The Changing Nature of Gaming Interfaces

The other day I was having coffee with friends who brought their 2 1/2 year old son over for a visit. He was bored, looking for anything to do in our (boring) house -- so I handed him an original Game Boy with Super Mario Land 2. I figured that a toddler would enjoy smashing the Game Boy’s bulletproof buttons, making Mario run and jump, and hearing the ear-piercing four-channel music. He took the Game Boy from my hand with interest, and held onto it in the familiar way that all of us hold portables. He looked at the cabbage-green screen and squealed, “MARRIOO!” I asked his mother if he had played games before, and she said, “Oh yeah. He loves playing kiddie games on our iPhone.”

I turned back to her son, and he was frowning intently at the Game Boy. He reached out tentatively and pushed on the plastic screen. Nothing happened. He pushed again, in a different spot. Nothing. I reached over and pushed a button -- Mario jumped. He looked at me with a puzzled expression, and turned back to the game. I eventually had to slide his fingers over to the D-Pad and buttons, pushed them down a few times to show him how it worked, and he started to “get it”.

I realized in that moment that we are now living in a time when the standard D-PAD + Buttons layout can no longer be assumed the “standard” way of playing a game. A new generation of players are growing up with motion-based interfaces from Sony (the upcoming Playstation Move), Nintendo (Wii MotionPlus, Balance Board), Harmonix (Rock Band), as well as touch based devices from Apple (iPod Touch/iPhone). Where the 1980s and 1990s almost always guaranteed a familiar mediating interface -- whether it be a keyboard, mouse, or D-Pad -- I wonder at how the recent explosion of alternative interfaces has changed the way gamers understand what a game is?

For instance, can we really say that Myst or Monkey Island 2 SE for PC are the “same games” as their iPhone variants? On what basis could we distinguish between our experience of playing the two (temporarily setting aside differences in sound quality, resolution, etc)? Is the “touch” aspect really that different from a point-n-click interface using the mouse?

I’m going to waffle here, because I just don’t know. And here’s why:

When I play any game, using a standard NES/PS2/PS3/Xbox/GameCube controller layout -- my fingers and thumbs find their places. If it’s a NES, my right thumb handles the A+B buttons while my left thumb takes care of the D-Pad. There are no moments of confusion, I never have to ask myself, “which button is it again?”. The same goes for the PS2 and PS3 games: my fingers know their business. As soon as I settle down to play the game, my fingers are no longer fingers to me. They are a part of the game -- my fingers become something like my mouth when I am speaking -- they spring into action when Mario needs to bound over a Chain Chomp or needs to go down a green pipe. My fingers never become a part of my foreground or focal experience -- in other words, my fingers become repressed parts of my bodily experience.1 If I had to think about what I was going to do next before committing myself to the act, Super Mario 3 would become unplayable.2 In other words, games like Mario 3 require us to forget that we have fingers for a few moments in order to bring a natural flow into the game. Without getting too artsy or mixing metaphors, many games demand that the player become a pianist of a kind.

Mouse-based interfaces that we typically see in adventure games require a different kind of skilfulness. My hand has to learn to map the horizontal two-dimensional space of the mouse to an on-screen virtual space. I have to learn that forwards-is-up, and backwards-is-down, and that I have to move the cursor to the right position in order to make my character do something. In this kind of interface, I still “repress” my hand -- at some point my hand disappears and the cursor becomes invisible to me. The cursor moves simultaneously with my hand. My hand knows where it needs to go on-screen in order to make Guybrush Threepwood pick up a wooden mallet. I don’t think to myself: there is a mallet, and I need to click ‘pick up’, then click on the mallet. Exploring the world of Monkey Island 2 becomes a natural gesture for me.

(this review demonstrates how focal one’s finger can become when playing Myst on a touch device)

But can the same be said for touch-based devices that require us to make physical contact with the display in order to play the game? For instance, while the Myst interface is more or less the same between the PC/Mac and iPhone versions, the fact that I have to occlude some of the screen with my fingertip in order to “do” something changes the game subtly. Every time I reach forward and click on the screen with my finger I feel the cool glass push back at me, and I leave a fingerprint. There is something very focal in interacting with touch-based devices, because my finger does not fall into the background as easily. Compare that to the PC version: my hand is always on the mouse, my fingers always in their familiar positions on the mouse buttons. They never leave that surface, and the mouse becomes an extension of my body. On the iPod, my finger is constantly leaving the surface, popping in and out of my visual field.

