From willday@rom.oit.gatech.edu Wed Oct  9 10:46:43 EDT 1996
Article: 187015 of comp.sys.ibm.pc.games.action
Path: prism!not-for-mail
From: willday@rom.oit.gatech.edu (Will Day)
Newsgroups: alt.games.mechwarrior2,comp.sys.ibm.pc.games.action,rec.games.mecha
Subject: Re: Activision sucks! [was: ...MW2's Mechlab in Mercs]
Date: 9 Oct 1996 00:27:25 -0400
Organization: Georgia Institute of Technology, OIT Tech Support
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Reply-To: willday@rom.oit.gatech.edu (Will Day)
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A short time ago, at a computer terminal far, far, away, Doug Gould wrote:
>In article <32532C23.4220@activision.com> Tim Morten <tmorten@activision.com> writes:
>> Doug Gould wrote:
>> > I remember hearing the same crap about the stupid joystick/turret
>> > control way back when MW2 was first released.  Has there been a fix? -
>> > NO.  I'll be very surprised to see that you deal with the mech lab any
>> > differently.
>> 
>> Actually, our user base was so divided on the joystick control issue 
>> that it didn't make sense for us to change that, despite the verbosity 
>> of those that didn't like it.

(Since my news server appears to have already expired your article, Tim, 
I'm going to have to reply to this reply; I'm assuming it's been quoted 
accurately.)

I'm sure you remember I was one of those more verbose critics of the
joystick forced-centering when Mech2 first came out.  You, as Doug
quoted from my FAQ, said that you would be "actively looking" at making
the centering optional.

I must say I'm _very_ disappointed you chose not to address this
problem.  Even if your user base was divided on the issue, providing
non-forced-centering as an _option_ would clearly please the critics,
while just as clearly continuing to please those who claim to have no
problem.  It's really a win-win situation, as I see it.  

If it was at all close to a 50/50 division, that's a hell of a lot of 
dissatisfied users.  Even if it was 20% who didn't like it, considering 
the popularity and success of Mech2, that's a very large _number_ of 
displeased users, regardless of the percentages.

It's _always_ preferable to provide an option for users.  This is one of
the great advantages of selling software rather than physical objects -
it's almost infinitely flexible.  With a single keystroke, it can change 
its appearance or behaviour entirely.  You just can't do that with
physical objects.  If you have different markets, or different consumer
groups, that prefer different colors of items, or a different layout of 
buttons on a control face, you have to decide _which_ you want to offer, 
or you have to commit to manufacturing multiple designs, and you have to 
know that there is a sufficient market to buy them.

With software, it's entirely different.  You _can_ offer several
different colors, a variety of layouts, and any number of designs, 
and you can let the _user_ decide which one of the many possible
combinations he or she prefers.  Before, you had to find and target
identifiable, large markets to design towards.  Now, suddenly, you
_can_ make a single, but flexible, product that will target _all_ 
those major markets, not to mention a non-trivial number of much 
smaller, and perhaps previously unidentifiable markets - all with 
the addition of a small investment in code additions.  

I would also argue that the increase in market is not necessarily 
linear to the number of options - one more option doesn't add just 
one group of customers.  Instead, I submit that it's an _exponential_
relationship, where the total number of combinations is what's 
important, not the total number of options.  You add one option, and 
it provides not only just one new option, but an additional _number of
combinations_ based on the number of already existing options.  

And of course, there's an asymptote, where you approach a maximum number 
of options, at which you reach diminishing returns, and consumers either 
don't notice the additional options, or it becomes just too many to deal 
with.  If there's a noticeable number of customers complaining about the
lack of an option, though, I think it's clear that you have a obvious 
opportunity for some significant returns by adding the one single option, 
and that you're still a good distance from that asymptote.

The concept of the "configuration file" is, I think, a rather modern
concept, and a particular phenomenon of the software market.  As 
consumers become more aware of the vast possibilities and great
flexibility that software offers, I think we're going to see this
becoming more and more important a feature, and a crucial deciding point
for consumers.  They're going to seek out the product with the most
options - and even if they like one product better, a competing product
may offer enough options that they can configure it like the former.  In
fact, I think we've already seen this.  Just look at MS Word - it had a 
"WordPerfect" mode that mirrored WP's keyboard and menu options, and was 
thus able to cash in on a large pre-existing, yet competing, market.

For gamers, too, this is an issue, and it becomes a criteria for
differentiating and choosing products.  Controller config is a prime
example.  Not long ago, games had pre-defined keys that were entirely
designer-dependent, and completely unchangeable by the user.  They
almost always varied from game to game, according to each designer's
preference, which more often than not didn't match the user's in one way
or another.  Users had to hunt-and-peck for desired commands on the
keyboard, and the best solution of designers was to include the
"keyboard overlay" which tried to label keys so that users could find
them more easily.  It was an unsatisfactory situation at best, and more
often frustratingly difficult.

Now, of course, most games provide some kind of control configuration,
and users have come to expect this.  Some systems are better than
others, though, and I think in this respect Activision's
controller-config pales in comparison to others on the market.
Descent's, in particular, was the one that first impressed me.  Select a
function, and then _press the key_ or button you want to assign to it.
There's none of this searching through lists for the desired key that 
Mech2's config requires.  Mech2's is very unintuitive, not to mention the
fact that only _some_ functions are configurable and only _some_ keys
are selectable.  It's a good first try, and I'm disappointed that
Activision didn't seek to improve this in the followup MW2 offerings.
They've really fallen behind others in the industry.

Recently, in fact, I've been extremely impressed with some other config
systems on games I've played.  Interplay/Bioware's Shattered Steel is 
foremost in this respect.  Not only can you select all functions for
config, and indicate the assignment by merely pressing the desired key
or button, as well as reversing the direction of axes, but you can _also_
choose between "absolute" and "incremental" modes on joystick axes.  I
almost, literally, jumped for joy when I saw that!  I only wish Mech2
and Mercs had made me feel that way.

Another particularly impressive config system was in Kesmai's Online
Multi-Player BattleTech: Solaris game.  This had the same key-press
input control, and what impressed me was that, in a matter of seconds, I 
could use this to re-configure the game's keys to match those already 
programmed into my joystick, and be ready to kick ass in combat only
moments later.  And, of course, it didn't have the forced-centering on
the torso control, so I could go into battle and not only kick ass, but
take names as well. :)

Overall, Activision really missed the boat in terms of their control
configuration, and made a very poor decision not to respond to
consumers' desire for one additional option for joystick control.  It's
another example, I think, of the unnecessary focus on graphics at the
loss of needed improvements in gameplay.

===
Will Day <willday@rom.oit.gatech.edu>    ####################################
http://rom.oit.gatech.edu/~willday/      #  Unofficial MW2 Mercenaries FAQ  #
 ..brought to you by Comstar Newsnet..   # http://rom.oit.gatech.edu/mercs/ #
  "All the Fighting, All the Time"       ####################################

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