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Horror Game Controls: The Bane of the Genre

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Saturday, October 31, 2009

Of the three forces acting upon every gaming experience --story, gameplay and graphics-- it is the gameplay that is easily the most important. No matter how good the story or graphics, without a solid gameplay foundation, the game will be unable to succeed in the gaming market. On the other hand, games like Counter Strike and Battlefield 1943 have neither plot nor cutting edge graphics but are able to find success based on their gameplay alone. With its obvious overall importance, it is unforgivable that the horror genre of gaming has refused to adopt gameplay innovations present in other genres.

While there are numerous bad spots in the horror genre's metaphorical gameplay pond, it is in the reedy waters of the control scheme where the worst stagnation has occurred. In the age of point and click adventures, games like the 7th Guest and Alone in the Dark played practically the same as non-horror games. However, when games took the leap to 3D, horror games latched onto the first popular control layout, and refused to let go.

 

Take the Resident Evil series for example. From the first Resident Evil to Code Veronica, the characters controlled like tanks, with left and right buttons making them rotate around a central axis. In fact, even recent entries, Resident Evils 4 and 5, used a modified version of this control scheme (though with an over-the-shoulder camera in place of a static one). But Resident Evil is not the only popular horror series to adopt these controls. Silent Hill and Fatal Frame both have them as well. Yet, what was the last non-horror series to have similar tank-esque controls? Tomb Raider, and it gave up on those controls as antiquated and awkward when it switched to the PS2 in 2003.

So why would horror game makers stick with inferior controls for years longer than anyone else? Perhaps the designers think that they add to the overall horror experience. After all, being unable to move quickly and accurately through a room does add a sort of tension to the game. However, tension from fear and tension from frustration are not the same thing. Sure, they both result in a player screaming “Move! @#$! Move!,” but for entirely different reasons.

Of course, there's always the other possible (and perhaps more likely) explanation: “It always worked before, so why change it?”

Despite that pessimistic possibility, all is not lost for the horror genre. Companies like EA and Value, with their titles Dead Space and Left4Dead, have worked hard to bring horror games into new perspectives with new controls. And since both games have sequels in the works, their bid to break the mold seems to have paid off.

In the end, it is not the controls that make a game scary, but they are what make the game enjoyable. The sooner game makers recognize this, the sooner the horror genre will be able to leave its niche and soar to new heights.

 
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Comments (6)
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October 30, 2009
First off, I totally agree with your central point about horror controls. It's not tension or suspense, but frustration they're fueling. With so many more tools available to developers to create a tense, spooky atmosphere there is no reason controls can't sharpen and modernize. I found myself telling Chris Redfield a couple of times that his death was his own damn fault. Secondly, I've got to take exception to your first paragraph. The argument that gameplay is paramount is the best argument against games as art. Without a story video games are the equivalent of a back scratcher or pornography- they serve a purpose, but don't evoke any emotion. I'm not saying you're wrong (not by a long shot), gameplay is important, I'd just like to maybe see plot to be considered as equal. I'm digressing here. Great read. Don't think I've seen you around yet, so welcome to bitmob!
Twitpic
October 30, 2009
I know I'm in the minority, but I really don't mind that type of control scheme, it really doesn't bother me. That being said, I wouldn't mind if other horror games borrowed from Dead Space's control scheme. Great article!
Pshades-s
October 30, 2009
Travis, I believe Denis Dyack recently argued that story was more important than gameplay and there was a resounding cry of "what?" from developers and critics alike. I want more storytelling in games, no doubt, but not every game needs a story to be good. However, every game should respond well to the pressing of buttons or else we wouldn't keep playing them. I'm not sure the original Resident Evil games are a great example because of the forced camera perspective in use at the time. Since characters could find themselves facing different directions when the camera angle changed, a static "go forward" button was pretty important. Why those controls linger in on free roaming games like RE4 and 5, I couldn't say. Tradition? That's a poor argument.
Default_picture
October 30, 2009
I'm not saying all games should have a story; I'm totally down for some Tetris or Counterstrike. What I am saying is that games that do have a story should put more effort into them. In terms of what Dyack said- I agree for the most part. I game with great gameplay and little to no story works, whereas a game with great gameplay and an elaborate shitty story fails miserably. Also, I'm just restating the argument I've always heard that games shouldn't be considered art. People only play as a fun diversion, not for a story or emotional resonance, etc.
Default_picture
October 31, 2009
I never understood the hatred for the tank controls. Yea they took a bit of time to get used to but that was the worst. Once you are used to it you can run circles around zombies.
Pshades-s
October 31, 2009
At the risk of sounding like a pushy salesman, I should remind everyone of a terrific horror game called [url=http://bitmob.com/index.php/mobfeed/revisiting-the-ancient-horror-of-2002-eternal-darkness.html]Eternal Darkness[/url] that had very good controls. Of course, that game did benefit from a more dynamic camera system and was released well into the Resident Evil series, so they knew what was broken and fixed it.

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