mouse-based interface advantages.
I see lots of potential to reach out to other audiences by simplifying the input control. A huge part of why Myst appealed to so many people must have been the point and click interface. minimum dexterity needed. just a clean mouse. the game was blatantly not about reaction times either.
Likewise, The Sims has reached out to a wide audience, not played it but reckon it must be easy to control. Games
Solitaire / Minesweeper are played by millions, even by people who play no other computer / video games.
But most "action" games are more difficult to get into for novice gamers, they have to want to persevere and learn the physics of the game and how the control system commands their units.. ie. jumping, do they press it once to jump or hold it down? how difficult is it to master precision jumping. a lot of these things are not-intuitive and people who play games build up a large library of how games work, how they can do better at certain challenges (by cutting corners in racing games etc).
also the control ''paradigm'' of most real time games is limiting.. how much interaction can you get with moving characters l-r u-d and a few action buttons.
control is too subtle and granular to pick up, unlike Tetris which ha controls that shift left or right one space... only just realised that this is probably very important. imagine if it had analog control, how easy would it have been to pick up and play?
point and click is the way to go if you want something new. ie. games with a strong romance theme(dating games?), how expressive is the d-pad. menus / icons might be the way to go. (ie. choosing different actions and different "moods" to do them in.
(Sorry about the lack of capitals)
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement