Practical Game Example - John Owen's Portfolio

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Outside The Box
Allen Stidham, Carlos Medellin, Garrett Webb, John Owen
Assignment 4
Full Sail University
The Vektor controller is a universal, dynamic, modular controller.
Utilizing a modular design, a multi-touch sensitive touch screen, movable button
hard-points, and rear-facing button positions the design seeks to create an inviting
and user-friendly experience for games of all ages and walks of life. Through
customization and innovation, Vektor is able to bridge the gap between consoles
and the personal computer. Through design focused on usability theory the
controller is able to easily learned by a wide audience while retaining the ability to
perform complex and revolutionary tasks.
Controllers are perhaps the most intimate
connection between a human and a game console. It
is the element that allows the player to touch, feel,
and manipulate the world that a designer has
painstakingly created. The controller has taken many
forms over the years. It has evolved from a box with a
stick and single button, to a motion sensitive second
screen equipped with cameras, gyros, and lightning
fast wireless technology. The goal of a controller is to
disappear. A controller is efficient when the user
never notices that the controller is even in their
hands, instead they are able to focus on the game and
leave the work up to the device. Functionality and
ease of use are essential to achieving this goal. If a
user can pickup a controller and start to use it with no
prompting or help, then half the battle is won.
(“Controllers in video”, 2013)
A controller cannot be all things, but it should be most things. A single
controller cannot hope to encompass every possible function, but a solid design offers
the ability to create or simulate most functions. The Vektor attempts to do just that.
With a modular design, movable button locations, and a powerful touch screen the
Vektor has the potential to perform almost any function required of it. The Vektor
seeks to be usable by any gamer, no matter their age or play-style. The modular
design offers the user the ability to build the controller as they see fit for their current
game. The option to use any part of the controller combine or separated allows for
freedom of movement and increased support of comfortable control. Moveable
button hard-points allow the player to customize the controller to their liking and
convenience. The option to add buttons to the bottom of the controller means that a
player should never find themselves unable to move and act in concert. And finally
the touch screen offers both a window to the designer’s world, and it provides the
possibility of infinite customization. Not only do players benefit from the flexibility of
the Vektor, but designers are presented with another canvas to create upon which
should serve to draw the player further into the game.

The idea for detachable hard points came from
looking at a Xbox 360 controller and wondering
“what could be done to make this better?” The
concept came from a general desire of customization
in electronics that most people want. And what
better way to customize a controller than to give the
player the option of rearranging the hardware to fit
their play style? There was an article in
Gameinformer magazine titled “Building the perfect
controller” by Ben Reeves. Most of the points made
in the article were somewhat outlandish but the
concept of rearranging button hard points stuck in
my head as something that could actually work.

I don’t know of anywhere that this concept has been
used before in this context. The only example that
even comes close are the buttons that can be
attached to touchscreen devices like iPads. Those
allow the player to set up the controller however
they want as long it’s on the touchscreen. These two
designs are similar in that they give the player
customization options along with convenience.
(AliExpress, 2012)

The idea for the touchscreen came from seeing
potential in the iPod touch as a gaming
peripheral, and from the Nintendo WiiU's
controller. The WiiU's controller is possibly best
put to use by the new Lego City Undercover. You
use the pad for a slew of different things and it
really helps the user feel as though the game
exists outside of the TV screen.

One of the best examples of touchscreens
revolutionizing gaming Is in the mobile market,
specifically on apple and android devices, that
has exploded in the last five years. With games
like Angry Birds and Infinity Blade its very clear
that touchscreen smartphones are the new
Gameboy. Consoles are just now catching up
simply and only because of the hardware gap of
moving from one console generation to another.
The WiiU controller is more or less a tablet and
the newly announced PS4 controller has a big
track-pad button in the middle. Touchscreen
gaming is going to be playing a fairly major role
in this next console generation and our
controller reflects that idea.
(WiiU Daily, 2012)


This concept stems from the Razer Sabertooth controller for the Xbox 360 which has additional buttons
on the bottom so the player doesn’t have to move their thumbs off the thumb pads in a tense situation.
This concept seems fairly ingenious. Why make players move their fingers that are doing one action when
they have others that aren’t doing anything?
For our controller we took this concept a step further and put the buttons on the bottom by default to
make room for the touchscreen and maximize efficiency of player movement. This function makes it so all
the players fingers besides their pinky have a function instead of forcing everything on the thumbs and
pointer fingers.
(Cox, 2013)

The inspiration for this came from the Wii’s nun-chuck
controller. The original concept was to have two
controllers synced together but it was refined into one
controller that can be separated into two sections that
communicate with each other wirelessly. This concept
allows the controller to be used for both motion control
and stationary games.

