I believe game controllers
will remain an important part of videogame culture but ultimately VR &
Motion Control will unlock an untapped goldmine.
With video games, the
controller apparatus, or, more generally, the input device, distinguishes
gameplay from other forms of media. This is because it requires a level of
interactivity and immersion that is normally absent from TV or films.
When players become
familiarized with the controller, actions become second nature. It’s this
accustomization that makes players feel an illusion of embodiment within that
world. Instead of a player saying, “I pressed X to jump and my avatar landed at
this location” they instead say, “I jumped and I landed here”. Here we can
conclude that, the controller doesn’t feel like an abstract piece anymore.
Instead, it becomes an extension of the self.
Individuals who are
theorizing about “Motion Control” must first take into consideration the
limitations with the current technology. All of these technologies seek to
minimize the abstraction associated with control. This will essentially remove
the split between physical and virtual space causing players to feel more
immersed.
Moving forward, developers
need to understand that all controllers, even motion controls are governed by
two properties:
1.
They require some
level of habituation of response. (Myers 2009).
2.
They employ
arbitrary and simplified abstractions of the physical actions they reference. (Myers 2009).
Reference:
Folmer, Eelke. (N/A). Designing Usable and
Accessible Games with Interaction Design Patterns. Gamasutra. Retrieved April 15,
2014 from http://www.gamasutra.com/view/feature/129843/designing_usable_and_accessible_.php?print=1
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