Posts Tagged ‘mouse’

Stylus-based Game Design Feasible for PC Gaming?

Wednesday, April 8th, 2009

In theory, the stylus is a cordless mouse with a single button. In terms of usability, the most significant difference is that the latter is controlled by the motor function of the wrist whereas the former enjoys the additional control of the finger joints. In terms of functionality, the mouse offers a secondary button and possibly a scroll wheel.

Considering the similarities between the controllers in context, one could easily argue that stylus-based control schemes and gameplay mechanics designed for Nintendo’s handheld gaming device, DS, can be carried over to the PC platform with potential improvements and pitfalls. In exchange for high-precision-movement, the availability of a second (and often times a third) button and a scroll-wheel makes the mouse a worthy replacement in terms of migrating some ingenious game design approaches.

The Dark Cut series, a Trauma Center clone created using Macromedia Flash, is a decent attempt at bringing one of the truly successful gameplay formulas of the DS onto the PC platform. I have to admit these web-based knock offs are easily dismissible for not being too original, but the concept is somewhat proof when done appropriately, most stylus-based game design can be adapted and improved upon for the mouse user.

Aquaria, an award winning original title produced by independent developer Bit Blot is controlled completely by mouse. The player navigates the main character through the two dimensional world by pointing and clicking with the mouse. Certain mouse gestures are assigned to triggering actions like spell casting, etc. Mouse clicks are context sensitive, meaning they perform different functions in different locations or under different circumstances.

Some of the critically acclaimed Nintendo DS titles with successful stylus-based control schemes are Elite Beat Agents, Phantom Hourglass, Trauma Center, and Trace Memory among others. Keen observers might have noticed a pattern in between the majority of these control schemes in context. They are mostly applied to a two dimensional world. This will undoubtedly impose a challenge to many designers who cannot help but thing in three dimensions. However, one should not lose sight of the fact that the best-selling game of all time, World of Warcraft and alike are controlled via mouse, and are rendered in three dimensions.