The best example of this concept used in the real world
is the Wii’s nun-chuck controller as mentioned above.
The Wii remote by itself allowed for basic control of
most all games but the additional piece made it easier
for players to use. However the biggest issue with nunchuck design was it’s failing in regards to more
“hardcore” Nintendo games like Legend of Zelda
Skyward sword or Super Smash Bros. To play these
games it was almost required for the player to purchase
the “classic controller” for the Wii which resembled an
old NES controller. Our controller addresses this issue
by making the main controller perform both these
functions. Upon further investigation this design has
been considered by Sony for their “move” controller in
this exact context but has never been used as of yet.
(Amazon, 2007)
Touch Screen
Right Bumper
Left Bumper
Left Control
Stick
D-Pad
Right Control Stick
Back Button
Home Button
Start Button
Power Button
Right Trigger
Right/Left Bumpers
X Button
A Button
Interchangeable Buttons
Y Button
B Button
Left Trigger
6-Point Connectors
Left Bumper
Right Bumper
Left Control stick
Right Control
stick
Home Button
Back
Button
Start Button
D-Pad
Power Button
Home Button
Central Physical Command
Start Button
Back Button
Power Button
D-Pad
Control Stick
6-Point Connection
Input
Left Bumper
A Button
B Button
Left Trigger

“If the game will cater more towards expert users, it
may be worthwhile to sacrifice some simplicity and
learnability in favor of more efficient controls.”
(Gilnert, 2009)

This controller will aid the player in many ways, such as an ergonomic feel that gives the
player many choices on how the layout of controller could be. With the different layout
options for the controller, the player can find a sweet spot for comfort-ability and precision.
Also, having the buttons on the bottom of the controller gives great advantage with control,
as the player will not have to take his/her thumbs away from the joysticks and have full
control of the character at all times. The touchscreen is an alternative for the way the player
can interact with objects in the game. With its smaller display the player can more accurately
pinpoint objects on screen and not have to move a great distance from joystick and screen.

“Game controls should be as simple as possible, but no
simpler. This seems straightforward on the surface, as
people only have so many fingers which they can only move
at a certain speed. ” (Gilnert, 2009)

Not every Wii game plays with the Classic Controller or a GameCube controller as an
option. If we wanted our controller to be sold, we can’t leave out a group of people.
That’s where the option to separate our controller comes in. The controller separated
acts like a Wii Remote and Nunchuk combination. The only problem I can think of is
that it can’t play a Wii game can only use the Wii Remote as a controller. Other than
that, this universal controller would be open for any console including most Wii games.

“A commonly stated rule-of-thumb is that if your player
doesn't understand the basics of your interface in two
minutes, he'll stop playing your game. Therefore, good
usability is critical to game success.”
(Stafford, S., Preisz, E., &Greenwood-Eriskson, 2010)

