I’m not a FPS fan. I used to be, back in my teens when Doom and Quake rocked the roost, but so far as I’m concerned, the FPS genre is stale and stagnant.
However, I do think of the FPS as an important genre for the industry as a whole, so I came to thinking, following the viewing of this guy’s attempt at a Revolution controller, just how a FPS would work on Nintendo’s new console. After a few minutes of alchemy utilising a deadly combination of witchcraft and sesame seeds, I conjured a control scheme that wouldn’t require the nunchacku analogue stick add-on to enjoy full, free and accurate control in a shooter. Allow me explain.
As Jim Merrick of Nintendo Europe put it;
People say, “You don’t have enough buttons to support the games”, but actually, I’ve got way more input than you’re getting out of a standard controller and I haven’t even pressed a button yet…
…There’s no barrier for my manual dexterity and there’s no need to educate myself how and which button does what, it just works
And it’s true. You could play a full game of Quake, Unreal Tournament or Doom3 with one hand. Leaving the other free to clench into a fist and wave in the air in utter distaste, or to throw those wicked gang signs you’ve been practising.
Let’s look at how the controller could be used for each action that’s needed in a shooter from the perspective of the first person. I’m assuming the requirements from the perspective of someone who hasn’t touched a FPS in a few years, so if there’s any major new control inherent in modern FPSs that’s I’ve missed, leave a comment and let me know about it.
Motion
The ability to control 3D motion without even touching a button gives us the ability to look and aim by simply pointing at what we want to shoot or look at, just like a mouse on a classic PC shooter. Movement forwards and backwards as well and strafing could be achieved using the D-Pad, in a similar manner to the “w”,”a”,”s” and “d” key scheme used in desktop based shooters.
Jumping and crouching? Simply flick the controller up or down. You could add the ability to roll or jump to the left or right by flicking the controller diagonally down or up in the desired direction. So, that’s 8 key’s worth of motion and an analogue input using nothing more than the D-Pad and the motion detection, all while leaving us with a spare dimension (in and out of the screen).
Guns and Shooting
With everything you need to move around and aim taken care of, we’re left with the main aspect of a FPS, shooting your opponents where it hurts.
To fire, use the B-trigger button on the controller’s shapely belly, whilst reloading, an option that only some games use, could be done by using the final dimension. Consider a pump action shotgun. To reload simply move the controller towards and then away from the screen. *chik* *chik*. You’re ready to fire again.
Finally we encounter weapons mode switching and luckily we have a button left – the A button. Just rock you thumb back from the D-pad and the weapon mode is toggled. If you’re in front of a door or panel that needs interaction, “A” fills the roll too, thanks to context sensitivity.
And that’s it. 13 actions that would normally be performed by pushing 12–13 buttons, plus analogue control, all done using 2 buttons, a D-pad (which you could count as 4 buttons), and the motion detection of the Revolution controller.
This is, however, ignoring weapon-dependant controls, such as pistol-whipping or using a garotte of some description, but keeping it simple would be paramount, as I imagine making the controls over complex would be easy.
In conclusion, for those talking the remote-come sword simulator down, especially when it comes to FPSs, I ask you take a second look. This controller has enormous potential beyond it’s initial “gimmick”.