[casual_games] Use of keyboard on casual games
Wayne Imlach
wimlach at gmail.com
Mon Jun 4 10:14:42 EDT 2007
It's all about 'minimum requirements" to play the game. Need to learn a new
play mechanic? That's a requirement. Need to use a new control method?
Another requirement. Need a minimum degree of accurate mouse control? Good
reflexes? Understanding of math? Like cute graphics? Need to use both hands
at the same time? Etc.
Each of these is a hurdle for the user, and they can simply turn off and go
no further with your title at any point. That doesn't mean you can't include
these things in your game, but just understand that it might reduce the
eventual audience.
This must be balanced with how many additional users will be drawn to your
game because of the novel play mechanic vs those that will be put off by a
non-standard control method.
I am an experienced games player, and have played some terribly complex
games in my lifetime, some with very convoluted control schemes. Nowadays
however, despite my experience, I have little time for games that require me
to learn and memorise unusual keyboard contols, unless it is a game type
where I know I am going to invest several hours so don't mind spending part
of that period mastering the interface.
There are a number of things you can do to mitigate these problems:
Provide an excellent 'interactive' tutorial that gradually intoduces game
controls to the player. Putting a huge stack of intructional text at the
beginning of the game does not count!
Ensure that if you are using keys to activate game events (especially if
infrequently accessed), that these are somehow indicated on screen, ideally
permanently. Directional keys are already fairly explanatory as they have
little arrows printed on them that probably correspond to the cursor/avatar
action, so you don't need to display these controls, but there is nothing
that associates the 'Ctrl' key with 'jump', 'shoot' or 'plant flower' for
example. Users *will* forget - your game is not the only one they play!
As for your 'Office' example - this is a piece of software that the average
computer clerk might be expected to use every working day for hours at a
time and it has quite a steep learning curve associated with it (and where
you use either the mouse or keyboard, but seldomly both simultaneously).
It's hardly comparable to something that is meant to be entertaining. Just
because someone 'can' use a complex piece of software doesn't mean they
'want' to. No-one uses 'Office' just for fun!
Also note that even in this type of productivity software the majority of
common keyboard commands are usually displayed as toolbar icons that can be
selected with the mouse. :)
----- Original Message -----
From: <gabor at catmoongames.com>
To: <casual_games at igda.org>
Sent: Monday, June 04, 2007 12:14 PM
Subject: Re: [casual_games] Use of keyboard on casual games
>
> Hello all
>
> I've tested nearly all the available publishers represented themselves on
> the Casuality West in feb/07 Amsterdam about a new game concept which uses
> both a few keys periodically (the 4 arrows) AND the mouse (only the mighty
> left :) )together. All of them very liked the characters, the idea, and
> the whole concept in the presentation, but all of them are refused on the
> "a bit complicated" controlling method. ("oh you know our typical buyer is
> a 4x woman")
>
> So thats graphically rich, original title never will to reach the market,
> just becouse the controlling is defined from the publisher's side as
> "complicated"..just becouse they made a declaration that females are
> unable to controll a game this way. Anybody can to show me a product which
> was fallen on the bad controlling method ?
>
> But if its true, i can't imagine how females are able to use the keyboard
> and mouse when they using OFFICE for example (and typing like hell), which
> is quite complicated. 8:) ...or all of the typical casual players are
> under IQ100 ? I don't think so.
>
> Best
>
> Gabor
>
> Gabor Forrai
> Director of Development
> Catmoon Games
> skype: gabor.forrai
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