The concept of detachable button hard points is fairly simple. Give the player the option to
customize a controller to their liking based on physical button rearrangement. The hard
points are the two joysticks, the directional pad, and “A,B,X,Y” button cluster. These four
hard points can be removed from the game pad and then placed in any one of the now
empty slots based on player preference. This is advantageous over current controllers
because it allows the player to tailor their experience to themselves. This isn’t innovative or
groundbreaking technology to sell a console, this is a feature that after used a few times
won’t be thought of much. This is simply giving the player preferences and choice in their
controller to suit their play style.
•
“Interface designs that allow tasks to be performed onhanded can offer a substantial benefit of freeing a hand for
the variety of physical and attentional demands common to
mobile activities.” (Parhi, Karlson & Bederson, 2006)
•
The addition of a touch screen to the controller will allow for a wide range of features and mechanics that
have previously not been possible on traditional controllers. It also will allow for features that are
normally to bulky for practical use to implemented such as a full QWERTY keyboard.
•
The touch screen will allow users to quickly and efficiently navigate the console’s menus.
•
The touch screen will allow for implementation of advanced touch screen mechanics. For example, lock
picking in an RPG could be accomplished by manipulating tools on the touch screen.
•
Vital data can be displayed on the controller ‘s screen reducing clutter on the main display and essentially
removing the fourth wall allowing the player to become more fully immersed.
•
The player will also be able to perform menial tasks on the touch screen using one hand, while the other
hand controls movement. This allows the player to not break flow while needing to perform tasks not
specific to their current objective.
Genre: Shooter
Mass Effect 3 wouldn’t play any different than
with a Playstation 3 or Xbox 360 controller except the
bumper buttons, control pad, and Y button won’t be
used for shortcuts. The touchpad can be used for
shortcuts for Shepard and his or her squad mate’s
powers. With the multi-touch ability of the touch
pad, the player is able to quickly select up to three
powers from Shepard and his or her two squad mates
at the same time without being pulled out of combat.
The touchpad could also be mapped to reload
Shepard’s gun or to use the Unity ability if any of
Shepard’s squad mates lose all of their health. Lastly,
the touchpad can be used as a quick selection for
Shepard’s guns. Holding the X button switches
Shepard’s gun with a random one he or she is holding
and holding down the LB button takes the player out
of the fight for a bit, but putting shortcuts on the
touchpad for the guns allows to player to not be
taken out of the fight and the gun would be the
player’s choice. The player is free to separate the
controller to allow comfort for the player, but the
game wouldn’t play any different than if the
controller was together.
(Meyer, 2012)
Mass Effect 3
Gun Selection
( Holding Left Bumper)
Power Selection
(Holding Right Bumper)
Move the Camera
(Right Stick)
Move Shepard
(Left Stick)
Quick Save
(Back Button)
Home Button
Menu (Start Button)
Move Shepard’s
Squad
(Control Pad)
Power Button
Power Selection
(Holding Right Bumper)
Gun Selection
(Holding Left Bumper)
Aim
(Holding Left Trigger)
Shoot
(Holding or Pressing
Right Trigger)
Sprint (Hold A)
Reload (Press X)
Switch Guns (Hold X)
Melee
(Press for Light Melee Attack)
(Hold for Strong Melee Attack)
Genre: Role-Playing Game
Like Mass Effect 3, Fable II wouldn’t play any
different on this controller than it would on the Xbox 360. The
game would also play the same if the controller is separated or
not. The key is always the touchpad. Arrows are present on
the sides of the touchpad to quickly select which shortcut area
the player would like to be in. The RT button is used to absorb
the experience points and to select spells. On this controller,
the spell selection is done through the touchpad. The player
can select up to four spells and quickly choose which one to
cast in the middle of battle on the touchpad without putting
the player in danger. Players drink potions either from the
menu or from the control pad, but on this controller, the
shortcut is pulled from the pad and placed on the touchpad.
The player can select whether they want their character to
drink a health potion, eat food, or drink a potion that would
alter their character’s appearance and/or morality. When
talking to people, the touchpad changes from combat to social
interaction. It splits into an X shaped box. The top and
bottom areas determine whether the player wants to harm or
not harm the innocents. The sides of the touchpad show two
emotions to perform with the left being evil and the right
being good. When the right bumper is held down, the
touchpad is transformed and holds four random good
emotions and, when either arrow is pushed, four random evil
emotions appear. These would change when cycled through
or when used.
Fable 2
(Scott, 2008)
First Person
(Left Bumper)
Expression Wheel
(Hold Right Bumper)
Movement
(Left Stick)
Camera
(Right Stick)
Home Button
Pause Menu
(Start Button)
Power Button
Absorb Experience Points
(Hold Right Trigger)
Expression Wheel
(Hold Right Bumper)
First Person
(Left Bumper)
Look-At/Target Lock
(Left Trigger)
Melee Attack
(X Button)
Interact/Sprint/Sheath
Weapon/Roll
(Press A for Interact,
Sheathing the Weapon, and Rolling)
(Hold A to Spring)
Ranged Attack
(Y Button)
Magic
(Press B to Use)
(Hold B for Level of Magic)
Genre: Fighting
This game would play a little
different with this controller. When
connected, the controller would play like the
Classic and GameCube controller options.
The touchpad would only be used for one
thing and one thing only: Special Jutsus.
When the bar is filled, the touch screen
would flash, signaling the player to press the
touchpad and activate their special power.
When the controller is separated, it takes
both of the Wii Remote and nunchuck
options. The touchpad would still work in
the same way as if the controllers were
together, but now the player has the option
of shaking one of the two controllers to
activate the Special Jutsu skill. For both
connected and separate mode, the buttons
are the same; it’s only the shaking function
for the separate mode that’s different.
Naruto: Clash of Ninja Revolution
(Gutierrez, 2009)
Sidestep or Substitution Jutsu
(Left and Right Bumper)
