Interaction
Devices
This
week’s lecture was actually very interesting to me. We learned about
interaction devices and how things like keyboards and game pads, and the
elements attached to them have changed over time and how they function. By
elements attached I’m strictly referring to things like joysticks, buttons,
triggers and other things that you can find when playing a game or using any
type of digital device these days. Looking back all the way to things like Pac
Man and Pong the devices were at their most basic state of simply moving up and
down and later left and right. Most of us probably weren’t around for the times
of Pong in its prime, so we will probably think it’s not fun.
I
personally grew up originally playing games on the NES. I’ve told the story
before of how I got into video games on my first entry. I’m going to expand
further on that story. The story began with me first playing Super Mario
Brothers 3 that my brother had gotten as a gift. I was finally old enough to
actually play the game with a low skill level and had picked up the forever
loved NES controller for the first time. In my mind the game only had the
Directional Pad buttons and the B button that allowed Luigi to jump on the
screen. My brother really did not enjoy me playing the game so he never told me
that I had to have the A button pressed as I walked in a direction in order to
run faster and have stronger jumps. This was brought up in the lecture where it
actually talked about the console game pads.
Maps
As a huge fan of the RPG
genre of game, maps are a key thing needed to be grasped. In our lecture it is
stated that maps cannot be too complex. This is quite true, but in some games I
believe complexity can also be established due to size. I’m going to use a game
like Final Fantasy X or even the more recent series White Knight Chronicles.
The reason I’ve chosen these games to tlak about maps is because I remember
playing most of the game looking at the map almost every 5 seconds to see where
I was going and what I was doing. It is true that most games do in fact have a
mini map integrated somewhere in the HUD. White Knight Chronicles mapping
system was extremely complex, it made side quests somewhat difficult to
complete because the player would just be dropped in a large area not knowing
which direction to head in. A Star was placed at the destination location but
this was often ignored by the player who would generally wish to explore. Games
like the Dragon Age series are much simpler and easier for players to adapt to…
but what does this have to do with interaction devices?
Current Gen Devices

Future Gen

References
[Cellphone Comparisons].Retrieved March 31, 2013, from:
URL: (http://i.i.com.com/cnwk.1d/i/tim/2013/02/06/Z10_GS3_iPhone5_screens_610x378.jpg)
[Interaction Devices].Retrieved March 31, 2013, from:
URL: (http://gearcrave.frsucrave.netdna-cdn.com/wp-content/uploads/2009/02/interface_610x468.jpg)
[Microsoft Kinect Demonstration].Retrieved March 31, 2013,
from: URL: (http://gamingirresponsibly.com/wp-content/uploads/2012/08/kinect1.jpg)
[Nintendo Controller].Retrieved March 31, 2013, from:
URL: (http://www.weblogsinc.com/common/images/2634287974241518.JPG.19313260267924226)