1. THE BATTLE- STANCE 1.0 A Controller Design Solution By Fenom
Paradox
2. ABSTRACT The Battle-Stance Controller system brings the
intense gameplay experiences of todays gamer into their living
room. Motion capture and control scepter: incorporates the real
world movement and control of motion capture technology HUD-set
goggles: allows for social networking, sharing, HUD display, voice
commands, and virtual surround sound. Gesture-gauntlet: tracks
motion of the hand for control and manipulation in the game world
and a touchscreen on the wrist for seamless viewing and
manipulation of game menus such as inventory, mini-map, and quest
tracking.
3. INTRODUCTION For the Battle-Stance we had two objectives in
mind. First, we wanted to incorporate one element from each of our
teams game controller designs from our week two discussion. Not
only was this a requirement, but it was an exercise in compromise
and using the strongest aspects of equally important ideas. Second,
we wanted to bring the adrenaline fueled world of first person
action games into the players living room. By putting a weapon in
your hand, the game HUD in the your face, and a gauntlet on your
wrist, we put you in the game.
4. LITERATURE REVIEW When approaching this design, we drew
inspiration from science fiction. In particular, movies like
Minority Report, and Iron Man, played a heavy part in the design.
Many of todays technological innovations come from the scifi realm,
such as the smartphone being inspired by Star Trek, so we found
this was a great place to start. The goggles were inspired by the
advent of new VR technology on the market, such as the Occulus
Rift. The overall function however was scaled back to give more
social functionality to the player.
5. DESIGN METHODOLOGY We took a practical approach to designing
the controller system. We asked ourselves questions about what
problems we would like to solve in a human interface device.
Through this directed method it was easier to nail down the scope
of our controller system. The problem questions we asked were: How
do we make the game experience more immersive for the player? How
can we make free-looking cameras controllable with less work? How
can we make even the mundane actions in first-person games feel
immersive. Instead of learning control schemes, is there a way to
make natural gestures the method of control? Is this design only
geared towards Hardcore gamers? Is this the best way to capture an
immersive experience?
6. DESIGN METHODOLOGY Would this controller be practical for
every kind of gamer? How could the user manage menus without
cluttering the screen? Should the user be able to customize what is
shown on the LCD touchscreen? Would the screen be too bright in a
dark room? Do I want to use a familiar controller design that would
allow the user to quickly acclimate to the way the controller
feels? Would the user want to touch the screen or just use it to
display information not shown on the HUD-set? Will the user feel
the games are better with or without our controller?
7. DESIGN METHODOLOGY In week 2, we asked ourselves individual
questions where we created our own original designs. As a group we
discussed what parts of our original designs belonged in the final
Battle-Stance system. Upon settling on a design, the team began to
place all of the features together to incorporate all of the ideas.
Finally, the articulated design was fabricated.
8. SCEPTER SCHEMATICS The Scepter uses relative positional data
based on the two accelerometers to give the player a feel of
control while wielding handheld weapons in an FPS setting, or to
emulate mechanical control devices such as a flight control stick
in flight simulators. The scepter can be controlled with either the
left or right hand, as the grip is meant to form to either position
and the Auxiliary buttons are duplicated on both sides of the
Analog Stick.
9. GOGGLE SCHEMATICS The HUD-set is a new take on the
informational display in video games. It uses a google glass style
lens that allows you to see through the glass, but also offers your
HUD information, such as health, ammunition, and Mana right there
before your eyes. This frees the actual playing screen up for full
environment display. Also included in this component is the
microphone, the earphones, and the voice command components for
sharing via social network, that you would set up via your
gauntlet.
10. GAUNTLET SCHEMATICS (HAND) The glove part of the gauntlet
tracks gestures of your hand with sensors in the glove itself. As
different parts of the glove are activated by touching them to
parts of the glove or a flat surface, the gesture activates an in
game control. The gauntlet glove is reversible by pushing the glove
through the wrist portion and out of the other side.