But it’s the same game, right? Not for me. While the iPhone version of Myst is a wonderful port of the original game, I cannot quite dwell in the world simply because I cannot repress my awareness of my fingertips. I feel like I am playing a game. It is not quite bad enough to totally remove me from the world, but it is enough to remind me that yes -- I am playing a game on my iPod Touch and this is a virtual/fictional world that I am interacting with. The PC version of Myst is nothing like that -- when I click something I am reaching into the world and flipping a toggle switch.

Returning to my anecdote: does my friend’s 2 1/2 year old son experience his favourite iPod Touch game as a ‘real’ world? Or is his experience like mine — somewhat disembodied and self-conscious? Is this an inherent problem with touch-based interfaces, or do some of us already experience bodily repression that allows us to ignore our fingertips when we touch the display? How much have designers appreciated the qualitative change in gameplay experience as a result of the massive turn towards touch-based gaming, and have they done anything to respond to it? What are your experiences with touch-based (or even motion-based) interfaces; how do they change your experience of the game?

  1. I am using a very special meaning of the word “repression” that Merleau-Ponty introduces in his phenomenology of the body. It is not the same as Freud’s notion of repression. (For more details see Lawrence Hass’s book Merleau-Ponty’s Philosophy, pp. 89-90).
  2. I am always struck that people who have never played side-scrollers like Mario 3 often become frustrated that they have to “think” before acting. The same experience is felt by those learning a second language.

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  1. Marc’s avatar

    Fascinating read, Chris. I think that a finger popping into the playfield can be repressed just like any interaction with a game. It’s just another step further, one unfamiliar to you, having played more traditional games for most of your life.

    I recently played Beneath A Steel Sky on my iPhone, and when I look back I don’t remember a big fat finger tapping on screen icons, I remember resurrecting my robot buddy as a vacuum cleaner. This is similar to when looking back at a foreign language film, you don’t remember reading the dialogue – even though the words are right there, taking up screen space – you remember it as a natural discourse.

    This is the mistake that devs are making now when they think that Wii, Move and Kinect will make for more immersive experiences. They won’t; the human brain’s pre-conscious is excellent at taking over actions the conscious doesn’t need to worry about (otherwise we would constantly need to think about breathing in and out). Therefore, the lack of controller won’t make a game more immersive, just more accessible.

    Thanks for the brain-poke!
    Marc

    Reply

    1. chris’s avatar

      You’re right of course Marc. All repetitive/habitual activity is prone to repression in the end, and the iPhone is no exception. I like your second point – perhaps that is the point I was hoping to get to all along! – that the assumption is that touch/movement/sound based interfaces are somehow more “immersive” than controllers. They aren’t any better, but aren’t any worse. At the same time, there has to be some kind of qualitative difference between touching something with your finger than using your thumbs to drive a stick.

      Thanks for the poke back. I always find it difficult coming back after these extended absences :)

      Reply

  2. Gabe McGrath’s avatar

    That was a great read, thanks.

    And it’s funny, the first thing I thought of when reading it, was that scene in Back to the Future 2, where Marty visits a retro cafe and plays an old ‘pick up the gun’ arcade game.

    The ‘future kids’ watch him and say….
    “You mean you have to use your hands? That’s like a baby’s toy.”

    Oh god.
    We are *all* Marty McFly.

    Reply

    1. chris’s avatar

      Hahaha! That’s great! I had forgotten about that scene from BTTF2. A terrifying prognostication..
      Glad you enjoyed the article. Thanks Gabe :)

      Reply

  3. Alex V’s avatar

    Great post. I think your example probably indicates that it’s actually much harder for those gamers familiar with the newer standards of control to go back to the old controllers. The only problem I have found with touch controls on the iphone is not that I am aware of the barrier between my brain and the control of the game, but more that I can’t see the bloody game because of my podgy fingers!

