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A Guide To iOS Twin Stick Shooter Usability

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A Guide To iOS Twin Stick Shooter Usability

March 30, 2011 Article Start Previous Page 3 of 4 Next
 

Component 3: Active Outside of the VJR

For dynamic controls, when the player initially touches the screen, the VJR is typically drawn as a circle centered around the point of contact (there are exceptions; we'll come to those later).

The player can then make a sliding gesture to direct movement (or shoot) in the desired direction.

However, as long as the player does not lift their finger off the screen, it is common in most (but not all) games to be able to continue to use the controls outside of the VJR.

This means that the controls will continue to work until the player's finger is lifted, e.g. dragging left will move their character left etc, however when lifted, they will have to start again by touching within the VJR.

Impact on static controls. For static controls, this means that it is only the initial touch that is required to be within the VJR, after that it's possible that the player's thumb could drift across the screen.

For static controls, the downside of controls being active outside the VJR is that if (when) the player lifts their thumb from the screen, they have to shuffle their hand back to the VJR in the corner of the screen.

Impact on dynamic controls. For dynamic controls, this hand position "drift" has less of an effect on the player, as if their thumb loses contact with the screen, they can simply reapply it anywhere on the screen and the VJR will be redrawn at that point.


Players can move their thumb outside of the VJR and still have control.

Component 4: Play to Border

As we were saying earlier, for dynamic controls the VJR is drawn with its centre point located where the player's thumb makes contact with the screen. However there is one exception to this: border cases.

Border cases. In most circumstances, when the player's thumb makes contact with the screen, there will be enough space such that the entire VJR can be drawn so that it fits on-screen.

But what happens if the player's thumb makes contact close to the edge of the screen? In these cases there is not enough space to draw the full VJR, so the designer must make a decision between two approaches, Fit and Centre.

Approach 1 - Fit VJR

If the player touches the screen near to the border, draw the VJR such that it always fits entirely on the screen.

This approach has the disadvantage that if the player makes contact close to the left hand edge (for example) their character will move left, whereas it's possible that they were just making contact with the screen and had intended to go in another direction or simply wanted to stand still.

Ultimately, this approach can lead to unintentional player movement.

Approach 2 - Center VJR

Centre the VJR at the point of contact, regardless of whether it's near an edge or not.

This approach is probably the better design decision as it more closely matches what the player will expect from the controls. In other words, it is more intuitive.

It also has the advantage that the character will never move off in an unintended direction as the VJR is guaranteed to be centred around the point of contact i.e. the centre point is a null input, a 'do nothing' instruction.

Good, Better, Best

Now that we've detailed the four main components that affect the controls of a twin stick shooter, let's take a look at how these have been implemented in iOS games.

Each game will use a combination of the four components, but as we'll see, some combinations lead to a better gameplay experience than others.

The Games

We'll now compare five of the most popular twin stick shooters on the iOS platform. All comments relate to the iPad versions.

  1. Revolt
  2. Max Adventure
  3. Meow Meow Happy Fight HD
  4. Age of Zombies
  5. Geometry Wars: Touch

Example 1: Revolt

Quite a few complaints on the App Store relating to the controls of this game.

From our viewpoint, the static controls make it difficult to control the character smoothly, also causing frequent camera judder.

Changing to dynamic controls would certainly have improved the user experience.

Example 2: Max Adventure

Although the comments on the App Store do not criticize the controls, there are two design decisions here that could lead to unintentional player movement.

1. Play to border is not used, so if the player touches near an edge they will move in that direction, even if they wanted to stand still.

2. The game makes the somewhat unusual decision of using dynamic controls but permanently visible. This means that if the player lifts their thumb but makes contact within the VJR (i.e. a small movement), it will likely result in unintentional player movement. Hiding the controls on lift would have solved this issue.


Article Start Previous Page 3 of 4 Next

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Comments


Soren Nowak
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Thank you for this excellent article! Rarely have I seen anything that can be evaluated and applied as easily as this.



I wonder how well this translates to first person shooter controls.

Skip McGee
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Excellent writeup, thank you! You do an excellent job breaking down a complicated design problem.



P.S. As a user, I hate these controls with a fiery passion and refuse to play any game that has them.

M C
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Agreed, great article that really captures the evolution of the virtual d-pad.

But when purchasing an iOS game my decision process always starts with: If (game uses virtual d-pad/sticks) Then (pass)



:D

Craig Timpany
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Ugh, virtual joysticks. This is a well-researched set of best practices for a worst practice.



The reason that placing the center of the stick dynamically is important is because the player's attention is focused on the play area, not the control area. They can't see the visuals, so they're getting no indication of where that center lies. This also means they can't recenter the stick except by trial and error.



Have you played Silverfish? Its method is slightly less awful than virtual sticks. Silverfish uses isolated swipes to change direction. If you don't know how to recenter the stick, why bother having a center to return to?



