Inward Innovation
Friday, April 10, 2009 at 11:20PM
Richard Terrell (KirbyKid) in Misc Design & Theory

I didn't play Skate It Wii for very long. From the beginning, I was only interested in testing out the Balance Board controls. I've played Tony Hawk for consoles and for the GBA, and I wanted to compare how the Wii controls might change the core skating experience.

The game itself has less than polished graphics as well as a pretty conventional approach to sound complete with licensed music and voice acting. I found what little I played of the career mode to be a bit unfocused and confusing. I would have much preferred the Wii Sports approach with clear training exercises and a competition mode with a simple difficulty progression.

The Balance Board controls need some more work. Skate It, being a sort of spiritual successor to the popular Skate game, features an array of complex moves and maneuvers. Compared to the snow boarding game from Wii Fit, the developers had a much more challenging design task ahead of them. Still, the inconsistency and choppy controls of Skate It left much to be desired.

Despite the control short comings, I found skating on a Balance Board to be far more interesting, engaging, and more intuitive than playing with traditional controls. For basic steering, the player must shift their weight across the Balance Board. I found this basic level of interaction must more demanding and engaging than with traditional controls. With an analog stick, the player can easily balance out and steer straight by either letting go of the stick, or holding straight up. But when you're whole body is the functional analog stick, balancing on the middle of the board or leaning/balancing straight forward is a challenge in and of itself.

My experience and impressions of Skate It bring us to the point of this article. The wave of the future for video game design is inward innovation. Instead of creating more modes and options on top of existing video game conventions (more weapons, larger levels, internet play, co-op, larger multiplayer battles, etc) inward innovation looks at existing conventions and redesigns them for the purpose of making them more intuitive, direct, dynamic, analog, organic, and/or engaging. Skate redesigned the Tony Hawk style controls giving the player more direct control over their skater's individual limbs and moves. Skake It redesigned the controls once again turning the player into a virtual skater on a real Balance Board. It's a positive trend, at least in design theory/potential.

Of course, the Skate series is not alone with examples of inward innovation. The following are other examples. Keep in mind that these examples don't necessarily mean that these games were the first to innovate in such a way.

 

From ElectrOcean, Pikmin3D, Sonic Beyond, Pokemon O-SNAP, to the various repairs I've done on games, I'm always looking to innovate on the core mechanics/interaction of a game to make them more intuitive, direct, dynamic, analog, organic, and/or engaging.

I've always felt that adding features on top of a game never got the core of the issue.

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