    I can remember the difficulty of getting used to joysticks and NES controllers because my early gaming life was spent using the QAO&P buttons on my rubber Spectrum keyboard. I can also remember the general suspicion from the gaming community when Nintendo introduced an analogue stick for the N64.

    It’s not only the familiarity with buttons that is ‘repressed’ with a controller, it is the layout of those buttons. The malaise that occurs when a game dares to use the B button for jump instead of A :) .

    In terms of anyone perceiving anything as a ‘real world’, I don’t think that could ever be a problem – we seem hard-wired as human beings to find stories and characters and something recognisable in anything we see. It’s an impulse that no awkward relationship with a control system could ever subdue imo.

    Reply

    1. chris’s avatar

      Hi Alex. Wow – I hadn’t even considered the problem of switching between button/stick layouts on similar input devices! I grew up with a Mattel Intellivision, which had to one have one of the strangest (and most unique) controllers I had ever seen. I had a very similar experience switching to the NES controller – the idea of holding a controller with two hands seemed totally counter-intuitive to me!

      I completely agree – repression is a primordial impulse – we really do let things fall into a background of habit after a time without even noticing it.

      Thanks for your thoughts!
      - Chris

      Reply

  4. duncan’s avatar

    I really enjoyed your writeup and seeing some of the interesting back and forth going on in the comments thread, keep up the good work.

    I was wondering if you think certain actions in games are more vulnerable to this sort of phenomenon than others?
    And also if certain visual perspectives (such as 1st person) have similar effects on how effective it is.

    For example the games you mention are both less action oriented than those your friends child enjoyed.

    Reply

    1. chris’s avatar

      Hi duncan. I had not even considered the game’s design in relation to the particular input scheme – fascinating! Indeed, I think that’s when we see the most differences between games. For instance, I was playing Flashback: The Quest for Identity on my iPod Touch a few months ago. The input is a gesture/swipe in the direction you want the character to run and jump. The problem is that the gestural interface constantly interfered with my enjoyment, because my finger was constantly blocking the screen. Not only that, but gesturing definitely did not provide the same “flow” or rhythm to the character’s movement than a traditional controller did. (The game was originally released for the PC, Sega Genesis, Super Nintendo, etc).

      As for visual perspectives, hmm.. I can’t think of any good examples right now (can you?). In the end, I think that regardless of the kind of input device, the gameplay has to match the input scheme.. if there is any conflict between the two a game can become very frustrating and even unplayable. You might enjoy reading Michael Abbot’s recent essay on gamepad control schemes here – it discusses much of what you’ve been asking about:
      http://www.brainygamer.com/the_brainy_gamer/2010/07/the-waggle-wanes.html

      Glad you enjoyed the article. Thanks for the encouragement!

      Reply

  5. Christoph.Krn’s avatar

    Hey Chris,

    first of all, thank you for this excellent text. It briefly sums up what comes to my mind virtually every time I’m playing a game on an iPod/iPhone and is easy to understand even for people that have not graduated in psychology. I will definitely keep this bookmarked so I can point people to it in the future.

    I believe that there’s ONE thing about this that people will never accommodate to: having your finger in the way of what you’d like to look at. This part is especially important since you’ll often have to put your finger down on one of the following kinds of game elements:
    1. Directly onto elements of the game that will move/change as you put your finger down on them. In this situation, your finger covers something you’d rather like to see than cover. I don’t think people will ever accommodate to this since we’re talking about moving game elements that are critical for following the game mechanics.
    2. Static game elements that won’t move and aren’t in the main field of the player’s perception, like a virtual D-Pad with A/B-buttons. This is not exactly fun either, and I don’t think will ever be. At least not as much as a real D-Pad A/B-button combination can be.

    WHENEVER none of the above two apply (that is, whenever touching a game element that is pretty much in the center of the player’s perception and you know that nothing will move/change under your finger once you touch it), you get the best experience. Imagine a fictional puzzle game where you have to push big, colorful blocks in the middle of the screen, and by experience you know that whenever you push one of them, only blocks above the one you touched would move. That would be a very different experience compared to something like the touch version of “Myst”.

