a mouse and two buttons, but it had plenty of things it in to keep it engaging, and the incredibly simple interface added to the game's appeal, the simplicity made it immersive.

So, saying 'the game is too complicated to work on a conroller' is a huge lazy excuse. You could probably fly a 747 with an xbox controller if you wanted, most of the controls are just there to give information and control non-critical systems, the basic plane controls are only slightly more complicated than a car, and you could certainly drive a car with an xbox controller.

This mirrors X3, in that all you really need are aiming and thrust controls, you don't need things like specific buttons for accessing the jumpdrive, docking, cycling targets, cycling missiles, activating and deactivating particular weapon slots, opening the universe map, etc. Most of these are buttons you will only press once in a while, so they don't need their own button, you should instead stick these functions on simple, categorised menus with good iconography to help memorisation and interpretation without having to actually read any of the text, and which you can access while flying around. Don't stick them nested five levels deep in a text interface where everything looks the same, and which you can only access by effectively pausing the game and navigating the frontend.

Design an interface that will work on a controller and you will also design an interface that makes the game more fun, you will find ways to make controls easily accessible and not require sifting through menus or memorising half the keyboard in order to perform tasks. You don't have to neccesarily put it on a controller once you're done, but the exercise is a good one, and will improve your PC interface.

The only things PCs can do with regards to 'complex' games are increased raw computing power, which is usually used on graphics rather than anything gameplay related, and the use of a keyboard, which is just an excuse for lazy interface design. Just because you have dozens of buttons doesn't mean you should be using them all. Egosoft seems to be emphasising this which I'm very happy about. There is little more annoying than having to crawl througn menus and mash the keyboard to find that one obscure command you almost never use but need in this specific situation.

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dAkshEN3





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PostPosted: Sun, 2. Oct 11, 15:33    Post subject: Reply with quote Print

I would just like to say that Bernd has explicitly said that there will not be a console release of X-R.

http://www.egosoft.com/x/xnews/201105_1_44News.html
Quote:
What's happened to the User Interface? Some are concerned it may be dumbed down and [the game] may even appear on console. - No, no console. The game will become less complicated, but no less complex.

That's good enough for me.


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Skeeter





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PostPosted: Sun, 2. Oct 11, 16:29    Post subject: Reply with quote Print

It was going to try to be on consoles initially i think but they dropped the idea for some reason. The way the game is looking though is that it definitely could go on a console now compared to the old x games due to the more streamlined approach and got rid of most of the sector blocks and therefore the out of sector ai stuff tho there still is a degree of that it is probably alot smaller footprint now so consoles could handle it.


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madcow





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PostPosted: Sun, 2. Oct 11, 18:05    Post subject: Reply with quote Print

Chris0132 wrote:
So, saying 'the game is too complicated to work on a conroller' is a huge lazy excuse. You could probably fly a 747 with an xbox controller if you wanted, most of the controls are just there to give information and control non-critical systems, the basic plane controls are only slightly more complicated than a car, and you could certainly drive a car with an xbox controller.

I'm not going to bother discussing the merits of flying a 747 with an xbox controller, since I've no idea what in the cockpit is vital for the pilots, but if you're trying to tell me that you'll drive just as well as I would, if you were to drive with an xbox controller, and I would drive with a proper steering wheel, then I have a bridge to sell you. Sure, you can drive, but you'll be a shittonne less effective at it, and that exact problem is showing itself in literally no big-budget driving games having even a modicum of realism.

Holding up the console controller as some sort of epitome of ultimate controller design which'll automatically force game designers into designing an awesome and simple to use UI, is wrong. History shows that the only thing designing anything for consumption on a console controller has resulted in, is an absolute shitfest interface for anything other than 2d or 3d platformers, fight games and the like.

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Chris0132





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PostPosted: Sun, 2. Oct 11, 18:21    Post subject: Reply with quote Print

madcow wrote:
Chris0132 wrote:
So, saying 'the game is too complicated to work on a conroller' is a huge lazy excuse. You could probably fly a 747 with an xbox controller if you wanted, most of the controls are just there to give information and control non-critical systems, the basic plane controls are only slightly more complicated than a car, and you could certainly drive a car with an xbox controller.

I'm not going to bother discussing the merits of flying a 747 with an xbox controller, since I've no idea what in the cockpit is vital for the pilots, but if you're trying to tell me that you'll drive just as well as I would, if you were to drive with an xbox controller, and I would drive with a proper steering wheel, then I have a bridge to sell you. Sure, you can drive, but you'll be a shittonne less effective at it, and that exact problem is showing itself in literally no big-budget driving games having even a modicum of realism.

