Thursday, 15 March 2012

Task 20

In short this task should be based more around use of physical interaction with the non-physical game. With games now choosing to use less of a control pad or in some cases no control pad at all, its hard to see where the future of games are going to.
But I will also talk about user interfaces here and there along the way, keep your panties on.

Lets start at the beginning. The joystick allowed 8 drirections of movment, with 1 to 3 comand buttons, the simple logic of this was often explained on the conroler and had a direct and rather obvious reaction in the game. A similar trend continued through out the 80s and early 90. This was until the analog joystick appeared on the nintendo’s N64. This appeared due to the use of 3d technology in games, now with consoles becoming more powerful it enabled the controller to move through 3 dimentional space, instead of the predeceasing 2D space. However this was more obviouse with the Sony PlayStation analog controller , the Sony playstation took full advantage of its analog controller, as you could use the left analog to move that character, and the right to rotate the camera. This has been a primary function of modern controlers. The 2d style of controlers effected the user interface of games
Yeah thats about all the user interface you needed in the 80s-90s, Lives, Score, Time. And thats it, oh the occasional start screen will help aswell.

Baldaurs gate had quite an advanced user interface, something that reminds me much more of a MMORPG, something which I loved like crack as a child, and hell still do, hooked for life on that stuff. But it had everything you needed with symbols that fitted the theme, sometimes they will change a bit and youll have to do some investigation into what soething is, but eventualy this sort of set up becomes almost easy to navigate. Always knowing where the map, equiptment and whatever else you need is, just nicely tucked away. Some would say its quite messy, but thats just our modern, everything must have one button because were too stupid to understand more than one god damned button, thanks apple, you cock.

However in the past 5 or so years, time has a way of slipping by un-notice, motion sensors has became the fad amongst game developers. Nintendo and Sony use similar motion capture technology, not to mention dule-stick like controlers, which bare close resemblance to each other. The xbox connect had decided to go one step further and remove the controller all together, and instead using the motion capture to almost have the player in the game, being more physical. And motion capture and user interfaces will probably bring us closer to that, matrix style computers, moving each window out of the way with your hands, crazy to think about, but if there is the will, there is the way.
Well a cool matrix style interface is what they want, but what they will get is something more like this photo, just a lazy woman flailing her arm tryingto change from screen to screen likea moron.
And if you notice, this new age of 3d and glimmer glammer has risen to new crazy, sleek user interfaces?
Oh why arn't you posh skyrim. They've pretty mich simplified it down as far as it could go, they didnt even bother with any fitting decorations. Its like getting into a horse and cart, with air conditioning and a tv/radio and sat-nav. Crazy, no?

Remember Nintendo’s Virtual boy? The first real taste of 3D, even thought it was terrible and failed as a product. A decade later, Nintendo has came back into 3d with the Nintendo 3DS, a hand held 3D console that requires no additional equipment, only a slider is needed to cause the 3D effect. Its pretty interesting to think about, the change between the 2d into the relms of 3D. Yeah, Im dont know anymore. -The history of controllers - Flight simulators from early to nw

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