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"Simple, people. it's simple"

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Thu 11/04/02 at 12:25
Regular
Posts: 787
Have you ever returned form the shops just having spent your hard earned £30 on what you believe is the most realistic game ever, where your are tackling a terroist threat etc. But when you come to play you find your self completely lost by the control systems.

This is typical of not only this breed of games but a huge amount of others. Ok some games may require you to think about your actions and examine waht could happen but having to press a combitation of nine buttons just to fire a weapon just is annoying.

I find the best sort of games that you can buy are when you can pick up and play without reading complicated instructions and putting them into practise.

When i play a game i find it help a great deal if you can use the controller without looking at it, because in real life we don't hesitate to use a weapon under fire etc. We do this thing automatically. So not having to look at the controller all the time helps the gameplay a lot, it make it faster and easier than if you are glancing between controller and screen.

The best game i have ever played with this system is Goldeneye on the nintendo 64. The game was very much built around the controller, the only complicated action to do is duck, but it is rarely needed in the game.

Another controller system i find annoying is when the anaologue stick moves foward and side steps and the d-pad turns your character. Unless you canchange this then to tend to spend have the game looking in the air. Unless the game has a central lock system.

So to sum up, i have talked about how the control systems can make or break a game. It is important for the designers of such games to take into acount of the controls because this is the one key element in the game. Unless this correct then the game, no matter how fancy the graphics and the realistic faces will flop.

Thank you for taking time to read my work.
Thu 11/04/02 at 13:45
Posts: 0
I've found i've ahd to instruct people on the best way to posistion there hands on the keyboard, for maximum afficency, so they can reach each button quickly!
Thu 11/04/02 at 12:51
Regular
"IT'S ALIVE!!"
Posts: 4,741
I think it's good to have awkward controls, always found that change was good, makes it more of a challenge...and so on.
Thu 11/04/02 at 12:37
Regular
"I confused?"
Posts: 2,440
It is indeed sad how shallow people can be, it looks good so it must be great!
Thu 11/04/02 at 12:31
Regular
"not dead"
Posts: 11,145
The control method is often integral to how good a game is, yet people continue to look only at the graphics.

You really want a control system that's simple to pick up and play, but as you get more confident, and comfortable with it, you can learn new skills, which you can pull off with ease.
Thu 11/04/02 at 12:25
Regular
"I confused?"
Posts: 2,440
Have you ever returned form the shops just having spent your hard earned £30 on what you believe is the most realistic game ever, where your are tackling a terroist threat etc. But when you come to play you find your self completely lost by the control systems.

This is typical of not only this breed of games but a huge amount of others. Ok some games may require you to think about your actions and examine waht could happen but having to press a combitation of nine buttons just to fire a weapon just is annoying.

I find the best sort of games that you can buy are when you can pick up and play without reading complicated instructions and putting them into practise.

When i play a game i find it help a great deal if you can use the controller without looking at it, because in real life we don't hesitate to use a weapon under fire etc. We do this thing automatically. So not having to look at the controller all the time helps the gameplay a lot, it make it faster and easier than if you are glancing between controller and screen.

The best game i have ever played with this system is Goldeneye on the nintendo 64. The game was very much built around the controller, the only complicated action to do is duck, but it is rarely needed in the game.

Another controller system i find annoying is when the anaologue stick moves foward and side steps and the d-pad turns your character. Unless you canchange this then to tend to spend have the game looking in the air. Unless the game has a central lock system.

So to sum up, i have talked about how the control systems can make or break a game. It is important for the designers of such games to take into acount of the controls because this is the one key element in the game. Unless this correct then the game, no matter how fancy the graphics and the realistic faces will flop.

Thank you for taking time to read my work.

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