Holding up the console controller as some sort of epitome of ultimate controller design which'll automatically force game designers into designing an awesome and simple to use UI, is wrong. History shows that the only thing designing anything for consumption on a console controller has resulted in, is an absolute shitfest interface for anything other than 2d or 3d platformers, fight games and the like.


Then why are consoles so popular? They are obviously fun for a lot of people, and speaking as someone who plays everything on PC, a lot of my games play a lot better with a controller. I still play them on PC, I just use a controller to do it.

There are very few types of game that you can't play on a console controller, FPS games work fine if you design them properly, they work differently, but they're perfectly playable and enjoyable. You couldn't play quake 3 on a controller very easily (although as I recall, it was released for console) but you can play halo fine and dandy, as well as call of duty. Driving games work fine, flying games probably work fine, I mean hell, people play X3 with actual joysticks, even though it compromises precision, you can still play it with one though. Except of course for the stupidly complex menu system. The actual spaceship part of the game is entirely playable with few buttons, which is as it should be.

No game is realistic, because realism is generally not fun, X3 doesn't bother to simulate things like heat dissipation, spacecraft fuelling, realistic distances, realistic timescales, realistic physics, G forces, it has top speeds, nebulae are visible when you're inside them, asteroids are tiny and ridiculously packed in together. Realism is not fun. I don't think you would enjoy X3 if you had to be an astronaut in order to play it, simplification is always in games and 95% of it is a massive improvement over reality. What matters is not that you have realistic controls, but that you have effective controls, and a console controller has been refined repeatedly over the past two decades to be the most versatile and useable gaming controller available. And it's pretty good at it.

You can use a keyboard to do some things better, you can use a steering wheel to control driving games more immersively, but very little compares with a controller for something you can own and play just about any game with.

So, designing for a controller is essentially designing for the standard, and so it gives you a good starting point for adapting to other control schemes, such as a keyboard, or a joystick, both of which are used to play X games.

Designing for a controller helps keyboard users and joystick users. Personally I wouldn't mind using my joystick to play X:R, although I won't do so if it handles like X3, because X3 was joystick and keyboard, or controller and keyboard, neither of which are very intuitive control schemes.



Last edited by Chris0132 on Sun, 2. Oct 11, 18:29; edited 1 time in total
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Shootist





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PostPosted: Sun, 2. Oct 11, 18:23    Post subject: Reply with quote Print

Chris0132 wrote:
Then why are consoles so popular?


Casual gamers (and parents) are more likely to spend $299 on a console than $1999 on a quality gaming PC?


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Chris0132





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PostPosted: Sun, 2. Oct 11, 18:32    Post subject: Reply with quote Print

Shootist wrote:
Chris0132 wrote:
Then why are consoles so popular?


Casual gamers (and parents) are more likely to spend $299 on a console than $1999 on a quality gaming PC?


Which is another good reason to consider releasing on a console, it's a huge market which fits most people's needs better than a PC does.

Obviously there are good reasons not to, such as it being rather expensive to release on a console, but it's certainly a sensible goal to aim for in the future, I'd be surprised and mildly disappointed if the X series does not eventually end up on a console.

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caleb





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PostPosted: Sun, 2. Oct 11, 18:37    Post subject: Reply with quote Print

Chris0132 wrote:
Shootist wrote:
Chris0132 wrote:
Then why are consoles so popular?


Casual gamers (and parents) are more likely to spend $299 on a console than $1999 on a quality gaming PC?


Which is another good reason to consider releasing on a console, it's a huge market which fits most people's needs better than a PC does.

Obviously there are good reasons not to, such as it being rather expensive to release on a console, but it's certainly a sensible goal to aim for in the future, I'd be surprised and mildly disappointed if the X series does not eventually end up on a console.


There is a lot of truth to your statements, and while the console controllers are really good (I have a PS3, I love the controller), not all tools are right for every job.

It seems this game is being designed from a commander point of view. It seems Egosoft wants us commanding capital ships, and fleets, with the ability to dogfight if we want to.

So I would agree that the controller would be a great tool for the dogfighting part of the game. But what about the fleet control part? If the fleet control part plays anything like Homeworld, or any RTS, then the controller is not the best tool, and a mouse/keyb combo is far superior. That is why you do not see many RTS games for consoles, the tools are simply not that good.

So yeah, controllers are great. But it does not mean they are the best tool for all kind of games, and that game UI should be programmed around it.

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Chris0132





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PostPosted: Sun, 2. Oct 11, 18:44    Post subject: Reply with quote Print

caleb wrote:
Chris0132 wrote:
Shootist wrote:
Chris0132 wrote:
Then why are consoles so popular?


