Looking like an idiot?

Ok so I have a dilemma right now! So I’m working a a game prototype and it uses the rotation of devices to change gravity and I’m not sure if I should limit the rotation? because fully turning peoples phones 360 degrees might make them look stupid so maybe I should limit it to like 90 degrees or even 45 degrees… thoughts? Maybe people won’t buy it because of were they can play it…

(Sorry if it is wrong section I wasn’t sure.)

Hey Tyler,

I know how you feel. I made a gravity-based game a few years ago on iOS and had a similar dilemma - for me the problem was that it felt more like a novelty, it’s quite hard rotating a phone a full 360° after 20 minutes of play. And sure enough for the other guys in the studio argued it might make people feel a bit self-concious. That said, a lot of people seem content to blow on their DS… I limited movement to ~60° in the end, it all worked out for the better I’d say, but I do think it depends on the game.

Prototype it and get people to test it if testing shows they don’t want to keep using the system its a failure till it either gets reworked or changed, that’s how you should try all your ideas if you can, build it - test it - change it, drop it or keep it depending on the test results.

Check out Gravity Rush on the Vita. It does the whole 360 gravity thing, but it uses a stick as well as motion. And even by the end of the demo you’re used to using both together - the stick to quickly point in the general area and the motion for finer accuracy.

Come to think of it, the aiming in Uncharted on the Vita uses the same system, and it works a charm there too.

It’s actually my favorite aiming system for console games, by a long shot, and I think it’s a shame that the same thing isn’t used with PS3 games since their controllers support the same motion inputs.

Thanks guys for the advice :smile:

On this subject though, you can’t really compare a phone to the Vita. When someone is playing a Vita, its obvious that they’re playing a game. They’re sitting somewhere with the sole purpose of playing a video game. They’re not interested in being subtle about their activities.

When gaming on a phone, on the other hand, they’re often just taking a short break in their day (lunch break at work, stepping out for a cigarette, etc.). They aren’t “gaming” in the traditional sense; they’re just passing time, and are much less likely to accept looking like a buffoon.

As someone accustom to looking like an idiot on a regular basis (http://forum.unity3d.com/threads/199-Torque-User-Unity-looks-Great), you’d think I’d have some sort of input in the matter. But I don’t. Maybe it’s not just aesthetic and I’m really just an oxygen thief.

I wouldn’t mind doing that in public though.

But again, accustom to looking like an idiot.

I wouldn’t play that game, 90 degrees max is more then enough . You also have to keep in mind someone might drop their phone doing that

I was going to write the same thing as keithsoulasa. A phone is in serious risk of falling if you let gamers rotate it by more than 90°, and then they will hate you forever :stuck_out_tongue:

Why not? Regardless of device, hybrid controls make you look less ‘like a buffoon’ because you need to do less physical rotation.

I’d personally start by locking physical rotation to 90 degrees and using buttons to rotate to a quadrant. That assumes you’re not doing much on world-space diagonals, but you can just make the buttons variable if you are.

Agreed, and if Tyler is choosing to go with gyro controls, then that’s a good choice. My point was simply that you want less gimmick in your controls when working on phones rather than dedicated gaming devices. Its a different market with different expectations.

Thanks guys :smile: I’ll just go post everything you all have said in the “What’s the dumbest feedback or suggestion you’ve ever been given by a customer” thread :stuck_out_tongue: Just kidding…

Seriously though thanks for the input, I will probably lock it to 90 degrees, none of the levels or anything have been made yet so its not really an issue, then some new elements will come into play like lifts, gravity swaps etc.

Maybe some people would give this demo a play(Android phones only sorry) and comment on the 360 degree rotation?

People really need to stop care what others think about them. What are we 8 years old?

If you want to make a game where you need to rotate and turn at all angles then go for it.

Actually it sounds good to me, people might see someone doing that and ask the person what they are doing, then they can say oh I am playing game xyz - the person might then say I want to try that and you sell more copies.

I totally agree. But the fact is: people DIDN’T stop caring about what others think about them, so it’s an important thing to consider (even if I don’t really see what’s embarrassing in rotating one’s phone - if you want to be serious, don’t play games in the metro :smile:), at least if your intention is for many people to play. If you just want to make a cool game that you like, then no need to worry about it (but still, the risk of the phone falling from one’s hands is rather high).

Is it possible to make it an optional setting?

Ah, and I thought this was a casting call. :frowning:

My favorite phone game (Banzai blast) ask me to shake the phone from time to time ( and i hate him for that ). So a 360°rotation , no way.

But i’m sure you can keep the idea and find a new playability.

Why don’t you simply amplify the rotation. So instead of having to rotate the phone 180 degrees for the game to be upside down, make a 90 degree turn do the same thing, and a 45 degree turn a 90 degree turn… less is more…