11. GAUNTLET SCHEMATICS (WRIST DISPLAY) The gauntlet's more
rigid lower portion is the home of the wrist display. This wrist
display is mounted circular sleeve, much like a bracer, and can be
slid from one side to the other for changing which hand you wear it
on. The touchscreen operates much like a Smartphone or iPod. You
can touch it, scroll through various menus, activate quick items in
combat, set up your share profile, and any other touch screen
oriented features.
12. DESIGN ASSUMPTIONS David Hinspeter: I believe this system
will create a greater level of immersion by bringing the majority
of actions and feedback right out of the game. In the gamenics
theory, going beyond the game is its vast design principle. Our
Battle-Stance brings everything from the controls, i.e. casting
magic, picking up objects, and swinging weapons, to information,
i.e. the HUD being displayed for the player but not on screen and
the ability to share and connect with your social media with a
word, into the real world. Since learning control schemes is often
made easier or harder due to mapping, what could be simpler than
learning a few gestures that mimic real world actions to make the
controller simple to understand the available actions in game.
13. DESIGN ASSUMPTIONS CONTINUED Russell Broker The design of
the controller will be very gimmicky, as the use of it for everyday
gaming would be overwhelming to most. Much like the Steel Battalion
custom built controller. While not effective for everyday gaming,
it was extremely useful for Steel Battalion. It brought the game
into the real world for the player and made them feel as if they
were in the cockpit of the mech. I wanted our controller to do the
same thing, but eliminating the bulky controller. This would allow
the user/player to be able to go to their friend house and play the
game without lugging around a 3-foot controller around.
14. DESIGN ASSUMPTIONS CONTINUED Charles Wheeler: The
inspiration for this controller design for me was trying to make a
true VR experience for gaming. Microsoft, Sony, and Nintendo have
all tried to create an immersive experience. All three consoles
have done a decent job but they still fall short. The Battle-Stance
is design to remedy the shortcomings of the other peripherals. This
controller really excels with flying games. As a pilot I have a
passion for any flying game or flight simulator. A player could
experience what its like to be a pilot with out having to ever set
foot in a cockpit. By bringing the player in to a virtual cockpit
it expresses the fourth principle of Gamenics, which is the
relationship between games and real life. The player can enjoy the
realistic experience of soaring through the great blue skies.
15. DESIGN ASSUMPTIONS CONTINUED Mike Bonafede : With this
design, the intent is for the user to feel as though they are
suiting up for battle. Thus the name of the control system has been
dubbed The Battle Stance. Rather than use a dual glove system, the
Motion Control scepter provides the familiar feel of a button
mapped controller in the physical world for the player to use. The
scepters design is derived from a flight stick, and should provide
natural mapping for that type of gameplay. Also, it is easy to
correlate it with the handle of a gun or the hilt of a sword,
connecting the game world to the real world. The goggles provide
hands free social connectivity so that the player can link up with
friends without stopping the gameplay, providing the player a level
of freedom to multitask. Finally, the gauntlet is perhaps the most
ambitious aspect of the design. The gesture based commands will
further attempt to establish the link between the game world and
the real world. The hope is that the array of functions afforded by
the gauntlet will be simple enough to execute so as not to
overwhelm the player, but provide ample utility to experiment with
to learn the full range of controls.
16. DESIGN ASSUMPTIONS CONTINUED Robert Rutherford: This
controller is trying to add that extra immersion that many gamers
want. The only problem is how they want to experience it. I hope
that this design can spark some other idea, since I feel this
controller is very rough. The best part is trying to make a
Role-playing game more immersive, and to do that you need the
player to feel like they are actually swinging a sword, or casting
a magic spell. This design will hopefully allow them to embody
there fictional character. If I was playing a magic wielder, I
would want my movements to translate to some mystical fireball,
then fire it at my enemies. So why wouldnt a normal player want the
same thing from time to time.
