Yes, I think that’s a decent way of looking at it. All these new, supposedly more “friendly” control schemes aren’t really acting as such. They are still forcing new players to remove their preconcieved attachment to, say, swinging a tennis racket, and replacing it with a more standard video game approach in order to get anywhere. They’re essentially just pushing buttons, in the end.
That’s not an issue with the Wii as such, I don’t think, as much as it is with the dumb, overly abstract way things are being designed. What I’ve noticed is that few Wii games either detect the Wiimote in realspace and realtime (as Boxing and Baseball do) or simply use the Wiimote for what it’s worth in added nuance (like an analog stick or trigger, only way more so). Instead, they’re just replacing buttons with gestures and canned animations. It’s frustrating to see — and not even so much as an end product as in what that product shows about how unable game designers currently are, en masse, to wrap their heads around the bleedin’ obvious.
Red Steel is a pretty good example. Instead of giving the player a sword and a gun, and letting him gradually learn how to use them properly — teaching new techniques and whatnot as the game progresses, staggering out “assignments” of sorts (not literal ones) over the game’s story, to allow players to get accustomed to some key concepts of swordfighting or shooting or mixing the two — you tell him to move the controller like this to make this animation happen, and maybe earn new gestures as the game progresses. What the hell? How could you possibly screw this up?
Though this is one of the more obvious examples, you’ll see this problem in pretty much all Wii games currently available — and indeed, in Gamer and press discussion about the system. You can see people straining their imaginations to figure out something to do with the system, and it doesn’t work. Either you get gimmicks or you get phantom buttons. Digital do-or-don’t.
It’s… really not that hard! The Wii really suggests two things: added nuance to traditional games (instead of just doing X, you can do X in any number of ways; the way the game plays changes dynamicly to match your body language) and giving the player true first-person control, for all the subtlety that implies, with a minimum of abstraction, over a certain range of motions. The advantage here is the ability to explore concepts with an organicity impossible with just a digital player involvement — again, making people really learn how to use a sword (more or less) rather than simply pressing buttons or making gestures to cause an on-screen character to do something.
Instead of the player’s avatar developing and learning new things as an abstraction of progress, and instead of learning complex arbitrary and abstract gestures (like moves in a fighting game), the player himself or herself physically learns how to produce difficult, subtle actions that have a tangible result in the gameworld to whatever degree of skill the player posesses.
Imagine a fighting trainer. The wiimote is exchanged for four sensor bands, strapped to each of the player’s wrists and shins, as well as perhaps a belt to provide a center reference point (and perhaps force feedback for when the player receives a blow). The game gradually metes out concepts to the player — not just to improve mechanical technique and to teach new maneuvers; also to improve the way the player mentally contextualizes all of this. It could to some extent teach the art of fighting as well as the science — or at least a reasonable enough facimile for verisimilitude. Likewise, completely new skill sets with no real-world parallel could be devised for the player — so long as they were produced and could be reproduced in a believable and nuanced way.
Games that involve physical concepts would use the Wiimote physically, as above; games that involve more abstract or intellectual ones would use it more abstractly — closer to how we normally think about playing videogames, except with an added layer of capability. Press forward to walk; tilt the controller subtly forward to jog or run forward; tilt it subtly back to creep; tilt it left or right (while still holding forward) to sway or dodge in those directions. The way this should be balanced, the player shouldn’t be expected to physically, consciously tilt the controller so much as the game should respond to slight changes in the player’s posture — those little subvoluntary movements that we make when we want the avatar to behave in a certain way — go faster, hold back, watch out! Excite Truck sort of tries to do this, though it doesn’t seem to be executed as well as it could be.
Likewise, a whole range of related motions could easily be mapped to a single button — much like the state-shifting afforded by shoulder buttons, except intrinsicly analog. Press the button to execute a punch; when pressing the button, move or position the Wiimote this or the other way way to punch in different ways for a subtly different effect. Flick the tip up for an uppercut, say. Imagine the way a Silent Hill 2 or a Metal Gear Solid could take advantage of this subtlety and flexibility — the way it could read into the player’s body language and movement patterns and extrapolate a certain level of psychology from them, to make unseen behind-the-scenes decisions.
