Game Devigner

Force Feedback

by Paolo on Jun.04, 2009, under Meanderings, News

Humans can go without sight or sound - but not without touch

Humans can go without sight or sound - but not without touch

One of the things that make games fun is feedback.  In my post about gameplay and fun, seeing the feedback from various interactions is fun.  What is underestimated is how much a small interaction makes a difference.

For instance, when you depress the mouse button, you can feel it “click.”  What if you pressed on a mouse and you couldn’t hear or feel it click?  The small “click” makes a difference in feedback.  On a keyboard, I can type up to 110 words per minute.  But if you put me on a touchscreen where I cannot physically feel the keys depress, I will suddenly drop in speed.  Little tangibles make a difference in gameplay experience.

One of my favorite games to play in the arcade was the original Time Crisis.  It had a gun that when it fired, the breach would fire back like a real semi-automatic pistol.  I didn’t notice how much this little feature made a difference in the experience of the game until the home version of Time Crisis came to the Playstation One which came with a light gun.  After feeling the vibration from the arcade version of the game, the boring light gun just didn’t give quite the same experience.

When the PS3 came out and the first generation of Dual Shock 3 controllers came out without a rumble pack, there was a serious uproar.  The vibration features of a game made a serious difference in how people played because you could “feel” the game and removing the rumble feature was like removing one of your senses – specifically touch.  There was a huge relief to gamers that Sony quickly returned to putting rumble back into their controllers.

In fact, one of the major complaints of the iPhone in competing against the Nintendo DS and Sony’s PSPs is that there are no tangible buttons.

The big news from this year’s E3 is Microsoft’s “Natal” – a sensor that allows you to play a game with no controller – or rather as your whole body as a controller.  What I love about this is that Microsoft and Sony have taken a cue from Nintendo and started focusing less on pushing polygons and more on enhancing the gameplay experience.  Natal is an impressive piece of technology, and I am in awe that we are in an age of science fiction gone reality.

But where I think Natal goes wrong is because there is no controller – there is nothing tangible to hold, manipulate or use.  Imagine a driving game where you have to pretend that you are using a steering wheel.  Wouldn’t your arms tire out without holding onto a real steering wheel?  And even with game systems that have steering wheels to use with their controllers, isn’t the element of feeling the road and feedback missing?  The draw of arcade games is that those bulky machines can give you those sensations.

A Place to Make-Believe

A Place to Make-Believe

In my rush to recreate one of my favorite arcade games “Afterburner”, I forgot that one of the major elements of fun for that game is the fact that I got to sit in a seat that looked like a fighter plane cockpit with a flight stick.  The cockpit would elevate according to the way I pushed the flight stick and it allowed me to feel like a fighter pilot.  When I tried to translate the same tangibles to keyboard and mouse, I quickly realized that I had made a mistake, but forced myself to finish Strike Eagle.

Where the Wii-mote has advantages is the fact that it is a controller – something you can touch.  You can swing it like a tennis racket.  When you strike the ball, it can vibrate and make a noise.  With Natal, without some sort of prop, you’re just swinging wildly.  Even when my son likes to pretend he is swinging a sword, holding a stick or a spatula makes a big difference thank swinging with nothing but air.

It’s these tangibles that make a big difference.

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4 comments for this entry:
  1. Brian Yamabe

    Great insight! The controller feedback is really big for racing games. Without controller feedback, they’ve lost a whole avenue of communicating information to the player.

    As far as Natal, I’m sceptical of these concept videos (Apple “Knowledge Navigator” and Sun “Starfire”). That quiz show demo bothers me the most. You’ve got overlapping bodies and body parts. How are they going to determine which player is which? What if someone goes to the bathroom? How will the game know which player is no longer giving input? Just like holding your arms in the air to drive, will it be any fun to hold your arms up like you’re about to push one of those plungers?

  2. Michael J Williams

    I definitely agree with you on needing something tangible. Sony seem to have struck a decent balance between Microsoft and Wii’s technologies (and aren’t really pandering to Nintendo’s new casual crowd, unlike MS).

    On the other hand, how many times have you craned your neck in real life to try and look around an on-screen obstacle? I know I’ve done that lots of times, just out of instinct :P Natal could make that actually work within a game, which sounds much closer to the Afterburner cockpit type of experience than “pretend to kick this imaginary ball”.

  3. Paolo

    I think that the designers need to spend more time thinking of innovative ways to using the technology. Right now it’s still in the hypothetical stage, so we’ll see how it is used. I think using it in conjunction with the controller would be a good thing. Having no controller… Would feel awkward.

  4. Michael J Williams

    They are! If by “innovative ways to using the technology” you mean “new party games”.

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