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Aiming with an analog controller...what's the trick?

Arnwyn said:
The 360's controllers are actually considered to be pretty good (consider yourself lucky - we could have ended up with those fat-ass cheeseburgers that were on the original Xbox...)!

Dammit, I loved the original Xbox controllers! I hated the 360 controller at first since it was essentially the controller S.

Of course, I've since gotten used to the 360/controller S, but that doesn't mean the original Xbox controller was bad... It's all a matter of what you're used to. I heard one story of some guy's little sister who was raised on the original Xbox. When she tried a PS2 for the first time, she complained about how tiny the controller was.
 

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takyris said:
It's pretty much the only reason I've got an XBox 360. I want to be able to play the first game that has my name in the credits. :)

I started at BioWare a couple of years ago as a designer. I've mostly been working on an unannounced project, but I did some work on Dragon Age, and I came over to ME in October when one of the main writers messed up his back and was gone for a few months. I'm technically listed in the credits as a writer, but it's very technically -- all the other writers were there for a year or more, and I came on, wrote a few roleplaying plots, and did a bunch of playtesting and system implementation (sticking in journal entries, making sure you get experience for completing plots -- all the little things that make CRPGs CRPGs.)

We'll see how it turns out. There are times when I despair of it ever fully working -- on Thursday, the game crashed every fifteen seconds (badly enough that I had to restart the Devkit each time) because someone hadn't implemented the code for the hair correctly. So every time you tried to look at someone with the default hair setting, the game crashed. On one hand, it's darn impressive that hair is that complex. On the other hand, saying, "Our game crashed because of hair," is not always the best morale-improving explanation of the day.

And then there are days when it rocks. Those are the days we aim for. :)

Sounds like you're working hard on this one. Good luck! I've been a Bioware fan since the original Baldur's Gate and this may be the game that gets me to buy a 360. I'm looking forward to see how you guys do. :)
 

Asmor said:
Dammit, I loved the original Xbox controllers! I hated the 360 controller at first since it was essentially the controller S.

Of course, I've since gotten used to the 360/controller S, but that doesn't mean the original Xbox controller was bad... It's all a matter of what you're used to. I heard one story of some guy's little sister who was raised on the original Xbox. When she tried a PS2 for the first time, she complained about how tiny the controller was.

Well, I've always liked the S controller (and the 360 one) because it's basically derived from the Sega Analog Controller from the Saturn, and then the later Dreamcast Controller. (Thus the S in the name, actually). I was a big Sega fan.

The PS2 controller is tiny, though (and so light), even compared to a Type S.
 

trancejeremy said:
Well, I've always liked the S controller (and the 360 one) because it's basically derived from the Sega Analog Controller from the Saturn, and then the later Dreamcast Controller. (Thus the S in the name, actually). I was a big Sega fan.

The PS2 controller is tiny, though (and so light), even compared to a Type S.

See, I totally, 100% agree with you on the evolution of the Controller S, except I think you missed a link.

I speak, of course, of the original Xbox controller. I remember the first time I held one, it felt so natural because I was so used to the Dreamcast controller. The controller S was just re-worked from the regular Xbox controller.
 

Arnwyn said:
The dual analog setup for movement and looking is considered to be a good thing!


Did you modify the X-axis and Y-axis sensitivities? This makes a huge difference, and is probably one of the very first things you should do when it comes to console FPSs. If you feel like you're flailing around way too much, then it's best to lower the sensitivy of the analog sticks - the Y-axis more than the X-axis (lest you end up moving too slowly). This should clear up a lot of your issues. (Now, you may not be able to in the demos... that would result in a "too bad for you!" answer.)
Hang on. Is this a console setting, or something to set in the game itself? I haven't seen axis settings in the latter.
 

Felon said:
Hang on. Is this a console setting, or something to set in the game itself? I haven't seen axis settings in the latter.
I may be wrong, but I believe you can usually find this information in the Options menu of the game itself.
 

Felon said:
Thanks, I'll check out Halo. While we're on the tangent, what made Halo such a massive hit (instead of just another good FPS)?

I liked Halo's shield system, and the grenade tossing, but I think it was basically just a great control scheme, a plot I thought was great, and a good look and feel.

You can get Halo used for a few dollars, and you can't beat that.

Halo2 had an even more refined control scheme, and I liked it a lot, but the plot was sort of half a plot, since it's "to be continued". Still a great game though.

I also agree with Asmor, in that the vehicles are easy to control and probably the most fun vehicles I've used in many such games.

I liked Call of Duty 2 because you could play the whole game using the iron sights of the weapons, rather than some generic aiming point.

Once you get used to the triggers and looking around, it'll be second nature. :)
 

Halo's combat interface (in my opinion) does exactly what a good interface should do: it lets you forget that there's an interface.

I was thinking about this during a blog post, actually -- a good combat interface makes for a good game for two reasons: first, a good interface is more fun to play, obviously; and second, a good combat interface lets the designers make the game harder without fear that the players will run into the limits of the interface before they run into the limits of their ability as players. The latter makes you think, "Dang, hard game! I wonder what I can do better to kick their buts!" The former makes you think, "Why does it take so long to lock on with the dang rocket launcher? Why can't I fire while crouched? I can't believe I died because I went into the stick-to-cover animation when I was trying to run away."

As a writer, I don't get to hear all the specifics, but I know that there are people on Mass Effect having heated arguments about all of this stuff. How far should a weapon zoom in? If you have active-targeting on, should zooming in make the camera stick to your target? Or should the camera just move toward the target slowly if you don't move the controller? How close should you get to cover before sticking to it? And a million other questions, some of which I've got huge opinions on and some of which are so far over my head that it's embarrassing. With luck, we make a game where people shout, "Dang, the geth killed me with their awesome tactics!" instead of "Hey, could we maybe not have the damn targeting reticle stick to the target who's behind cover, and instead let me target one of the guys charging me with a shotgun, please, sometime before I walk down the hall and strangle a combat programmer?"

(Uh, not that I was saying that this afternoon.)

And again, I blab about Mass Effect. Sorry. It's kind of what I do all day.

But yes, Halo good, if only because it a) lets you forget about the GUI and focus on the game, and b) lets beginning players and advanced players both have fun.
 

takyris said:
And again, I blab about Mass Effect. Sorry. It's kind of what I do all day.
Blab away, please. I have a hard time imagining anyone here minding. :cool:

And just a heads up for any of you out there who don't have their 360 constantly connected online, MS released a dashboard update today. Link.
 

takyris, I'm enjoying your inside info, but from my own previous experience in the industry (used to do QA for Atari), they often frown on people talking about what they're working on. Are you sure you're not violating an NDA or otherwise putting your job in undue risk?
 

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