Input Innovations
Interactivity is the essence of gaming, and in a videogame, some device has to translate the player’s intentions into action. We’ve always had buttons, knobs (aka spinners or paddles), joysticks, sliders, triggers, steering wheels and pedals. But recently our options for input devices have exploded, and a good designer gives careful thought to them before choosing an approach to use.
18. Independent movement and aiming.
Early games restricted the avatar to shooting in the direction that it was facing—as in Asteroids, for example. Separating movement from aiming requires a second joystick, which substantially increases the physical coordination required of the player, but offers more freedom for both player and designer. Probable first use: Robotron: 2084 coin-op, 1982.
19. Point-and-click.
The mouse changed the way players interact with spaces and the objects within them. Although now considered dated, point-and-click made adventure games much more accessible than the older “guess the verb” parser-based system. Best-known early example: Maniac Mansion, 1987; the SCUMM engine devised for it is still in use by independent developers. Probable first use: Enchanted Scepters for the Macintosh, 1984. The Mac was the first personal computer to routinely ship with a mouse.
20. Mouse+WASD keys for 3D first-person movement.
This is so much the best way to move a first-person avatar in a 3D space that, until we get virtual reality gear that really works, there is no reason to consider anything else. Dual-joystick setups on controllers can’t match it for precision. First use: unknown.
21. Speech recognition (and other microphone support).
Which is the more exciting: yelling “Company A, charge!” or drawing a box with your mouse around Company A, then clicking a menu item labeled CHARGE? I rest my case. And hollering at your buddies (or at your enemies)—or singing with them—can be a big part of the fun too. Probable first use: Echelon for Commodore 64, 1987.
22. Specialized I/O devices for music (not counting MIDI keyboards).
Part technology, part design, advancements in I/O devices have changed the way we play, especially in musical games. Making music and dancing to it is an intensely physical activity that doesn’t easily translate to joysticks and typewriter keyboards. Maracas, conga drums, the Guitar Hero controller—all great fun. Possible first use: dance mats in Dance Dance Revolution, 1998.
23. Gestural interfaces.
Many cultures imbue gestures with supernatural or symbolic power, from Catholics crossing themselves to the mudras of Hindu and Buddhist iconography. Magic is often invoked with gestures, too—that’s part of what magic wands are for. The problem with a lot of videogame magic is that clicking icons and pushing buttons feels more technical than magical. The gestural interface is a comparatively recent invention that gives us a non-verbal, non-technical way to express ourselves. Best-known example: Wii controller. Probable first use: Black & White, 2001.
24. Reconfigurable controls and other accessibility features.
When you get used to a certain controller or keyboard setup, you want to be able to use it in every analogous game. PC games now routinely allow players to remap the commands on their input devices, but this is not yet as common as it should be on console machines. For people with hand problems it can be vital. Unfortunately, game developers have almost completely ignored the needs of the handicapped—to our lasting shame. We’re finally starting to get a clue. Among the other useful innovations here are: subtitles for the hearing-impaired; separate volume controls for music and sound effects; adjustable brightness and contrast controls; alternative color palettes to help the color-blind; settable game speed. The slogan of accessible game design is there’s no such thing as “too slow.”
Next: Presentational innovations
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Presentational Innovations
Innovations in what the player sees and hears may depend heavily on technological advances, but I still consider them design innovations as well, features the designer can choose to use in their game—or not. I take static and scrolling 2D screens for granted; they already existed in mechanical coin-ops.
25. Isometric perspective, also sometimes called “three-quarters perspective.”
After years of side-view or top-view videogames, the isometric perspective provoked gasps of astonishment when it first appeared. It created a sense of three-dimensionality that had been sorely lacking from games to that point. For the first time, players could see both the tops and the sides of objects in a natural way, rather than through awkward “cheated” sprites, and could even move around objects to see them from the other side, if the designer had provided that feature. Best-known early example: Populous, 1989. Probable first use: Zaxxon coin-op, 1982.
26. First person perspective.
First person lends immediacy like no other point of view. When an enemy points a gun at you, it’s really at you—right in your face. The big tradeoff is that you don’t get to see your avatar, so visually dramatic activities such as traversing hand-over-hand along a telephone wire lose their impact. First person doesn’t have to mean true 3D; the earliest examples didn’t allow fully 3D movement or tilting up and down. Best-known early example: Battlezone coin-op, 1980. Probable first use: Maze Wars, developed at NASA on the Imlac minicomputer, 1973.