    —————————————————————–

    There’s one other interesting thing that came into my mind while reading the comments. Have you ever compared the controls of a First Person Shooter on a PC with the controls of an FPS on a Nintendo 64?

    On the PC, you typically use WASD to move forward/backward and strafe left/right, and the mouse to look around.
    On a Nintendo N64, you use the C buttons to move forward/backward and strafe left/right, and the analog stick to look around.

    In other words, on both systems you have digital movement controls and analog view controls. But on a PC you’ll use your LEFT hand to walk and your RIGHT hand to look around and aim. On a console, you’ll use your RIGHT hand to walk and your LEFT hand to look around and aim. This once struck me like lightning when I played a shooter on an N64 for the first time. On Nintendo’s Gamecube, it got me again when I played Metroid Prime on it, but this time it was even harder, since you use the left stick to move forward/backward and turn around, and the only way to look around freely is to hold down a button (I don’t remember which one it was) and then move the left stick accordingly.

    It felt the same way playing Myst on a touch device does. I had to think before I moved. And yet, I eventually got used to it and after some time, playing Metroid Prime felt as natural to me as playing a 2D Super Mario does.

    —————————————————————–

    Combining these two things I think that yes, it IS possible to have an immersive experience with touch games, if developers pay attention to not letting the user’s finger hide any game elements the user might experience as being critical for the game mechanics.

    I have to apologize for any bad English, it is not my native language. If you don’t understand something I wrote, just ask me about it and I’ll try to clarify.

    Reply

  6. chris’s avatar

    Hi Christoph,

    Wow. I think you get some kind of prize (let it be a shiny gold Zorkmid!) for the longest and most detailed response I’ve seen here in 4 years :)

    I completely agree with you on your first two points. Covering up *important* regions of the screen will always be discouraging; the only alternative is to create a gameplay experience that makes ‘indirect’ use of pointing/gesturing as you’ve mentioned. That is some very good game design thought – you might consider blogging about that some time so iPhone designers learn this!

    Regarding your N64 experience: you’ve just explained to me why I’ve NEVER enjoyed FPS games on the N64 – I found them too counterintuitive due to 20 years of PC gaming! Metroid Prime is one of my favourite GameCube games, but it became exhausting after 5 hours when I realized that I still wasn’t adjusting to the change of controls. I did not get to the same level of comfort you did, with either Metroid or Myst.

    Again – if you ever have a chance, please blog this somewhere. Your touch-based game design theory is very important.

    Thanks for taking the time to express your very articulate thoughts!
    - Chris

    Reply

  7. Bryan’s avatar

    Very interesting read. The distinction you make between interacting with the physical display or container of the digital experience vs. reaching into a simulated environment with a physical symbol (i.e. mouse) seemed about right and something that has been difficult for me to articulate – but i would hesitate to label one superior, be it for everyday computing or exploring an entertainment/gaming experience.

    There is definitely something incredibly satisfying about touch screen interfaces when done right, but it is without a doubt that the resulting experience is of a different quality – more approachable, instinctive, perhaps less or more immersive, depending on the type of interaction.

    It’s hard to argue that Skee-Ball on iPhone would feel more immersive on a non-touch based platform – with the exception of another motion-based input… Kinect/Move/Wii for example. But your example of Myst, adventure games? Shmups? What about something where control is a more abstracted process, where input-output seems less direct or instinctual? It’s possible that using a symbolic middleman contributes more to the immersion of those experiences.

    Ultimately the fine-tuning of touch-based interfaces will just increase the vocabulary of game input and subsequent experience. I doubt the old ways will go away, at least until some hypothetical sophisticated no-tool/no-touch gesture input makes sense for mainstream computing.

    Am adding you to my blog’s links if you don’t mind.

    Reply

    1. chris’s avatar

      Hi Bryan,

      I have not played Skee-ball on the iPhone myself, but I’m completely onboard with the idea that the interface must be suited to the gameplay and vice-versa. I’d like to see future games take even *more* advantage of the touch interface than they have already, which would definitely expand our “vocabulary” (great word!) for gaming inputs.