This is a pretty damned important breach we’re crossing, here — and we’ve been given a decent, if somewhat rickety, bridge. Yet so far people are just laying the bridge on the ground and using it as a replacement for a sidewalk or a new kind of a bed, or trying to figure out really clever pieces of playground equipment they could turn it into. I kind of hope people get more smart, before the novelty wears off.
This sounds like the pattern with many new media and technologies (talkie films, automobiles, PCs): early on, most creators just use them to mimic the technologies they’re already used to with some incremental improvements, and only later is the full potential of the new technology realized.
It sounds as if too many of these games are just using the Wii controller to drive game designs that were made necessary by the absence of a Wii controller: they don’t yet realize that they don’t have to build an abstract concept of “player character learns physical skills” into the game system if the user is actually learning the physical skills.
Beyond the talkie issue, I’m also reminded of those films from the ’30s that consist entirely of a camera pointed at a room where people stand around talking. Sometimes the writing or acting is particularly good! That doesn’t change that they’re kind of a wasted opportunity.
Still, yeah. Sound and color. It’s a little odd; to an extent I think people were right that they’re gimmicks, in that they water down the form a bit. They’re superfluous to what film has to offer, making it a little less pure. Not that purity is the be-all, end-all.
The thing that frustrates me with the Wii is that it’s just the opposite: it’s offering an opportunity to make the medium a little more pure. To take away a layer of abstration, preventing the medium from doing what it ideally is setting out to. It’s hardly a perfect solution, obviously. Still, it’s a big step toward clarity — which is what frustrates me so much when people don’t understand its purpose.
I’m guessing it’s more obvious to “outsiders”. I certainly hope it is! Usually that’s who sees the obvious before anyone else.
Come to think of it, if there’s a parallel to sound and color in movies, I think it would be character and story. That would clarify a lot of things. As with sound and color, they’re sort of superfluous to the medium; they were simply added to make it more familiar. That’s not to say they’re inherently a bad thing; just that they’re somewhat beside the point, and therefore potentially distracting.
I wrote something either on IC or LJ six months or a year ago strongly advocating “nuance” as a key word for Wii developers. I’m not sure if I sure be happy that the idea is still lingering or disappointed that (unsurprisingly) no one of power listened.
I think part of the issue about using canned gestures instead of actual movements goes deeper than just the interface design: Most games are designed under a paradigm that simply cannot accept the degree of analogness that a direct-movement-mapping interface would provide. The game itself is designed, built, and tested around a set of discrete actions and movements. Mario can only jump this high. Link has this much of a delay before actually swinging his sword. It’s like everything is secretly built on top of a board game. How do you move half a space in a board game? The current paradigm cannot give the player this level of freedom, and the interface is designed accordingly — no matter how backwards. I’m sure a lot of designers just can’t wrap their heads around how you’d design a game actually built on the idea of offering the player such freedom, when the answers are so obvious:
Change what the game is about, to match up the in-game objectives with the new, inverted sense of what player-actions are easy/hard/concrete/abstract.
It’s the whole JRPG-abstraction issue playing out on a different layer.
This is a problem for both design and implementation. Developers need to be experimenting with this. There are also sorts of issues, such as creating UI features that provide sufficient feedback, that will need to be dealt with. They will get it somewhat wrong the first few times — hopefully the public will uncharacteristically distinguish faults in an implementation from the potential of the underlying idea — but someone will eventually get it right and it will be fantastic.
The trick might actually be to design a game with the interface first. Make the interface, smooth it out, see what you’ve got — and then design a game around that instead of a thirty year old set conventions stemming from buttons and joysticks. And do it without making the resulting software more about the interface than the actual game. I’m sure that lot of designers have probably experimented in this fashion — but obviously a combination of momentum, time constraints, and fearful conservatism led them all to more “traditional” designs.
I got lucky in a random spontaneous midday visit to EB yesterday, and I now have a Wii! I can now start to offer informed opinions on this matter.
Opinion #1: Wii Sports is sorta half-way there. Parts of it, like swinging the bat in baseball, get it right. At it should: it’s the easiest to map onto the shape of the controller, and something that forces an effectively detailed UI. Most of the other areas have the right idea, or at least a passably good idea, but suffer from a lack of transparency to varying degrees. Tennis, for instance, is too thresholded / canned-gestural, and the armless characters characters are too tiny to tell me what aspects of a swing actually do have an analog effect.
Yeah, that all matches the impression I’ve been getting. Once the damned things are available and I have spare money, I guess I’ll see for myself!