27. Third person perspective.
Controlling your avatar as seen from behind, looking over its shoulder. The camera follows wherever the avatar goes. Like first person, third person doesn’t necessarily require a true 3D space, but it has to seem like one. This innovation was important because it allowed you to watch a heroic character doing his stuff from a natural viewpoint, unlike the older side-scrolling and top-scrolling perspectives. The tradeoff is that the avatar obscures your view of part of the world, which can be awkward in shooting games. Best-known early example: Tomb Raider, 1996. First use: unknown. Viewpoints that follow vehicles as in Pole Position, 1982, are more properly defined as chase views.
28. Cut scenes.
Love ’em or hate ’em, they’re part of the gaming landscape. They give players a rest between periods of activity, allow them to see the game world from a viewpoint that doesn’t have to be playable (and is often more attractive), and of course can tell a story. Best-known early example: Maniac Mansion, 1987. Probable first use: Pac-Man, 1979.
29. True 3D.
We used to fake 3D viewpoints a lot, usually because we didn’t have the CPU power to provide the real thing. Doom was a very clever fake. 3D doesn’t always improve gameplay—consider Lemmings versus Lemmings 3D—but its impact on gaming is incalculable. Even mobile phones are starting to get 3D accelerators. Best-known early example: Microsoft Flight Simulator v1.0, 1982. Probable first use in a game: SPASIM, a Star Trek-themed multiplayer mainframe game, 1974. These were possible only because of the extremely limited number of objects in the landscape.
30. Context-sensitive camera.
A natural advancement on the third person perspective, a context-sensitive camera moves intelligently to follow the action. This enables the designer to use a cinematographer’s skills to present the game from the best angle at every moment. Context-sensitive cameras are excellent for adventure and slower-paced action-adventure games. In fast games, however, there’s a risk that sudden camera movements will be disorienting—to control events at speed, you need a predictable viewpoint. Best-known example: ICO, 2001. First use: unknown. Pre-rendered backdrops (as in point-and-click adventures) and player-controlled cameras (as in Gabriel Knight 3) aren’t the same thing.
31. Procedural landscape generation.
This technique enables designers to create large play spaces without having to build them by hand. If it’s done on the fly, they don’t even have to store them, which was important in the early machines. Best-known early example: Seven Cities of Gold, 1984. Probable first use: River Raid, 1982.
32. Interchangeable dialog playback (aka “stitching”).
This is the practice of assembling audio clips together to produce seamless dialog with varying content. We use it to create credible play-by-play in sports games, where the names of different athletes have to be inserted into the commentary. It has done a lot to create a truly television-like experience. Best-known early example: Hardball III, 1992. Probable first use: 3rd Degree for the CD-i player, 1992.
33. Adaptive music.
Everyone recognizes the power of music to create a mood. In videogames, the trick is to change the music in response to game events, and of course the composer can’t know in advance when they might occur. One approach is simply to play a new track on demand, but the transition can be jarring if not done well. Another approach is layering—mixing harmonizing pieces of music together and changing their volumes in response to the needs of the game. Best-known early example: Wing Commander, 1990. Possible first use: Way Out for the Atari 800, 1982.
34. Bullet time.
Adjustable time has long been standard in flight simulators; it lets you speed up game-world time in order to get through dull periods quickly. Bullet time is a later innovation. It slows time down while still letting you act quickly, so it creates a feeling of super-speed to go with the more common game sensations of super-strength or super-toughness. Best-known early example: Max Payne, 2001. Possible first use: Requiem: Avenging Angel, 1999.
35. Deformable environments.
Here’s a classic game absurdity: a huge explosion destroys a tank, but does nothing to the walls and windows nearby. Deformable environments correct this and let you literally change the world. This feature poses a risk to a game’s level design because you may be able to get into places the designer didn’t expect you to; but it makes the world much more realistic and lets you solve problems in your own way. Possible first use: Magic Carpet, 1994.
36. Clever indicators for unusual attributes.
Health, speed, mana, lives, ammunition, fuel, and so on all use pretty standard screen indicators: power bars, digits, gauges, repeating small images. Many are borrowed from real-world devices. But what about other, less obvious attributes? Over the years we’ve devised a variety of clever ways to display them—too many to list, so I’m lumping them all together. Some personal favorites: the flickering light in Thief: The Dark Project that indicates how “noticeable” your avatar is; the crosshairs that grow farther apart to indicate reduced weapon accuracy while you’re moving in shooter games; blurring the screen and rendering the controls unreliable to convey that the avatar is drunk or drugged.
Next: Genres