Deflect Projectiles
(Right Stick)
Movement
(Left Stick)
Home Button
Pause Menu
(Start Button)
Power Button
Sidestep or Substitution Jutsu
(Left and Right Bumpers)
Special Jutsu
(X Button)
Strong Attack
(A Button)
Switch Enemies in Multiplayer
Reset Characters in Training Mode
(Left and Right Triggers)
Throw
(Y Button)
Weak Attack
(B Button)
Special Jutsu
(Shake Either Controller)
(Touch the touchpad)
Testing will be performed one tester at a time in a closed environment. No
testers will have any contact with each other until the test is complete. Before
entering the testing room, the tester will be asked to speak any thoughts they have
about the controller out loud. The tester will be handed the controller prototype as
they enter the room. They will be allowed to sit in a comfortable chair and situated in
front of an unpowered television to simulate a proper gaming environment.
They will be asked to fully explore the controller for one minute and learn the
location of the controls. They will then be asked to imagine playing any game with the
controller. They will be instructed to attempt to utilize the controls to and speak any
thoughts, concerns, or recommendations that they have. After the tester has had
sufficient time, a few minutes, to imagine game play and test the controller, they will
be handed the survey, asked to read the questions completely, circle their answers,
alert the test proctor.
While the tester the is completing the survey, the proctor will leave the room.
Once the tester has completed the survey, the proctor will collect the survey and
administer the interview and take comprehensive notes on the testers answers. Once
the interview is complete, the test is concluded and any additional testers being in the
testing process. At the conclusion of the usability test all data will be compiled and
thoroughly examined.
Tester 1
Tester 2
Tester 3
Gender
Male
Male
Female
Age
27
22
19
Hours of Gaming A 20+
Week
5-10
30+
Gaming
Experience
Casual Gamer
Hardcore
PC Gamer
Avid Console
Gamer
Questions
Tester 1
Tester 2
Tester 3
Was the controller
comfortable?
Yes
Yes
Yes
Does this controller feel
awkward in any way?
No
Somewhat
Somewhat
How long do you believe
you could comfortably
use the controller?
For as long as you
like
For an extended
play session
For as long as you
like
Rate your ease of
learning they layout of
the controller
Easy to learn
Easy to learn
Easy to learn
Was it easy to learn and
remember the positions
of the buttons on the
controller?
Somewhat
Somewhat
Somewhat
Were the back buttons
easy to reach and press?
Yes
No
Yes
Questions
Tester 1
Tester 2
Tester 3
Would you want all the
buttons to be modular
and attachable to
different parts of the
controller?
Yes
No
Yes
Given the option, how
often do you think you
would use the touch
screen on the
controller?
All the time
Pretty often
Pretty often
Do you think that you
would be able to easily
use the entire screen of
the touchscreen with its
current size?
Yes
No
Yes
Would this controller be
targeted for hardcore or
casual games?
Hardcore
Both
Both
Questions
Tester 1
Tester 2
Tester 3
Which age group would
this controller be best
used for?
21-40
11-20
21-40
Do you think this
controller would work
well with any genre of
game?
Most
Most
Yes
Would you choose this
controller over the stock
controller for your
favorite console?
Yes
No
Yes
Questions
Tester 1
Tester 2
Tester 3
On a scale of 1 to 10, how would you rate the
overall design of the controller, 1 being the lowest
and 10 being the highest. Would you please
explain your rating?
7: More iteration would be
needed for a higher score. I
would have to work to adapt
to the controller.
7: I like the arrangement, but
stock controllers are what I
am used to. The screen is
great.
8: It might be difficult to learn
the layout, but once I did the
controller would rock.
What were your first thoughts about the physical
features of the controller?
The modular design and
possibilities were
immediately evident.
Pretty cool, very impressive.
Arcade style joysticks that are
level with each other is a
great design.
What do you like best about the controller and
why?
The options for movement
control with the current
design is amazing.
The versatility is great.
Seems like the controller
would be very backwards and
forwards compatible.
Is there anything about the controller that you
would change or get rid of?
I would move the eject
buttons.
I really don’t think so. It’s very
functional without being too
busy.
The option to add even more
buttons would be great.
Did anything on the controller feel redundant or
superfluous? If yes, please explain.
Having two eject buttons
seems kind of redundant. I
would rather just one.
Not that I can think of.
Everything seemed quite
functional and useful.
Should the side controllers be wider, smaller,
longer, shorter, or are they just right?
They are just right.
The padding is perfect.
The controller feels good in
my hand.
Questions
Tester 1
Tester 2
Tester 3
Which console do you believe this controller would
work best with and why?
WiiU for sure. I love the
smaller screen!
Any console would be great
with this controller.
I think this could be used for
just about any console, but I
think I would even love using
this one with the computer. I
have never really like
controllers for the PC!
How does this controller compare to other game
controllers you’ve used before?
This controller improves on
current elements and adds
some fresh ideas.
The controller seems to have
the best of all worlds.
Looks and feels like it would
belong with just about any
console.
Which genre of games do you believe this
controller would work best with and why?
Fighting: With that many
buttons and that much control
of customization, it would be
an amazing experience.
Action Adventure would be
perfect.
RPG’s could really make good
use of the screen.
Is there any genre of game you would NOT want to
use this controller with? If yes, please explain.
A free-roaming MMO might
be difficult to play. With this
many options, people might
get lost in them.
A very complex RPG might be
difficult. The controller might
get too complex.
Social games. Touch
keyboards aren’t that much
fun.
How did you feel about the touch screen? Do you
believe this could add to your level of control? If
yes, how would it?
With all the possibilities it
offers, it totally elevates the
control options.
I like the touch screen, it gives
me more options. With some
customization it would make
the controller feel more like
my own creation.
The touch screen is great. I
can think of so many things I
would like to have on the
screen.