Casual gamers (and parents) are more likely to spend $299 on a console than $1999 on a quality gaming PC?


Which is another good reason to consider releasing on a console, it's a huge market which fits most people's needs better than a PC does.

Obviously there are good reasons not to, such as it being rather expensive to release on a console, but it's certainly a sensible goal to aim for in the future, I'd be surprised and mildly disappointed if the X series does not eventually end up on a console.


There is a lot of truth to your statements, and while the console controllers are really good (I have a PS3, I love the controller), not all tools are right for every job.

It seems this game is being designed from a commander point of view. It seems Egosoft wants us commanding capital ships, and fleets, with the ability to dogfight if we want to.

So I would agree that the controller would be a great tool for the dogfighting part of the game. But what about the fleet control part? If the fleet control part plays anything like Homeworld, or any RTS, then the controller is not the best tool, and a mouse/keyb combo is far superior. That is why you do not see many RTS games for consoles, the tools are simply not that good.

So yeah, controllers are great. But it does not mean they are the best tool for all kind of games, and that game UI should be programmed around it.


The main problem with RTS in a console is that the controller makes it a bit slower than a mouse, which would obviously be horrible if you were playing starcraft or other RTS games which deliberately refuse to develop good AI routines to make large scale army management simpler.

However, I could probably play rome total war on a console very easily, because it's a much slower game and also makes extensive use of group management functions so that you usually end up controlling three or four grouped units in any given match, made up of several formations, made up of hundreds of soldiers. You command five thousand soldiers with three or four mouse clicks. If X3 is anything to go by, I imagine fleet operations will be quite similar in X:R.

So, you probably could make it work on a console controller or joystick. Or even make it so simple that you could integrate the command aspects into the flight controls, much like brutal legend does on the XBox. That way, you could fly around and direct your forces at the same time, whatever control scheme you use. You could press a key to select the capship in view, turn around, shoot down an enemy fighter, then press a key to tell the capship or fighter wing to move somewhere else or attack a target you're looking at. Which would be pretty cool to be able to do I think.

Designing an RTS for a controller would naturally make you consider options like that, and those options can improve the experience of anybody playing the game, which is what I'm getting at. Simple controls give you a lot of cool options.

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caleb





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PostPosted: Sun, 2. Oct 11, 18:58    Post subject: Reply with quote Print

Chris0132 wrote:
The main problem with RTS in a console is that the controller makes it a bit slower than a mouse, which would obviously be horrible if you were playing starcraft or other RTS games which deliberately refuse to develop good AI routines to make large scale army management simpler.

However, I could probably play rome total war on a console very easily, because it's a much slower game and also makes extensive use of group management functions so that you usually end up controlling three or four grouped units in any given match, made up of several formations, made up of hundreds of soldiers. You command five thousand soldiers with three or four mouse clicks. If X3 is anything to go by, I imagine fleet operations will be quite similar in X:R.

So, you probably could make it work on a console controller or joystick. Or even make it so simple that you could integrate the command aspects into the flight controls, much like brutal legend does on the XBox. That way, you could fly around and direct your forces at the same time, whatever control scheme you use. You could press a key to select the capship in view, turn around, shoot down an enemy fighter, then press a key to tell the capship or fighter wing to move somewhere else or attack a target you're looking at. Which would be pretty cool to be able to do I think.

Designing an RTS for a controller would naturally make you consider options like that, and those options can improve the experience of anybody playing the game, which is what I'm getting at. Simple controls give you a lot of cool options.


And I completely agree with the simplicity of things. Games should have simple controls, but lots of depth and complexity (but not complications).

What I mean is that developing the game with a mouse/keyb in mind, specially if we get some kind of map to control our fleets (like Homeworld for example, or an RTS), would make the interface much simpler than designing it for a controller, simply because the controller is not the best tool for that job to start with.

I can design a flat screw drivers to work with a phillips screw, but it would be far more effective to just use the phillips screw driver from the beginning.

That's from my understanding that the X games are moving away towards the fleet commander side of things, and the clunky old X interface is going away. Actually, if we look at it, the old X interface would work fine with controllers, but we have to agree that it was not the best for the game.

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Chris0132





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PostPosted: Sun, 2. Oct 11, 19:30    Post subject: Reply with quote Print

Well if you're releasing for a mouse and keyboard then yeah, I'd include an RTS interface as well, but AFTER I stripped it down to the most simple controls possible.

I'd design for a controller first, then add in keyboard features as needed, not just so 'ah stuff it we've got buttons, just map it to a key'.

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madcow





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PostPosted: Sun, 2. Oct 11, 19:41    Post subject: Reply with quote Print

Chris0132 wrote:
Then why are consoles so popular?

