My time with the Steam Controller
tommyrefenes.tumblr.com
tommyrefenes.tumblr.com
Truth is, there are no formulas…it’s just a big huge hack.
I spent two months on the controls for SMB to get them perfect.
Everything from the weird “friction” that happens when you
change directions in the air to the 200MS delay that happens
when you’re on a wall and pull away is based on how it feels to
me when I play it. None of these formulas are based on physics
concepts, they are 100% based on feel.
I like this. It's brutally honest and sounds wrong, but the result speaks for itself. Super Meat Boy has _great_ controls and that really makes a huge difference. Here's to one perfectionist programmer who really cares about the nitty-gritty details of great game design.This comes up a lot. The most pithy version I've seen is from Mencken: "For every complex problem there is an answer that is clear, simple, and wrong." But the same lesson is in the [1] Dreyfus model of skill acquisition, and also in the shu-ha-ri model [2].
[1] http://en.wikipedia.org/wiki/Dreyfus_model_of_skill_acquisit... [2] http://c2.com/cgi/wiki?ShuHaRi
I can't agree more with SMB's daddy, movements are the most important thing in the game. It's the core.
Coming from HL/HL2/CS, the controls are very very tight, but over the last few years it seems like most games are always xbox+ps3+pc and they never seem to be that great for PC. Either consoles get away with a lot worse controls, or the ports/PC-versions are just worse quality :(
P.S. I will say an example for me wasn't CS:GO, but some of the newer Call of Duties. Which is ironic because the first Call of Duty back on PC was actually one of the few games that could contend with Valve-quality FPS controls (I felt).
http://www.testufo.com/#test=framerates
Smoothness, feeling of fluidity and responsiveness. Being very timing-sensitive and twitch-skill-based, SMB would gain a lot more from 120 Hz than a slower paced game would.
[1] Of course, the gains of going from 60 to 120 fps are much smaller compared to 30 to 60, but still. People have PCs and monitors capable of running SMB at 120 fps, so being bottlenecked by the software is frustrating.
Another interesting feature of these touchpads is that they may prove more durable than traditional joysticks. Even though I don't game much these days, I've still managed to wear out the sticks on one Xbox360 controller and the D-Pad on another. If the clicking mechanics on the Steam controller pads are made bomber, they should be very durable!
The most interesting feedbacks for the controller WILL be ones on FPS, RTS and other mouse&keyboard games. Because we've seen a decade of failed attempts at solving this particular issue.
That's really neat. I wonder how many fake "buttons" you can map onto the touch-surface before it starts getting crowded. 4? 8? 9?
I see the challenge, though, with providing some kind of "nubs" without screwing up its usability as a pointer-surface. Even switching betweeen smooth/rough in the button-zones or putting simple bulges could make it feel bad as a pointer.
http://www.imdb.com/title/tt1942884/
I thought it was a good film.
It also shows how obsession plays a huge role in the potential for success. Not all who are obsessed are successful, but it is a large factor. That's not to say that obsession is good. Unfortunately, it often places emphasis on something that really does not matter in the end. But, for the few that have a crazy idea and try to bring it to fruition, hopefully it is something they look back on later in life as a good thing, whether it was a mistake and they learned from it, or whether they grew as a person because of it.
If people could obsess about doing something that helped others, that would be much better, but not everyone has that tendency, and maybe super meat boy really had a positive effect on a lot of people making the world a better place- I don't know.
https://movies.netflix.com/WiMovie/Jiro_Dreams_of_Sushi/7018...
> "This sounds weird, but it's almost like rolling two weighted trackballs that are too large to actually fit into the controller," Lambe said as he tried to explain what it's like to have one's thumbs on those two trackpads. "For camera controls, slide one thumb to the right, and you'll feel this ticking, like you're turning a physical control. Flick your thumb quickly, and this imaginary physical thing reacts like something with weight to it—the 'trackball' continues to roll for a bit, eventually coming to a rest. And since it's all controlled through the software, the same trackpad then becomes more like a mouse or a laptop trackpad when you're navigating through menus."
http://kotaku.com/valves-controller-has-been-tested-here-are...
Resounding endorsement.
The 360 controller is pretty much the ideal controller for that genre so if the Steam controller can reach parity that's a big deal.
The real test is how it performs with twitch FPSs and games like DOTA.
[1]http://www.rahulsood.com/2010/07/console-gamers-get-killed-a...
For clicking and targeting, you have the touch screen. Dota 2 is a 5vs5 player game. Controller can display all your enemies on the touch screen, just as you'd normally see their profile pictures at the top of your screen. You can click on their profile pictures to target them when they're visible on the map etc. As for the movement, I think movement could be much better with a game controller. You probably can not click on a map and wait for your hero to go to the spot you've clicked on, but you can direct him there with one of the touchpads.
I think another big problem would be using the shops. In the current style of the game, I don't think it'd be possible to use the shops with a controller because there are just too many items. Having said that, if Valve really wants people to play Dota 2 with a game controller, I'm sure they can implement some changes. Currently in game items are seperated in categories. They can use that wheel chat idea with the shop and let players browse through the items. I'm just brainstorming. It can be done. 2 different UI implementations for 2 different platforms, but one game.
