A few weeks back when SYNSO2 was announced, i not just commented on the frontpage how much i like that game, but also raised two points of criticism. One of them was about the controls and it was clearly marked by me as a matter of taste. In short, i disliked that firing-axes and movement-axes are identical - i prefer being able to adjust both individually. Oddbob replied by explaining not just that the game was designed around both not being independent, but that it also was a deliberate choice to amplify an aggressive and "primitive" feel to the game. In short, the game is supposed to be focussed more towards mindless aggression, rather than tactical thought.
That made perfect sense to me, and i agreed that what i would have liked in the game, wouldn't fit into what it currently is. Still, whenever i fired up the game for a quick blast, it was an irritating mix of fascination mixed with a bit of frustration for me. I didn't gave that much further thought for a while. Then a few hours ago i began to think again about it, because i just can't stand conflicts in me head which go like "i know its right, and yet i dont like it".
It would seem that behind game controls is actually much more, than just an interface to the game. Different controls can significantly change what a game has to offer to the player. This became apparent to me, when i thought more about what it is that i prefer about dual controls, and why i like it in general.
In the case of shooters, it for me is a mix of the controls being "efficient" and providng a "tactically interesting" gameplay. The efficiency aspect is quite easily explained: In a shooter, you make various maneuvres. The point is: Which action currently would make sense regarding movement, and which action currently would make sense regarding attacking, often isn't identical. So, if movement and firing direction is tied together, then i am faced with situations in which optimally i would need to do two things simultaneusly, and yet i need to decide between both, or shizophrenetically switch back and forth between them - either way, the result is "compensation": My interface is handicapped regarding the game situation, and i need to someway compensate that deficit. I know that quite a few people find that interesting - heck, entire games were designed around that (*cough* DUO). I however don't enjoy that at all.
And with this, we get to the other aspect: "providing a tactically interesting gameplay". I guess i can such a preference call a "desire for an intelligent challenge". It works like this: If movement and firing is tied, then in a shooter all the other gameworld entities (i.e. enemies) are designed around that player limitation. This, to put it bluntly, means that they need to be forgiving regarding that player weakness. If the player can only do A in a game, then the game must be winnable by only doing A - see, its simple. However, if the player can do A and B (move and fire independently simultaneusly), then the enemies difficulty can be bumped up futher, thus resulting in a more intense and tactically challenging gameplay. If the player can do more things, then the game can also require more of the player while remaining "winnable".
Now, all 3 previously mentioned aspects are a matter of player and developer preference. Different people may like different feel (or feels) to a game. Some may prefer a mentally more relaxing gameplay, while others may prefer something mentally challenging. Some may prefer faster required reflexes, others want stuff more easy-going. The list goes on. The funny thing which to me happened in the case of SYNSO2, was that the design-aspects of the game were a mixed bag regarding my preferences. I liked a lot of things about it, and yet there were some which made me feel handicapped.
Even more funny is that in the case of Iji, i found me at exactly the opposite end of the fence: Many players complained that the controls felt restrictive and handicapped. And yet, i partially liked the game BECAUSE of that, since - contrary to SYNSO2 - the limited controls resulted in a tactically more interesting game (felt more like fire-cover-fire play, rather than quake : ).
Okay, so at this point, i've contradicated myself with what i said in quite a few ways. Discussion opened