Sunday 4 March 2012

Controller development

   Controllers I would say are one of the most important asset when it comes to gaming. The controller is what bonds the player to the game. With just a simple hit of a button or movement of a joystick, a choice is made and that choice is then sent into the console as a piece of data and the game then interprets it.
Without a controller the essence of play is not executed and what is a game without play? it wouldn't be a game. It would be a series of moving images and animations with no interaction.

   Through the generations Controllers have gotten smaller and smaller the extent where there is no controller, instead the player is the controller. So the link is still there its just been manipulated so a players arms, legs, movements etc work as buttons to control the game through image input, for example a camera; something that captures a player in real 3 dimensional space. This bring the player closer to the game, makes it feel more real and even more believe because of the heightened sense of interactivity.

   the present generation of gaming has brought the Kinect and the Playstation Move. These are the two most advanced pieces of equipment when it comes to motion capture gaming.
   The Playstation Move having two hand held wireless controllers to act as motion beacons in a player's hands, in which the Playstation Eye (camera) can pick up movements and choices made by the player which are then calculated as interactions and performed on the game played.
   The two controllers are also manipulated into asset of which the game provides, for example if a player is playing a archery game. One controller would be the hand that holds the bows handle and the other would be as if a arrow is being set and pulled back ready to fire.
   So the illusion of the controller blending with the interaction of the game makes the player think they are actually firing a arrow from a bow.

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