I'm not saying these changes or even playing Dota 2 with a game controller would be ideal, but I think it's doable to make the game controller friendly. But there's no way in hell I'm going to give up on my mouse and keyboard for Dota 2 and most of the games that I play (apart from the sports games).
Since the Wii U's not selling so well, most people probably don't know about it, but I think the Wii U Pro Controller is probably the best modern controller for classic gaming. It's basically a 360 controller with Nintendo quality. And people have already written drivers for Windows and OS X, and support was added to Linux in 3.11.
Everyone's already pretty happy with their xbox 360 controllers, but Valve isn't happy that their platform isn't in your living room. Therefore, they want to bridge the gap so those titles that wouldn't translate well to the living room are more playable. Spelunky and SMB are amazing games, but very arcadey. They're test cases that can only show that this controller adequately compares to current controllers.
A better test would be hearing how people do with titles you could less readily imagine playing on a ten foot display. I want to know, as a PC gamer and input control snob:
1) does this let me handle FPS games properly (ie twitch controls to compare to mouse level quality).
2) can I play RTS style games and do stuff like macroing and movement with the fluidity of kb/mouse.
3) what advantages do I get over an xbox 360 controller, which is decent enough in most cases.
4) does the loss of thumbsticks mean a loss of tactile response? I love the sensation of movement within Dark Souls as I tap on my thumbsticks.
Nubbins would be helpful it's true, but it would be nice to have detachable sticks for those of us who want them. The valve patents from a few years ago showed something like that. Of course, adding thumbsticks then basically rolls back the design to being just another joypad.
I'm skeptical, possibly because in a sense the SteamPad isn't doing anything new (while yeah the haptic is probably amazing compared to anything else current), it's just trying to translate our current experience of input from the quality we get on desktops, to the couch in our living rooms.
One paragraph later you articulate the very problem for which it is a solution:
> they want to bridge the gap so those titles that wouldn't translate well to the living room are more playable
I don't know about pretty happy...I really wish the 360 controllers were more like Nintendo's traditional controllers (like the Wii Classic Controller or the Wii U Pro Controller)
Then again, I really don't play much.. I do wish the Ouya controllers were actually more responsive in games/emulators.. the controllers feel okay, but when they miss on screen, it's just painful.
Microsoft's...the d-pad is just atrocious.
What Nintendo does right is get the combination of location of control inputs right and their soft, but responsive, d-pad. Game selection is another issue, but controller-wise, I haven't seen anyone beat Nintendo at yet.
Are there 4 buttons under each pad, or is one button, with the differentiation purely based on your thumb position? If it's the latter, that's impressive.
With that said, I agree with the author in that I enjoy buttons on my controllers. I need to physically press something. Playing SMB, for example, on a touch screen just doesn't feel right. I'm also worried about how pressing multiple buttons on the same touchpad is going to work. Are the diagonals going to act as a combo-press?
as for needing to press something, there's this new haptic feedback stuff.
https://news.ycombinator.com/item?id=6458430
I knew Valve wouldn't produce something that was just garbage so I figured it probably worked reasonably well, but I also suspected at the end of the day it was a compromise solution that didn't really work as well as the existing one (though to be fair it is trying to solve two problems, the traditional console controller issue and the mouse/keyboard issue). I'm not convinced such a compromise needs to be made as wireless 360 controllers exist, and wireless mouse/keyboards exist (in many form factors).
I'll still try the Steam controller myself (when/if it is available to demo without buying), they still have time to make it even better since it is now in alpha. But given his leadup about controls being very important to him matching my own game playing, I suspect when I have a SteamMachine I will be using the wireless 360 controller or a wireless mouse/keyboard on my coffee table (depending upon game being played) and not these compromise controllers.
There's so many possibilities for this controller. Between software 'buttons' on the touchpads, swipe gestures, the pointing ability, and also the touchscreen, alot of innovation in control schemes is possible.
He says the controller is a bit "bulky" compared to the PS3 controller, I wonder if the 3D-printing material makes it heavier than the end product might be.
I'm not familiar with the Xbox 360 or PS3 controllers, but from this I think it was the size, not weight, "bulk" referred to. It's the same weight as the Xbox 360.
StarCraft 2 requires dozens of buttons, and isn't even on Steam. It's not going to happen anytime soon.
Furthermore, Valve is claiming that the controller works well for RTS etc. They demoed it with the newest Civilization to select people. None of us will know until they try it though.
I could imagine playing Civ on the couch with the Steam Controller - it'd work well. I don't think even Valve expects to bring StarCraft or Dota to the lounge room though - those games are designed around a mouse.
"Whole genres of games that were previously only playable with a keyboard and mouse are now accessible from the sofa. RTS games. Casual, cursor-driven games. Strategy games. 4x space exploration games. A huge variety of indie games. Simulation titles. And of course, Euro Truck Simulator 2. "
They do expect it to work with RTS.
I can't even imagine how a game like StarCraft 2 would work on a controller like this.
The Achilles' Heel of the Xbox 360 gamepad is the wobbly directional disc. Nintendo uses a sensible cross, Sony's is in segments. Microsoft had to find an alternative which didn't involve paying a fee to a competitor for each unit sold.