And were I the type of person to insist on a port of Wii Sports for the PC or PS4, I'm not going to sit around complaining that the controls suck when that port releases.Ī popular franchise around this years-long discussion is the modern era of Civilization titles. The difference is, I wasn't doing it in instances that forced me to push the bounds of reason. Some portion of my Steam forum activity involves controller support threads and arguing with people telling me to shut up, and that the game was made for kb/m. It's not an easy thing to translate if possible at all, and if you disagree, please enlighten us with the control scheme that you think makes sense.Īgain, what you seem to want is more along the lines of a complete remake, and would require much more than a control scheme adjustment to properly translate the experience.Īnd listen, I'm not one of these people who objects to the way people want to play games because I have my own ideas on the matter. Whereas on analogs, it's intuitive and easy to get into and becoming skilled at maneuvering the katamari involves lots of practice and mastery of subtle motions to quickly shift between different angles of movement and degrees of momentum (there is a pressure-sensitivity component to the scheme it as well, which straight-up cannot translate to most keyboards without making the control scheme even more complicated than this port's is). It just so happens that this particular title's scheme was so specifically designed for analog sticks that behave as analogs for your upper limbs that translating it into a kb while maintaining the game's core elements makes the kb-controlled experience akin to operating the most obtusely designed construction crane in history. The game's components were all constructed with each other in mind, and the control scheme is one of the most important of those components. That's exactly why you can't slap a point-the-way-you-want-to-go scheme onto it, add camera controls, and expect the game's appeal from a gameplay perspective to translate in any coherent fashion, or expect any of the game's intended challenge to remain intact. No, it is exactly where the interface meets the mechanics, and where they both meet the level design that requires some mastery and tact to get good at the game. The difficulty isn't in the world they created, but instead exists through the means in which you're forced to explore and interact with that world. You're 'gitting gud' with the controller. The difficulty isn't in the gameplay mechanics, or from fine tuned balancing, or from requiring the player to demonstrate a strategic acumen. Originally posted by □:That's sort of my point though.
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