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	<title>Comments on: Controlling Complexity</title>
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	<link>http://www.anonymousreality.co.uk/2010/08/03/controlling-complexity/</link>
	<description>Programming and other curiosities</description>
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		<title>By: Brian</title>
		<link>http://www.anonymousreality.co.uk/2010/08/03/controlling-complexity/comment-page-1/#comment-7</link>
		<dc:creator>Brian</dc:creator>
		<pubDate>Wed, 04 Aug 2010 09:21:37 +0000</pubDate>
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		<description>I probably should have researched whether people have tried to do this before and it’s interesting to hear that some developers have had some success with this. I can see how it would work with certain types of games – but that’s never going to work with multiplayer titles, limiting your freedom of movement is going to be a huge disadvantage.

But, maybe you’re right, maybe it’s just not worthwhile for the developers to spend any time on this. The small number of extra gamers it would attract probably doesn’t make it worth the increased expense.</description>
		<content:encoded><![CDATA[<p>I probably should have researched whether people have tried to do this before and it’s interesting to hear that some developers have had some success with this. I can see how it would work with certain types of games – but that’s never going to work with multiplayer titles, limiting your freedom of movement is going to be a huge disadvantage.</p>
<p>But, maybe you’re right, maybe it’s just not worthwhile for the developers to spend any time on this. The small number of extra gamers it would attract probably doesn’t make it worth the increased expense.</p>
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		<title>By: Brian</title>
		<link>http://www.anonymousreality.co.uk/2010/08/03/controlling-complexity/comment-page-1/#comment-4</link>
		<dc:creator>Brian</dc:creator>
		<pubDate>Tue, 03 Aug 2010 21:54:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.anonymousreality.co.uk/?p=27#comment-4</guid>
		<description>Can&#039;t argue that most games are too complicated for people who aren&#039;t used to them. There are a few games that I can think of which managed sidestep the issue by offering two completely different control setups. Viva Pinata was a pretty complex game but it defaulted to a paired down control sceme which used a fixed viewing angle and basically let the whole game be controlled by one stick and a couple buttons. Earth Defence Force 2017 used a similar trick by letting you choose between the Shooter setup (basically Halo controls) or the Arcade setup which reduced movement and camer control to the same stick.

Both these games enable players who couldn&#039;t handle twin-stick controls to play the game without compromising the experience. It is worth noting though that both titles were early Xbox games, perhaps now that the developers know that there are enough experienced gamers with 360s/PS3s/whatever to make their game a success they choose not to complicate matters bytrying to  balance two different control sets.</description>
		<content:encoded><![CDATA[<p>Can&#8217;t argue that most games are too complicated for people who aren&#8217;t used to them. There are a few games that I can think of which managed sidestep the issue by offering two completely different control setups. Viva Pinata was a pretty complex game but it defaulted to a paired down control sceme which used a fixed viewing angle and basically let the whole game be controlled by one stick and a couple buttons. Earth Defence Force 2017 used a similar trick by letting you choose between the Shooter setup (basically Halo controls) or the Arcade setup which reduced movement and camer control to the same stick.</p>
<p>Both these games enable players who couldn&#8217;t handle twin-stick controls to play the game without compromising the experience. It is worth noting though that both titles were early Xbox games, perhaps now that the developers know that there are enough experienced gamers with 360s/PS3s/whatever to make their game a success they choose not to complicate matters bytrying to  balance two different control sets.</p>
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