This weekend, among other things, I have been playing Portal on the Xbox 360. This may surprise people who know my computer-game playing habits (or, rather, the lack of them).
It's a fun game, it's a fun concept. I like the puzzle-solving aspects of it. I'm amused by the strange, sing-song, deadpan commentary from the test supervisor. I like cake.
What I don't like, however, is actually having to play it. If, like me, you haven't significantly played any games since pixellated graphics went out of fashion, you'll be completely bewildered by the concept of two analogue sticks. One controls the way you're moving, one controls the way you're looking; apparently this is pretty standard in this day and age.
I've never got on well with FPSs. I remember, many years ago, watching
failmaster playing Quake and wondering how on earth he didn't get dizzy with the wildly scrolling background. I've still never quite got over this. In Portal (where "up" is a slightly fluid concept) I'm continually disorientated.
Fortunately Portal has no timer, so I can move very slowly and sedately and look about me carefully. At least, some of the time I can. The rest of the time I accidentally walk left when I meant to look left and fall off a platform and die. No, this doesn't get any better. I'm up to level 14 and I'm still walking into walls and falling off things.
To make things worse, the camera view works backwards the entire time. Apparently this is a well-documented problem with up/down: some people think that pulling the stick down should make you look up, some people think that pulling the stick up should make you look up. Accordingly, there are two modes: you can set the up/down to work either way. My problem is similar, but with left/right. Apparently this is not a well-documented problem, and pulling the stick left makes you non-negotiably look left. (Irrelevantly, perusing the configurable bits there is also a "Duck Mode". This is very disappointing if you're me.)
So, a typical few minues of me playing Portal will feature me blundering around, walking sideways a lot, looking up when I meant to look down, turning all the way around a bit, flailing about, and falling to my death. There have been several occasions where I've solved the puzzle, but the difficult part has been actually getting through the portal I've placed. I'm sure that's not meant to be the difficult part.
I'm looking forward to the cake, though :)
It's a fun game, it's a fun concept. I like the puzzle-solving aspects of it. I'm amused by the strange, sing-song, deadpan commentary from the test supervisor. I like cake.
What I don't like, however, is actually having to play it. If, like me, you haven't significantly played any games since pixellated graphics went out of fashion, you'll be completely bewildered by the concept of two analogue sticks. One controls the way you're moving, one controls the way you're looking; apparently this is pretty standard in this day and age.
I've never got on well with FPSs. I remember, many years ago, watching
Fortunately Portal has no timer, so I can move very slowly and sedately and look about me carefully. At least, some of the time I can. The rest of the time I accidentally walk left when I meant to look left and fall off a platform and die. No, this doesn't get any better. I'm up to level 14 and I'm still walking into walls and falling off things.
To make things worse, the camera view works backwards the entire time. Apparently this is a well-documented problem with up/down: some people think that pulling the stick down should make you look up, some people think that pulling the stick up should make you look up. Accordingly, there are two modes: you can set the up/down to work either way. My problem is similar, but with left/right. Apparently this is not a well-documented problem, and pulling the stick left makes you non-negotiably look left. (Irrelevantly, perusing the configurable bits there is also a "Duck Mode". This is very disappointing if you're me.)
So, a typical few minues of me playing Portal will feature me blundering around, walking sideways a lot, looking up when I meant to look down, turning all the way around a bit, flailing about, and falling to my death. There have been several occasions where I've solved the puzzle, but the difficult part has been actually getting through the portal I've placed. I'm sure that's not meant to be the difficult part.
I'm looking forward to the cake, though :)
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Date: 2008-11-09 10:55 pm (UTC)I did find using a trackball for camera-direction and keyboard for the rest worked acceptably well (trackball seems more intuitive than the mouse for this to me).
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Date: 2008-11-09 10:59 pm (UTC)(no subject)
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Date: 2008-11-09 11:50 pm (UTC)no subject
Date: 2008-11-09 11:54 pm (UTC)no subject
Date: 2008-11-10 07:33 am (UTC)1) Portal was done by Valve[1], whose heads live firmly in FPS-space. They doubtless saw no need to improve on the controls.
2) Portal is really a PC game. Using mouse to control look direction feels a lot more natural.
Apparently this is a well-documented problem with up/down: some people think that pulling the stick down should make you look up, some people think that pulling the stick up should make you look up.
Basing it on psychology is a bit of a stretch. What it's really about is aircraft controls. Pull back on a flight stick and your plane goes "up". Push forward for "down". But left and right roll you "left" and "right" respectively (which, barring aerobatics, is how you would turn left or right). This is likely why there's no left/right reverse option.
Ultimately most games with complex real-time controls work the same way, though: you either give up in frustration or you get to the point where you can control your character directly without thinking about what you're doing with the physical controller.
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Date: 2008-11-10 10:02 am (UTC)I do intermittently suffer from a similar left/right problem as you when I'm playing third-person games on a console. Sometimes I think "I want to see what's to the left" and push the camera joystick left. Other times I think "I want to rotate the camera clockwise around the hero" (i.e. look to the right of the hero) and press the camera joystick left. Rather tellingly thinking about it now, I'm still not sure which one is correct.
Which is why God intended us to play in first person with keyboard and mouse, and why third person games where you're forced to use clumsy joysticks are the devil's work. The worst of which was quake III on thee dreamcast which didn't have an invert Y-axis mode. So I'd wander around thinking "up means down, up means down" and play OK until I saw my mate, panic, try shooting him but end up taking out the floor or ceiling near me - often with a splash-effect weapon like a rocket launcher
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Date: 2008-11-10 02:10 pm (UTC)Dr BeechingMr Porter.(no subject)
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