17. GAME-TYPE SUPERIORITY Elder Scrolls V: Skyrim The elder
scrolls games are traditionally first person action adventure games
that feature heavy melee, magic and sneaking mechanics. Our
Controller is superior due to these features: Scepter allows
movement with the analog stick on top, leaving your hand free to
grip your weapon. Scepter motion tracking allows you to attack with
actual swings of your weapon. The two bumper buttons allows for
jumping and activating the use of the bow and the Auxiliary button
allows for simple activation of sneaking. Closing the glove into a
fist and moving your arms as if you are running activates the
sprint mechanic in game. Using the gloves gesture features you can
cast magic like a real mage. By reaching forward and closing your
hand, you can pick up items.
18. GAME-TYPE SUPERIORITY Elder Scrolls V: Skyrim (cont) All of
your menus are available by navigating your touch screen gauntlet.
You can easily change equipped item at the touch of a finger.
Skyrim already goes through a lot of trouble to keep the screen
open for display. With our goggles, all of elements on screen that
show up and fade as you play can be present on the goggles instead.
The game is primarily single player , but features a special kind
of magic based on shouting different syllables. This could be
accomplished by actually saying them into the HUD-set. And as
always, large games have a large online presence. So the share
button allows for instant sharing of funny moments, easy hints, and
found bugs.
19. GAME-TYPE SUPERIORITY 2 Battlefield 3 Battlefield is a
First Person Shooter with a strong squad based element with
objective gameplay The auxillary bumper makes it possible to switch
firing options from single, to burst to full auto. Freeing the
Screen of all HUD elements would make the screen less of an issue
for seeing enemies. The Bumpers can be used for a secondary fire
button, or using a scope. The gestures on the left hand can be used
for throwing grenades or flash bangs. Sprinting can be achieves
through closing your gloved handand moving the scepter as if you
are running. The touch screen should make switching kits on the fly
easier. The scepter allows for more realistic and interesting
vehicle controls.
20. GAMETYPE SUPERIORITY 3 Tom Clancys Hawx Tom Clancys Hawx is
a military flight game. This game has the player engaging in
various Dogfight missions or taking out ground enemies. The goggles
will give the player a realistic cockpit feel. The player can look
around the cockpit or out of the canopy that houses the pilot. The
goggles HUD display show how much ammunition that the player has
and an arrow to show which way the player needs to bank in order to
find the enemy plane. The gauntlets mains purpose would be to
control the throttle and displaying the mini map. The LCD on the
gauntlet also display the next mission objectives.
21. GAMETYPE SUPERIORITY 3 Tom Clancys Hawx (cont.) The Scepter
is the main control of the plane. The analog stick controls the
planes movement. The ascent & decent of the plane and the
controls the left & right aileron Ailerons: Control the roll of
a plane. The player can fire the primary weapon with the index
finger trigger button. The middle finger button increases the
throttle of the plane and the ring finger button will decrease the
throttle of the plane. The right auxiliary button is as sensitive
as a mouse click to add to the easy of clicking it to control the
yaw of the plane while also being able to use the stick. Yaw: is
the side to side motion when controlling an aircraft. The left
auxiliary button would be used to switch between primary and
secondary weapon.
22. TESTING PROCEDURE Had player sign a ND agreement. Had
player look at Battle-Stance and recorded their first impressions
Had player put on the controller system and recorded observations
and their think-aloud statements Had player playtest controller
system for movement and ergonomic design, recorded observations and
their think-aloud statements Asked player some follow up questions
after playtest was complete
23. PLAYTEST QUESTIONS Demographic Questions: Age: 24 Sex:
Female Gaming Experience: Diablo, WOW, Everquest, Dungeons and
Dragons, Bioshock Infinite, and Time Crisis. Impression Questions:
What is your first impression of this controller? It is
overwhelming, I think there are to many pieces and I do not think
that they would collaborate well together.
24. PLAYTEST QUESTIONS CONTINUED Observations: Is the user able
to navigate the controller well? Not really. I feel like there is
too much confusion between all of the controllers. I am not a
hardcore gamer and I feel that it is an overload. Did the user put
the glove on their dominant hand or off hand? On my dominant hand
which is my right hand. Did the player fidget with the glove? Yes,
it is too much of an obstruction. Did the player notice they could
rotate the LCD screen? Yes, I noticed.