      Happy to link back (ha – love your site name).

      - Chris

      Reply

  8. Bryan’s avatar

    our titles sound a bit related, no? :)

    Reply

  9. Michal’s avatar

    Certainly our way of interacting with virtual worlds is a learned skill, regardless of the intermediary device. We all had to go through learning to use a traditional controller at some point, and some of us got better at it than others ^_^.

    As I mentioned on Brainy Gamer, I rather like motion controls on the Wii. They do feel more natural, and the fact that games like Wii Sports/Resort, which implement the control scheme well, have been easy to pick up for retirees in nursing homes seems to me proof that it is more akin to our muscle memory than using a d-pad/button combo.

    When it comes to touch control, I have a little less experience. While I still have a Tapwave Zodiac, which had some touch-based games, the interaction there was using a stylus. That I think is somewhat less obtrusive than sticking your whole finger into the screen (not something that I enjoy). Some games work well with this also, while some do not. Again, I believe that each control method has specific games that work especially well with it. The problem arises when developers try to marry traditional game formulas with these new control schemes (or do straight-up ports), which is where we get very mixed results.

    Reply

    1. chris’s avatar

      Hi Michal,

      That’s very true re: the transferability (ugh, I already hate that word) of skills on the Wii. Many non-gamers can simply pick it up and “get it” in under 30 seconds. There isn’t a learning curve to it, and you can have “maximum grip” (borrowing from Hubert Dreyfus) on the controls in a matter of moments.

      Completely agree with your comment about marrying old formulas to new controls – StarFox Command for the DS (in my opinion) is a perfect example of a game that undermines its playability by adding touch support. Sort of like trying to fly a Soviet MIG using an etch-a-sketch instead of a flightstick.

      Thanks for the thoughts!
      - Chris

      Reply

      1. Michal’s avatar

        Hi Chris,

        Thank you for taking the time to reply. I know you are busy ^_^. Incidentally, my undergrad was in both art and philosophy, so I am familiar with some of phenomenology. I was fortunate to have a professor who was taught by Albert Borgmann (a direct student of Heidegger’s), creating an interesting lineage.

        I did incorporate Heidegger into my thesis in the end, but it’s been many years since then. My memory of his work, Borgmann, Ponty, Marcel, and others is now vague. What stuck with me the most perhaps is the Device Paradigm, which applies here in some ways I suppose. Every once in a while I still get a bit philosophical though, much to the chagrin of those around me ^^;

        Michal

        Reply

  10. JP Grant’s avatar

    Chris,

    I blogged recently about a book you ought to check out called Philosophy Through Video Games: http://infinitelag.blogspot.com/2010/07/literature-review-philosophy-through.html

    In chapter 2, the authors discuss theories of perception and the self, all the way back to Descartes. They come to some pretty remarkable conclusions about the implications for game interfaces. By the end of the chapter, I’d come around to a much greater understanding of why motion controls actually do (or can, anyway) make more sense than a traditional controller. I won’t say I’ll be first in line for Kinect, but I’m certainly a lot more open to the possibilities for gestural-based control schemes. Would be interested to see what you think.

    P.S. Linking your site now!

    Reply

    1. chris’s avatar

      Hi JP,

      I’m heading over to your post right now. As my article implies a whole background philosophy (borrowed from Merleau-Ponty, Heidegger, and other expressivist philosophers) I am very interested in this book. (I had not heard of it until now – thanks for the recommendation!).

      Certainly the idea of “gestural” interfaces should be more natural for us, given that our everyday expressive activity is full of all kinds of gestures – but I suspect that what programmers/designers mean by “gesture” is very different from the kinds of gestures that we automatically and idiosyncratically while we speak.

      Linked back! :)
      - Chris

      Reply

    2. Michal’s avatar

      Thanks for the link! I too am very much interested in the subject and look forward to reading your post ^_^.

      Reply

  11. Agustina’s avatar

    Very interesting read!. It´ll be really useful for my homework about game consoles. Thank you!

    Reply