The people you see playing on consoles these days seem to me to be more about
1) the graphics (even though consoles are lagging behind these days
2) achievements. gotta get that ding.
3) having the "right" game to be in the cool club.
4) it's cheap.

It certainly isn't because console games are deep. That'd be more the exception that proves the rule.

Chris0132 wrote:
There are very few types of game that you can't play on a console controller, FPS games work fine if you design them properly, they work differently, but they're perfectly playable and enjoyable.

No. FPS games do not "work fine" on a controller, not without a massive bandaid. They've had to implement a ton of workarounds and aids to design around the severe limitations that a controller has. You basically have to have autoaim, you end up snapping to structures, you end up wasting potentially critical time accidentally snapping to the wrong structure etc etc etc, and it's infecting FPS games being released on the PC to the extent I'm giving up ever bothering to buy them these days.

And I'm not even talking about competitive games here, I'm talking about singleplayer games.

Chris0132 wrote:
Driving games work fine

Where's the feedback you get from how much grip is on your front tires? It's not there. It's completely and utterly lacking, and the fact that people have exactly your idea of what a controller can do "just fine" has meant that games such as DiRT 3, which seems to have at least a somewhat realistic physics engine, feels unplayable and completely clinical to me. It doesn't simulate the grip that I need with the fidelity that I need to drive on the limit, instead I get this absolutely awful rumble effect.

Driving from A to B with a pad would be fine if you're driving your mom to bingo. In a racing game with a modicum of physics? I'll eat you for lunch.

Chris0132 wrote:
X3 doesn't bother to simulate things like heat dissipation, spacecraft fuelling, realistic distances, realistic timescales, realistic physics, G forces, it has top speeds, nebulae are visible when you're inside them, asteroids are tiny and ridiculously packed in together. Realism is not fun. I don't think you would enjoy X3 if you had to be an astronaut in order to play it, simplification is always in games and 95% of it is a massive improvement over reality.

Simplification of the right things is fine. The criteria should, however, be to simplify things that make gaming a chore, not simplification for simplification's sake. There are flight sim games which have, and I'm not kidding, a startup procedure which has more than 20 steps just to get moving. That'd be too much for me, but a friend of mine literally squees with joy and gushes over how awesome the game is. And that is awesome. Try making a game for him, using a pad.

But while X3's flying is already simplified down enough that I can realistically even play it using a keyboard (which, let's face it, is basically a digital oversized gamepad), the rest of the game will probably never even be remotely close to work well on a controller. If you're taking today's design, you could technically make it work using a controller, but you'd stab yourself in the face with a rusty fork before too long because the menu system, already a bit of a pain for kb+m, would be absolutely awful for a controller. Likewise, if you designed it with a controller in mind, chances are you'd screw up and make these radial-style selection interfaces or something similar which "works on a pad".

No, the problem X has today, has absolutely nothing to do with the fact it isn't designed to work on a gamepad, and everything to do with the fact that they've probably just added and added and added new features as each version was made, instead of doing a complete overhaul and looking at exactly what it was they wanted the player to do, and working towards optimizing those workflows. Taking the gamepad as a starting point for this type of game is only going to make everything worse.

Chris0132 wrote:
What matters is not that you have realistic controls, but that you have effective controls, and a console controller has been refined repeatedly over the past two decades to be the most versatile and useable gaming controller available. And it's pretty good at it.

You can use a keyboard to do some things better, you can use a steering wheel to control driving games more immersively, but very little compares with a controller for something you can own and play just about any game with.

It might do a good enough job that the less discerning gamer (i.e. the younger garde, seemingly) seems to be a-ok with using it for everything, but there's such a thing as "the right tool for the job". If I play a driving game, I use a steering wheel with force feedback, gas pedal, brake pedal, clutch and a h-style gearleaver. If I play a flying game, I expect to use a flightstick with a gas stick and a rudder. If I play a platformer, I expect to use a controller. If I play guitar hero, I expect to play using a guitar mockup.

It's kind of like I wanted to get a screw in a wall. I could use a hammer to do it, but it'd be suboptimal, much like designing every damn game out there to be usable with a controller has, as I've said before, historically shown that FPS games, driving games and flightsim games are declining in quality from a pure gaming perspective, because it has to make do with a much more limiting and less tactile/accurate interface.

Chris0132 wrote:
Well if you're releasing for a mouse and keyboard then yeah, I'd include an RTS interface as well, but AFTER I stripped it down to the most simple controls possible.

I'd design for a controller first, then add in keyboard features as needed, not just so 'ah stuff it we've got buttons, just map it to a key'.

This way of thinking is literally what's wrong with AAA gaming today. Literally.

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