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Level Up.pdf

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Shake, Rattle and Roll 167<br />

character was scared or hurt, the controller ’ s “ heart ” would vibrate, telling<br />

the player that they were in trouble. It was really creepy and effective.<br />

A gyroscope allows the player to rotate the controller as another way to<br />

manipulate an on - screen element. The control applications for gyroscopes<br />

can be quite robust. I have played games that allow the player to nudge<br />

arrows while in flight ( Heavenly Sword), maneuver falling characters (Ratchet<br />

and Clank: Tools of Destruction), or even flip over an entire level ( Super<br />

Mario Galaxy).<br />

The most important thing to remember about having the player use<br />

gyroscopes is to clearly communicate the direction they have to turn the<br />

controller in. As the gyroscope is “ hidden ” within the mechanism of the<br />

controller, it ’ s easy for a player to forget that this is a control option; make<br />

sure to remind the player that this function is available.<br />

Whatever the action, I find that players respond best when the moves match<br />

a real - world action. If you tell players to swing the controller like a sword (or<br />

a tennis racket, or a bowling ball, or a conductor ’ s baton … ) they get it. The<br />

trick is to design and tune your in - game sword to feel like a sword through<br />

animation and physics. Game animations with the right timing, speed and<br />

feel of friction in the world will make them feel less “ fl oaty ” and “ gamey ” — a<br />

feeling which is always less desirable to the player.<br />

The fun thing about gyroscopic controls is that you can get away with<br />

silliness. No game plays with the user more than WarioWare: Smooth Moves<br />

(Nintendo, 2006). While there are only about 20 “ moves ” (and half of them<br />

are button presses) that the Wii Remote/nunchuck combo can do, the<br />

designers of WarioWare encourage players to hold the controller in bizarre<br />

ways to play their microgames. But it ’ s all part of the fun; the goal is to<br />

make the user look stupid, whether it ’ s placing the Wii Remote on your head<br />

like a Mohawk haircut or flipping it like a spatula tossing a pancake.<br />

True motion controls are still in their infancy, especially in the home market,<br />

but here are a few things to keep in mind as we march forward into the<br />

future:<br />

• Many players don ’ t play video games to exercise. Unless the goal of<br />

your game is for players to lose weight, don ’ t forget to build in breaks<br />

and changes in control motions to keep players from wearing out or<br />

suffering repetitive stress injuries.<br />

• Always account for lag: the time it takes between performing an action<br />

and when it happens on screen. As most games are based on timing,<br />

nothing is more frustrating than an action not happening when the player<br />

does it. This is especially true for rhythm games like Rock Band and<br />

fighting games like Street Fighter, where lag issues can screw up the

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