Admittedly Silverfish is pure movement control (ala pacifism), and it's locked to 90 degree angles. I could imagine it generalising to two sticks, so long as the action on screen is kept centered. Forget-me-not also uses a similar system, though the feel isn't as good.

Patrick Dugan
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I agree its a crutch to try importing PS1 control schemes to multi-touch out of generic force of habit, though if done well it's probably good for something.

Kailas Dierk
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Great article, I totally agree with your conclusion.



One thing that wasn't really looked at though was how to control when to shoot (in a game where you can't always be shooting). With both thumbs occupied on the screen as move and aim and nothing remotely comfortable that you can do to get your other fingers on the screen at the same time, I can't really think of another control that can be used?

Vin St John
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In these games, any input on the right thumbstick is generally 'shoot in this direction' input.

Jimmy Baird
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If you have to invest this much time into making ergonomic V-Pads, you should probably re-think your entire controls in the first place.

Maurício Gomes
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Or buy a platform that has buttons... :D



I had a job before and now again my job is design and code for iPhone... But I have no intention of buying one ever, it greatly bothers me the lack of buttons.

Robert C.
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If you want to make a twin stick shooter, make it for a platform with twin sticks. If you want to make an iOS game, create something that makes sense for that platform. While it's true that there are some games that have made virtual sticks tolerable, I do not believe that they will every be good.

Luis Guimaraes
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This.

bunnyhero AKA wayne a lee
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I appreciate the depth of the writeup, but do you have evidence to back up your evaluations? As far as I can tell the only evidence provided is the appearance of negative review comments on one of the games. I'm not necessarily disagreeing with your conclusions, but I would be interested in seeing if there is any objective data beyond one's own personal preferences.

Rob Allegretti
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Excellent writeup and tips, but no reason it needs to be exclusively on the iOS platform. Galaxy and Xoom tabs should be able to use these nicely as well.

Thomas Buscaglia
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This is a decent article, but I have no idea what you mean by camera shudder. If you're implying that using static controls can lead to camera movement interpolation issues, that's absolute nonsense. Sounds like some bias based on one game and lack of sufficient research to me, to be honest. You can play Age of Zombies with static joystick positions and there's no camera shudder at all, obviously. I can't play Revolt because it crashes instantly on my phone, so could someone please explain what this guy is talking about? The fact that it crashes probably has more to do with the ratings than the control scheme.



Also, this article fails to mention a hugely important component of user interface on touch devices which is muscle memory. Static controls allow you to develop muscle memory as to where the different parts of the joystick are. You can, for example, just press down with a tap and hold with a static joystick - something you CAN NOT do with a dynamically positioned one.



I also disagree that the ideal control scheme allows the user to press down in a location that will not allow them to move in certain directions. This article describes the ideal border case handling implementation as one where you can tap at the edge of the screen and then be unable to move in the direction of the edge of the screen you tapped next to. Yet another problem you don't have with static control placement.



"Now, we're not saying that this is a hard and fast rule, but you'd need to have some pretty good reasons to not design your twin stick shooter with this component combination."



This is ridiculous. One solution is not best for all games and dynamic controls have some serious drawbacks that aren't discussed here.

Brad Borne
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I think most telling about twin stick shooters on iOS is that Tilt To Live is by far the best. Which features, well, no 'twin' and no 'sticks.'



One game's limitation is another game's feature.

John Popadiuk
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Also the ability to "swap" controls for players might work well. Unorthodox play should be supported.



John Popadiuk

Creator of Pinball Wizard!

Zidware Studios, Chicago

Dennis Dionne
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You have got to be kidding! I LOVE geometry wars, the version on Wii is probably the best platform for it IMHO, but the version on the Ipad is anything but divine... you can't see half the enemies because you hands are always in the way and i am constantly having to adjust the joystick to see those enemies hidden under my hands... I really tried to like this game because geometry wars is such a great game but the controls were way to awkward on the ipad.



IMO, if you want to make a virtual joystick for you iOS game you should maybe think about a different platform first... maybe one that uses actual joystick...

Bud Leiser
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Best article ever.....if like me your working on a dual stick (twin stick) game.

Also great idea John! I always prefer my move controls left and aim controls right. I hate some PC games that make you use the arrow keys instead of WASD. But I completely forgot about the people who might be the reverse! I remember watching people at the arcade crisscross their wrists at fighting games so the move stick was in their right hand.

Why do people "hate on" developers for making a twin stick game for a device that does not have...sticks. It's a much better control scheme than any of that tilt junk. And more importantly people enjoy it. They take their iDevices everywhere. It's the same reason we have Cameras on phones... convenience for the user, not perfectionism for the maker. Should we only put camera lenses on bonafide high quality cameras? What a narrow concept.

Bud Leiser
Creator of Cursed MECH
KS: http://www.kickstarter.com/projects/budleiser/web-and-ios-game-tw
in-stick-shooter-tower-defense
Just A Game Studio, Vietnam


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