[casual_games] Res: Use of keyboard on casual games

Dave Rohrl universedave at gmail.com
Fri Jun 1 01:57:23 EDT 2007


For what it's worth, here's my take on the debate:

The only true hard and fast rule for game controls is that you should never
include a control mechanism in your game that is awkward or unintuitive. If
you can't figure out a great keyboard control scheme, you're probably better
off punting rather than shoving in something that doesn't really work.

That said, there is a segment of the current casual market (specifically the
older-aged download-oriented market) that absolutely won't accept controls
more complicated than a single-button mouse scheme. If you talk to the
folks at PopCap, they will tell you that they think the single largest
reason that Astropop wasn't more commercially successful was its required
use of the right mouse button. It is certainly true that there is a segment
of the population that will accept the keyboard as a controller (hence the
success of the granny games), but there is absolutely a segment that won't.

Of course, this has implications for distribution. Other things being
equal, publishers and distributors would rather support games that will
appeal to the broadest audience segment possible. Therefore, games that use
a single mouse button as a primary control mechanism have lowered a barrier
to project funding and distribution and those that insist on other control
primary schemes have raised a barrier. (FWIW, I don't think any publisher
or distributor would hold it against any developer if they implement
keyboard, joystick, biofeedback, or blinking in morse code into your webcam
as alternate control schemes as long as the tutorial doesn't belabor it.
They're not saying "I don't like the fact that you're able to use the
keyboard"; they're saying "I don't like the fact that you're unable to use
the mouse.")

If you think you have the blockbuster game that either
a) is so fun to play and is so slick in implementation and instruction
that you can pull resistant users across the keyboard barrier, or
b) is so overwhelmingly fun that it can be a commercial success by very
thoroughly penetrating the portion of the casual download market that will
accept the keyboard, or
c) is intended for an audience other than the older,
not-so-computer-using market that the mainstream download publishers and
distributors target,
then by all means build it using keyboard controls.

Having built it in violation of one of the typical casual download design
conventions, there would still be ways to get it into the mainstream casual
download channel. There are a number of download sites out there with wide
funnels that are looking for strong content and are willing to take a chance
on high quality games that may violate certain conventions of the genre.
(It's easier to take chances when you launch a game a day rather than a game
a month.) And there are download sites out there that target try-and-buy
downloads that don't neatly fit the casual download paradigm (Manifesto,
GameTunnel, etc.). If you can get your game up on some of these sites and
demonstrate strong download-to-purchase conversion, I think you should have
a good chance at getting the ear of the casual download distribution
channel, even if you do have to control the game by rubbing your forehead
across the keyboard.

So, the moral of the story is:
- Build your game with the right controls
- But if that's something other than a left-mouse-button-oriented scheme,
expect that you are going to have to prove something to attract support from
the casual download channel
- But there are ways of proving that thing and gaining the support of the
channel if you are right about your game and you are inventive about
distribution.

Dave Rohrl
Independent casual game producer/designer
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