DS Design: Controls
Sunday, January 4, 2009 at 10:21PM
Richard Terrell (KirbyKid) in Controller Design, Mechanics

While the Wii continues to innovate with 3D motion controls, the DS has innovated in a completely different way. Utilizing the SNES button layout, a touch screen, and a microphone the DS has given developers the tools to make breakthroughs in handheld controls as well as innovations across the video games medium as a whole.

For this DS Design entry, I intended on highlighting the games that represented excellent examples of the various types of control styles that have been pioneered on the DS. However, after I separated the games into categories, I found that almost every game bled over into at least one other category. So instead of trying to force the games into groupings according to what control type they best represent, I created a chart accurately portraying each game. In this way, it's clear to see that the DS is a system that yields games reflecting a variety of design styles and approaches.

Before I post the chart, I'll cover each control category.

1) Analog controls. The PSP has had a problem trying to design dual analog style games around its singular, analog nub. Fortunately, the DS has a clever solution for analog control. By using the touch screen, developers can design analog controls that have the accuracy of a computer mouse and the freedom/flexibility of cursive handwriting.

2) Only possible with a touch screen (for a handheld). Whether using the stylus like pen or interacting directly with the objects on the screen, some DS games are only suited for handheld touch screen controls. Even a mouse or a Wiimote wouldn't be as intuitive or accurate for such games.

3) Intuitive, interactive touch experience. See it. Touch it. No matter what the game puts on the screen or the objective players face, controlling these games is as simple as touching the forms on the screen. When done correctly, the player effortlessly controls the game in a multitude of ways.

 

4) Touch screen buttons/controller (ie. in game buttons excluding menus). With a standard controller, many times, there are buttons that aren't used or buttons that serve no function based on the current game state. There's nothing we can do about these extra buttons. What's interesting about the DS is developers can create touch screen buttons. With touch screen buttons, the icon can be dimmed to indicate inactivity or the button can be removed from the screen all together. Such buttons have a lot of potential and flexibility.

 

5) Microphone. From the beginning of the DS's life, a popular (or should I say unpopular) use for the DS mic was for blowing. Blowing usually created wind to...

There are some more creative uses of the mic controls like...

 

6) Improved yet optional touch screen controls. For these games, as much as the touch screen controls help, the touch design wasn't better than traditional controls across the board. Perhaps this is why both control schemes (buttons/touch) were included.

 

7) Drawing symbols/lines. The computer mouse and the Wiimote aren't suited for drawing or writing. Such devices work best best when pointing and clicking. But the flat touch screen with a stylus works well as a point and click device and a stable, accruate writing device.

 

And I'll end with the chart.

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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