Good controls for video games can go a long way

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Monday, September 10, 2012
EDITOR'S NOTEfrom Rob Savillo

I definitely understand where Joseph is coming from. Poorly placed inputs can absolutely detract from the experience -- I most recently struggled with this issue while playing Capcom's underappreciated Dragon's Dogma.

Too bad not enough developers (outside of PC-focused studios) have the insight to allow players to remap all controls as they see fit. It's not a perfect solution, but it's a step forward.

 
No matter how hard I try to get into a game ... if it doesn't have tight, responsive controls, then I just can't do it. I don't like being caught up in a session and then launching myself or someone else sky-high because the grenade button is in an unorthodox position.
 
When people talk about what makes a game immersive, you'll probably hear the usual bullet points: graphics, music, atmosphere, etc. While all of them are definitely imperative to the experience, one thing has always made a huge difference in whether a game totally immersed me or just detached me from it all: the controls.
 
 
Of course, my example above applies almost exclusively to first- or third-person shooters, which have been standardized to what I call the "Call of Duty control scheme." This standard is by no means bad since the input layout itself easy to pick up and learn. After a while, you almost forget that you have a controller in your hands.
 
Recently, I played through the Metal Gear Solid series. While the story was great and the gameplay was satisfying, I found myself constantly struggling with the wonky and outdated controls. It was hard to really get into the game and the character of Snake when the controls made me feel like less of an awesome, highly skilled solider and more like a clumsy buffoon who lucked his way out of most situations. The controls grew on me after some time, but they were still never as great as I wanted them to be.
 
If one genre relies the most on good controls, it's platformers. If you want to get past the challenge that a lot of these games offer, tight controls are an absolute must.
 
Nintendo was a pioneer in such controls for 2D platformers, and for a long time, they seemed to be the only company that could do it right. Of course, now we have games like Super Meat Boy, Rayman Orgins, and a plethora of others that offer great controls and solid gameplay.
 
Super Meat Boy is one that I played for a long time. Not only because my pride wouldn’t allow me to succumb to Meat Boy’s masochistic ways or because it was a download-only title so I couldn’t throw it out the window. I kept playing it because it was so easy to just pick up, play for a few hours, and leave for another month. The controls never get as complicated as run and jump.
 
Rayman Orgins was, in my opinion, 2011's game of the year. With great gameplay and even better controls, Orgins was easily one of the best retail platformers we have had in years.
 
Having good controls can make or break a game in the long run. Whether I am traversing huge landscapes or simply running to the right, I want the experience to be simple and smooth. The more I don’t realize that I'm holding a controller, the better.
 
And that doesn’t have to mean dancing in front of my TV.
 
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Comments (3)
100media_imag0065
September 10, 2012

If you want an amazing platformer with incredible controls, may I suggest Donkey Kong Country Returns? It isn't just the best platformer I've ever played, it also has some of the tightest controls. Man that game feels great in your hands.

For me personally, I have always had this odd ability to look past a games fault to the beauty within. I am not saying that makes me a better gamer or anything, if anything, it means I waste my time with bad games while smarter gamers move on to brighter things. If, for example, a game controls poorly, I will almost instantly be able to look past it, learn the new controls in a matter of minutes, and move on with the game. I think this ability comes from spending the previous 25 years playing poorly controlling games.

Most N64 games, most PS1 games, heck, even most NES games control poorly, and forget about Atari 2600 games! So, over the years I've just learned to put up with them. And after I learned to put up with them, I learned how to adapt. Like I said, this is more of a curse than anything, and is the very reason why I played Vampire Rain and Bullet Witch all the way through...I recently went back and replayed all the MGS games as well (minus the PSP games).

I started with Twin Snakes. And as usual, my odd ability kicked in. I started by being frustrated. "Why do I have to hold down the A button and let go to fire?!?" "Why the hell can't I crouch and walk!?" "Why the hell am I holding down 3 buttons to do simple things!?!?". And then, 5 minutes later, it is like I never had a problem with them before. I am running around, sneaking, shooting and punching like a champ. This gift...haunts me!

I think, as was said above, most of these problems would be solved if developers let us map our own controls. It is a simple concept, and one that has been around on the PC since the start. Let me choose how I want my controls. I am absolutely amazed that console developers are STILL so stubborn when it comes to this. Why the hell are the say against the idea of me choosing where my buttons are? I know a disabled gamer who can't play most shooters because having the reload on the bottons is very difficult for him.

Also having "Aim" on the left trigger is difficult as well for him. If he was able to map his own controls, he would be able to play just about anything that I can, but he can't because developers deprive him of this basic, simple feature because they are too proud of their work they don't want to let us change it or something. If I were Sony and Microsoft right now, I would force developers to have that feature in every single game released for their consoles. It would open up the door for many disabled gamers, as well as gamers who prefer different control schemes.

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September 10, 2012

The disabled gamer is a great point as to why this feature needs to be added. Thinking about it, Halo is the only game that comes to mind that comes close to custom controls, with tons of different layouts. But yes, I would love to have more control over the button layout.

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September 10, 2012

That's why, no matter how much companies try to sell us their motion peripherals, there's no way they'll be able to replace every function a controller is capable to perform. Kudos for you...

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