Link to patent Hand-held computer interactive device
Here are a few pics from the patent,
I don't know if this has been covered before but it's an interesting SCE patent for a wireless, force feedback, glove controller destined for PS3?
Most gamers would agree that the most important element in a game is of course the gameplay, i.e. the 'fun' factor. They would also agree that certain 'other' elements would enhance this experience e.g. better graphics, sound etc. But the gameplay/ game mechanics is directly linked to the controller/ human input device and can be taken for granted.
I've heard FPS players express the keyboard/ mouse combo as a better control mecahnic than that of a joypad. I suppose the original game mechanics/design is tested with a preferred controller in mind for the target platform. I would much prefer to play half-life/quake with a KB/Mouse than with a joypad. However, I don't know if I'd prefer to play Metroid Prime with KB/M than with the GC controller? I would also prefer to play Street FighterII on the original arcade stick than on a controller...
Each successive generation brings along more btns or tries to add something new to the controller. I remember going from a dial type device that you needed to twist to play Pong with to a one button Atari joystick (8 directional!) to play Pac-man! Then there was a NES D-Pad controller with 2 buttons!..and the Megadrive with 6 buttons! And some gameplay took advantage of these extra buttons. The next innovation was the L and R shoulder buttons introduced by the SNES controller and certain play mechanics were created by this. The PS1 controller introduced an extra set of shoulder btns but it's biggest contribution was the 'grip' handles for comfort...(negated by the blistered thumbs from the D-Pad!). The N64 'analogue' stick, the trigger btn and the 'rumble' feature brought a new set of play mechanics. Hotly followed by the PS1 twin analog stick Dual Shock. Then the PS2 DS2 with the twin analogue sticks and analogue buttons. I think certain games are making use of the 2nd analogue stick but I'm not sure about the analogue buttons and whether that has introduced any new play mechanics is debatable. And here we are with the current gen with the XB and GC controllers adding twin analogue trigger btns...can't recall of any new play mechanics from these either. Then there are non standard controllers like the eyetoy, dance mats, steering wheels etc. enhancing certain types of gameplay specific to that human interface.
What extra features are we expecting from next gen standard controllers (i.e. the base model that all games are designed for) and would they introduce any new gameplay mechanics? Would the above Sony patent bring any new play mechanics to any game genres? I hope there are some innovations...because a new Sony DS3 with more buttons wouldn't really cut it and intoduce new gameplay?
Here are a few pics from the patent,
I don't know if this has been covered before but it's an interesting SCE patent for a wireless, force feedback, glove controller destined for PS3?
Most gamers would agree that the most important element in a game is of course the gameplay, i.e. the 'fun' factor. They would also agree that certain 'other' elements would enhance this experience e.g. better graphics, sound etc. But the gameplay/ game mechanics is directly linked to the controller/ human input device and can be taken for granted.
I've heard FPS players express the keyboard/ mouse combo as a better control mecahnic than that of a joypad. I suppose the original game mechanics/design is tested with a preferred controller in mind for the target platform. I would much prefer to play half-life/quake with a KB/Mouse than with a joypad. However, I don't know if I'd prefer to play Metroid Prime with KB/M than with the GC controller? I would also prefer to play Street FighterII on the original arcade stick than on a controller...
Each successive generation brings along more btns or tries to add something new to the controller. I remember going from a dial type device that you needed to twist to play Pong with to a one button Atari joystick (8 directional!) to play Pac-man! Then there was a NES D-Pad controller with 2 buttons!..and the Megadrive with 6 buttons! And some gameplay took advantage of these extra buttons. The next innovation was the L and R shoulder buttons introduced by the SNES controller and certain play mechanics were created by this. The PS1 controller introduced an extra set of shoulder btns but it's biggest contribution was the 'grip' handles for comfort...(negated by the blistered thumbs from the D-Pad!). The N64 'analogue' stick, the trigger btn and the 'rumble' feature brought a new set of play mechanics. Hotly followed by the PS1 twin analog stick Dual Shock. Then the PS2 DS2 with the twin analogue sticks and analogue buttons. I think certain games are making use of the 2nd analogue stick but I'm not sure about the analogue buttons and whether that has introduced any new play mechanics is debatable. And here we are with the current gen with the XB and GC controllers adding twin analogue trigger btns...can't recall of any new play mechanics from these either. Then there are non standard controllers like the eyetoy, dance mats, steering wheels etc. enhancing certain types of gameplay specific to that human interface.
What extra features are we expecting from next gen standard controllers (i.e. the base model that all games are designed for) and would they introduce any new gameplay mechanics? Would the above Sony patent bring any new play mechanics to any game genres? I hope there are some innovations...because a new Sony DS3 with more buttons wouldn't really cut it and intoduce new gameplay?