Are games controllers destined to become extinct?
I remember the first time I heard someone suggest that games controllers were off-putting to new players. The idea hit me like something completely new. How could this harmless, friendly little device that I knew so well, prevent people from doing the very thing that it was designed to do?
But then, maybe it’s no surprise that I didn’t get it at first. After all, I got into gaming early. At three and four years old, I’d led the forever-locked-in-a-maze Pac-Man away from those pesky ghosts. Up was ‘Up’, and down was ‘Down’, and the one button on the joystick wasn’t even used to play the game. But it isn’t like that any more.
I look at the controller in my hands, usually forgotten as soon as the titles roll, and I find myself wondering; how many control schemes, and attack patterns, and intricate sequences have I mastered over the years? With two analogue triggers, twin joysticks, a pair of shoulder buttons, four face buttons, Start and Back (often used in-game these days), a D-pad and that big glowing X, modern controllers are complex and subtle tools. They’re as useful as ever though; I direct Pac-Man around those mazes still but the controller is still just as at home in a rich and complicated gamescape. Looking at it now, it’s obvious that so much control could be daunting to a new player.
Even if I didn’t see it, Nintendo sure did. And they set out to make the world of games a whole lot more accessible. Nintendo have declared that they’ve shipped more than 50 million Wiis and sold more than 100 million DS and DS Lites worldwide. Big numbers. And with so much at stake, it was only a matter of time before the other big players tried to get in on the act and tap into Nintendo’s magic formula of more accessible gameplay for a much wider audience.
This E3 saw Microsoft enter the game with its much-touted Project Natal (the promise of controller-free control doing away with everything but the player). And Sony has come up with the snappily-titled “Motion Controller” which comes across as a ‘wand’ closer to the Wii-mote but with added EyeToy camera recognition.
The potential is awe-inspiring. This new technology can be an easy sell to someone who’s never so much as shot down a Space Invader or circle-strafed an end-of-level boss. And it’s a whole new toolset for developers to get their teeth into and let their imaginations run wild. So why am I not more excited?
Well, really it’s this; games allow me to be super-human from the comfort of my sofa (horizontal gaming ftw), not just merely-human while I work frantically. I’ve been wall-running with Persian Princes, and I’ve turned cartwheels and somersaults down ancient corridors with Lara. I’ve defeated Sheng Long and I’ve gone 12 rounds with Mike Tyson. So the idea of throwing each punch, pathetically swinging my foot in a vain attempt at an overhead kick, or clumsily miming out such actions as climbing a ladder fills me with dread.
Where will my adventures and my feats of legend come from if in the end, I am only me, and not one of the many gaming heroes I’ve been through the years? I want to climb skyscrapers and swan-dive off cliffs, be as acrobatic as an Olympic gymnast and as skilled as the world’s greatest martial artist. Motion-control clearly has the potential to bring us all manner of new experiences but might it also rob me of my superhuman prowess? No amount of being able to move in-game objects with my hand is going to replace my lust for adventure.
In the end, we shall all just have to wait and see. Will our familiar controllers become obsolete icons of a bygone age, or will the new ideas of an industry hungry to expand its audience become an entry point to more established gaming, rather than a replacement? Who knows, but I say this to you, Sony and Microsoft, don’t forget us gamers in your rush to steal Nintendo’s thunder.
And whatever happens, I’ll still have to lead poor Pac-Man around that maze, and I wonder if up will still be ‘Up’ and down will still be ‘Down’.
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