In case you came late to the party, a mecha is a Godzilla-sized
robot (such as, well, Mechagodzilla) operated by a person who is
usually riding in the robot. The point of a mecha game is to do a game
on a large scale, where you can crunch through entire cities wreaking
havoc. People who like mecha games also seem to like drawing lots of
pictures of mechas (mecha? mechae?), which is not my cup of tea, but
that is not relevant to this discussion.
In your standard Roguelike game, you push buttons to control a
simulated person. When you play a mecha game, you are pushing buttons
to control a simulation of a person pushing buttons to control a
second machine. Sometimes people have wacky ideas about what it would
look like to have a video game about playing a video game. Well, here you
have it. It looks like a mecha game, and it is annoying.
It doesn't have to be this way. Mechas are, by conceit of the
genre, vaguely humanoid. The best interface is therefore the one
you've spent your whole life using: your own body. Forgo the buttons
and use motion capture and force-feedback to tie your mecha's movement
to your own, as in Fiasco. Indeed, some mechas are refered to
as "suits", implying this very mechanic. In game terms, this would be
implemented by letting you use the same commands to move your mecha in
battle mode as you use to move yourself in non-battle mode.
If you absolutely need to simulate additional clunkiness (eg. so
you can have a notion of "current facing direction", as Gearhead
does), do it by reducing the directional key controls to the Clunky
Three: rotate left, rotate right, and thrust (move forward). This
time-honored trio shows up in innumerable games all the way back to
Spacewar, and nothing does a better job of connoting "the thing on the
screen does not represent you, only a machine you control". I don't
play a lot of mecha games, but this was used in the only one I ever
liked--a DOS play-by-modem maze chase that Andy and I used to play.
Gearhead, in the worst mecha game tradition, forgoes both these
mecha-motion strategies in favor of a menu system. When you're
just walking around with your feet, you can use the arrow keys to
move. But when it comes time to stand and fight mecha-style, you can't
directly move your mecha at all. Instead of letting you use the arrow
keys for left, right, and thrust, there is a menu system which
has options for left, right, and thrust. You use the arrow keys to
select your option from a menu, and hit enter to rotate or move. It's
Microsoft Mecha 98. Just don't do this! There's no reason to! Factor
out the aggravation for a better game.
Someone who likes mecha games might say that this is part of the
the game; the human is subsumed into the machine and must operate it
in clunkiness. I would say that misses the point. You are already
interacting with a machine in a clunky way. It's just that it's a real
machine, not a simulated one. Treat the player sitting at the computer
as though they were the character sitting in the mecha, and you've got
big mimesis wihout sacrificing usability. You can bet the character in
the game is not selecting "Rotate left" from a menu; it's not
that bad to drive a mecha. Take advantage of the clunkiness of
the standard Roguelike controls and kill two robo-birds with one
mecha-stone.
I've picked on Gearhead enough. As I said, I pick on it not because
it's a bad game but because it's a really, really good game made
virtually unplayable by a bad UI decision. It's a game where talking
to the world-weary shopkeeper is quick and fun, but where even small
battles play at a crawl. Admittedly I have a preference for the
world-weary shopkeeper type interaction, but that doesn't mean I want
the battles to be slow and hard to play.
As previously mentioned, this is a lot better
than KBounce. It has penguins--the bouncy balls are penguins and
you're trying to cut up their ice floes so they can be transported to
zoos or some lame excuse like that. I like the penguins, but I don't
like the linear way it gets harder, adding one penguin each time.
This game is a clone of "Pirates!", one of Sid Meier's
pre-Civilization games. There was a real chance here for the clone to
improve on the original, but it just plays like early Sid Meier, the
kind of game that would be fun if it were the late 80s and similar,
better games didn't exist yet.
(11) Wed Aug 25 2004 20:14 PST Hubristic Game Roundup:
The good news is that, despite the presence of a couple of clones,
this Game Roundup has some of the best ideas and some of the nicest
implementations I've seen in a while. The bad news is that apart from
the fabulously bizarre but lightweight Komi and the unassuming
icebreaker, these games have Greek-tragedy-quality flaws--sometimes
trivial flaws--that make the games not worth playing. I will start
with the greatest tragedy of this roundup:
- Comments:
Posted by George Gesslein II at Thu Aug 26 2004 01:23
There are way too many rogue clones in this world.
I don't want to play rogue anymore.
My favorite harmless game series is King's Quest by Sierra.Posted by anonymous at Thu Aug 26 2004 06:30
GearHead has an option for using the standard movement keys for controlling the mecha. From the control menu, select Options Menu/Combat Settings/Mecha Control and set it to "roguelike".
Posted by Leonard at Thu Aug 26 2004 08:31
Woo hoo! All my complaining was for nothing!
Posted by Joseph Hewitt at Thu Aug 26 2004 13:17
The menu system used for controlling your mecha in GearHead is a direct descendant of the menu system used in "BattleTech: The Crescent Hawk's Inception" (Infocom,1989). This style of control was also used in Mechfight, Titans of Steel, and a number of other mecha games from the late 80s and early 90s.
I'm not saying this to defend the menu interface, I just want to make sure that I'm not the one blamed for creating it.
Early in development, the menu system was a whole lot easier to program than the keyboard interface. The reason why it's still there is that I personally enjoy using it. I certainly hope that you like playing the game more now that you've found out about the interface switch.Posted by Leonard at Thu Aug 26 2004 14:41
Joseph, thanks for your work on GearHead. It's a great game and I'm sorry to belabor the mecha interface but it really frustrated me. I'm really glad to hear there's another choice.
Posted by Nick Moffitt at Thu Aug 26 2004 19:42
Is that a human toasting a robot?
Posted by Leonard at Thu Aug 26 2004 20:06
Aye... a robot pirate! With a hook where once he had a titanium grasping unit featuring five degrees of freedom!
Posted by Nick Moffitt at Thu Aug 26 2004 21:14
No, he's still got the grasping unit. That be no hook!
Posted by Nick Moffitt at Thu Aug 26 2004 23:19
Also, judging by the human hand, I'd say its owner obviously never did a day's labor in her/his life.
Posted by Leonard at Fri Aug 27 2004 12:16
Hey, toasting robots is hard work!