A tilt or rotate function added to the screen of the controller would allow for even
easier viewing and use of the touch screen.

Care should be taken with the placement of the power button. The current
position on the prototype would allow the button to be pressed much to easily.

The eject buttons should be moved farther up the controller wings and should be
reduced in size to prevent accidental presses.

The addition of a camera would make this controller the complete package.

A little more space between the d-pad and the joysticks would be excellent.

The option to add more buttons to the controller would expand the possibilities
exponentially.

A browser launch button as an additional button option would be very handy.

Vektor is the next step in the evolution of the console controller. It
not only draws from its predecessors, but it innovates and
refreshes features lost in the controllers of today’s market. The
combination of a touch screen, modular design, movable buttons,
and support of rear-mounted input allows for an almost endless
array of customization. The controller was well received by the
testers. It is intuitive, creative, and easy to learn but hard to
master. Vektor has the potential to bridge the large gap between
the unique console systems and travel into the greatly uncharted
waters of the PC controller market. With iteration the end product
can only improve and adapt to the widely expanding demands of
today’s games. When a controller ceases to be a burdensome
device in a player’s hand, and becomes a window and outlet for
communication with another world, the design has succeed and
reached it’s pinnacle. The Vektor is a solid foundation which could
be shaped and crafted to fit this mold.
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http://www.screwattack.com/news/sony-patents-dualshockmove-hybrid-controller-can-split-half
Glinert, E., (2009, August 19). Gamasutra – Upping Your Game’s Usability. Retrieved from
http://www.gamasutra.com/view/feature/132499/upping_your_games_usability.php?page=3
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Parhi, P., Karlson, A., & Bederson, B. (2006). Target size study for one-handed thumb use on small touchscreen devices.
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from http://www.gamasutra.com/view/feature/6130/usability_breakthroughs_four_.php
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http://www.aliexpress.com/item/Game-Controller-button-Gamepad-For-iPhone-3GS-4S-4G-iPod-Touch-4-Gen-the-newIPad/691044192.html
Amazon. (Photographer). (2007). Wii controller. [Web Photo]. Retrieved from
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http://www.flickr.com/photos/manufu/4304608294/
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Taylor, J. (2013, March 8). 'explosion' in mobile gaming set to continue in 2013. [Web Photo]. Retrieved from
http://www.bbc.co.uk/newsbeat/21694133
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