[casual_games] Use of keyboard on casual games
Juan Gril
juangril at jojugames.com
Wed May 30 13:48:43 EDT 2007
Interesting. How do you think Publishers/Distributor have come up to that
conclusion that games should only use mouse control. Do you think it has
been an arbitrary decision then?
How come is it hard for you to believe that Publishers and Distributors, who
run focus groups every week with real users (those who pay for the games we
make) are wrong on that particular aspect?
Of course, we are always talking about the downloadable games audience. Like
I said before, keyboard control is doing well in web games.
Juan
On 5/30/07, Pedro Honório Silva <pedro.silva at ignite-games.com> wrote:
>
> I totally agree with Oscar here.
>
> I know that Publishers/Distributors tend to "only bet on the winning
> horse", which include really simple (yet amusing) games for their audience.
> Therefore the independent game developer companies tend to develop games
> that they often don't really enjoy doing just to satisfy the market's
> apparent desires.
>
>
>
> However, we at Ignite believe that an increasing number of people is
> getting more interested on different kinds of games, less simple, yet still
> amusing and entertaining. And many of those games have the need to use the
> keyboard or even a mixture of mouse and keyboard.
>
>
>
> Telling me that the 40 year old woman that plays casual games doesn't know
> how to play a game using the keyboard is kind of hard to believe. Even more
> when several good (and successful) games out there use the keyboard as their
> primary input.
>
>
>
> What I feel is that, as Oscar said, being a design issue, it should be
> left to the game designer to decide what way is better to play the game.
> Imposing these type of rules will only accomplish two things: independent
> game developers continue to develop games they don't like just to make some
> cash cows; at some point in time we'll have a subset of the casual market
> where we'll have "not-so-casual" games (pc downloadable) for different
> audiences (which actually will be the same people looking for different
> games).
>
>
>
> Honestly, such rules is clearly Publishers/Distributors rules and not game
> developers'. It will most likely level down the quality and variety of the
> games in the casual space. Leaving little space for innovation and new forms
> of gameplay. Or even worse, it's a huge investment on "keep-doing-clones"
> strategy that many game developers follow.
>
>
>
> Just my 2 cents…
>
>
>
> *Pedro Honório Silva*
>
> *Chief Financial Officer*
>
>
>
> *Ignite Games*
>
> Rua Cova da Moura, nº 2 - 2º Dto.
>
> 1350-117 Lisboa, Portugal
>
> T: +351 212 427 695 - M: +351 933 465 985
>
> pedro.silva at ignite-games.com
>
> www.ignite-games.com
>
>
>
> *From:* casual_games-bounces at igda.org [mailto:
> casual_games-bounces at igda.org] *On Behalf Of *oscar oscar
> *Sent:* quarta-feira, 30 de Maio de 2007 18:22
> *To:* IGDA Casual Games SIG Mailing List
> *Subject:* Re: [casual_games] Use of keyboard on casual games
>
>
>
> There are NO established rules that dictate a USER INTERFACE.
>
> Nor SHOULD there be.
>
> IT IS a conversation between the game DESIGNER and the game PLAYER.... and
> that palaver is moderated by the DESIGN and INTERFACE... ANYONE who throws
> out RULES about how "This is GOOD" and "That is BAD" is taking steps to
> reduce the language by which we converse with those who would join us in the
> interaction.
>
> A designer would be wise to include as many viable options to join that
> conversation in the design phase...
>
> Design Permitting of course.
>
> oscar
>
> On 5/30/07, *Andy Fitter* <andy at morpheme.co.uk> wrote:
>
> I think either can be acceptable, many games only real work well with one
> and not the other. What your design should avoid, as it's one of the most
> painful experiences ever for me, is a game that is 98% mouse driven but then
> requires you to press space to exit a menu screen for example, or entirely
> cursor key driven but requires you to click a button with the mouse to start
> each new level etc.
>
>
>
> Forcing the user to un-intuitively switch input methods to continue is has
> to be one of the worst design 'features' you see in casual games, and you
> see it far too often.
>
>
>
> Andy.
>
>
>
>
>
> *From:* casual_games-bounces at igda.org [mailto:
> casual_games-bounces at igda.org] *On Behalf Of *Juan Gril
> *Sent:* 30 May 2007 15:50
> *To:* IGDA Casual Games SIG Mailing List
> *Subject:* Re: [casual_games] Use of keyboard on casual games
>
>
>
> Keyboard control is well accepted on web games (because of their
> audience), although i find that even those web games that use mouse control
> have a better acceptance.
>
> You are absolutely right that it is a design decision, so it is important
> to design the game for the right channel.
>
> Cheers,
>
> Juan
>
> On 5/30/07, *Jose Marin* <jose_marin2 at yahoo.com.br> wrote:
>
> Hi.
>
>
>
> This question could look a little silly, but I think it's very important:
>
> Every casual game must allow the user control the game via mouse, or it's
> ok to use the keyboard to that?
>
>
>
> It's a design decision, because some kinds of games could be more playable
> using the keyboard.
>
>
>
> What do you think about this?
>
>
>
> Regards
>
>
>
> Jose
>
>
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