25. PLAYTEST QUESTIONS CONTINUED Probing: (If the user adjusts
the glove) Why did you did you adjust the glove? Not really, the
feel of the glove felt bulky and was not going to fit. (If the user
adjusts the glasses) Why did you adjust the glasses? Was not
necessary. (If the user adjusts the Scepter) Why did you adjust the
scepter? Do not understand the question. (If the player adjusts the
LCD screen) How did you know you could adjust the screen? I did not
adjust the LCD screen but I was informed that it was capable of
being adjusted.
26. PLAYTEST QUESTIONS CONTINUED Exploratory Question: How does
the controller feel to you? Confusing. Can you explain further? Too
much going on, I felt like I was getting lost in the bits and
pieces of the controller to play the game. I feel like it was
disorientating. Was anything uncomfortable to you? Everything, not
uncomfortable in the sense that is was physically causing me
discomfort. It was all of the supposedly collaborating components.
So you say that.? That the controller that the controller is not
practical.
27. PLAYTEST QUESTIONS CONTINUED What I am understanding is
that. ? If there were two gloves instead of the one glove you would
enjoy it more. Yes I would because I think it would be much more
manageable. I also feel that the goggles should be more for in game
and less about stats. For example the Oculus Rift. My overall
opinion is that appreciate the idea behind it and it could make the
video game experience more immersive. But the application was to
complicated.
28. PLAYTEST QUESTIONS CONTINUED Direct Questions: How easy was
it to get used to the controller? I was not able to get use to it.
If it were a requirement to play a certain game then I would not
play that game. Did anything feel overwhelming? Yes the entire set
up was overwhelming. Did you notice that you can use the glove on
either hand? Yes, but I didnt switch hands. It felt most
comfortable on my dominat hand.
29. POST MORTEM Although the controller design is unique it
fails in almost every area we hoped to improve. The player felt
that there were too many pieces, and this would make it a hassle
for normal play sessions. Since most players only play for a short
time, we should make sure that the player can easily pick up and
play with our controller. As for the overall feel of the controller
it was obvious from the start that it might have a gimmicky feel.
Its more like an add-on to playing games, like 3d glasses for a
movie. We should have realized that this controller would have very
limited, and specific genre limits. The controller should replace,
and feel necessary to fully enjoy a game, but ours felt like extra
cheese on a pizza, not necessary, but could add to the experience.
Lastly the entire play test would require a working controller, the
feedback is important to the player and would help us determine it
the interaction between the player and the game would work through
this controller, since we cant build one we had to settle, and even
at this state it looks like it would fail since the player said, I
was not able to get use to it. If it were a requirement to play a
certain game then I would not play that game. I think that
statement shows that we need to make sure that the player can have
fun using the controller.
30. WORKS CITED Spielberg, S. (Director) (2002). Minority
report [Theater]. Available from
http://www.imdb.com/title/tt0181689/ Favreau, J. (Director) (2008).
Iron man [Theater]. Available from
http://www.imdb.com/title/tt0371746/?ref_=sr_2 Oculus VR
incorporated. (2012, aug 01). Oculus rift. Retrieved from
http://www.oculusvr.com Howard, T. (Director) (2011). Elder scrolls
v: Skyrim [Video Game]. Available from
http://www.imdb.com/title/tt1814884/?ref_=sr_1 Burke, C. (2013, Aug
3). Interview by C Wheeler []. Battle-stance playtest. Keegan, T.
(Director) (2011). Battlefield 3 [Video Game]. Available from
http://www.imdb.com/title/tt1954263/?ref_=sr_3 Bridinel, B.
(Director) (2010). Tom clanc'ys hawx 2 [Video Game]. Available from
http://www.imdb.com/title/tt1773787/?ref_=fn_al_tt_1