Shadowrun--info on controller vs mouse/kb

Technoob

Supreme [H]ardness
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Jun 21, 2006
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"So once we have console controls that we're happy with, we start implementing the mouse/keyboard controls. At this point we were still paranoid that the mouse was going to "own", so we put in all kinds of extra code to help balance the game play. Meaning that we removed all the controller assistance, and auto-aiming stuff. We also added the concept of accuracy "blow out" from quick turning. Let me explain. In our game we use an accuracy model on the weapons, meaning that if you hold down the trigger or run or jump while firing a weapon you will be less accurate. This is similar to any of the Clancy games, or Counter-Strike. So for the mouse we also added the idea that if you spin around 180 degrees very quickly, your weapon will be less accurate than if you stood still and fired. We take a guess at some values and go into the lab to see how it plays.

To everyone's surprise, the mouse players got owned. Ok, so we overdid the numbers, no big deal. We made some tweaks and tried it again. Same result. This cycle continued until we had everything (auto-aim, targeting assistance, and accuracy) turned back on for the mouse. It was a lot closer, but the mouse players were still losing. WTF? Did the mouse players just suck? No, some of our testers play semi-professional gaming, so we knew they didn't totally suck. (In fact, they recently dominated in a shooter tournament at PAX.) Was it because our game plays so much differently than a standard shooter? Partially, but we also found a bug. The mouse players were getting slightly more recoil when shot, and this caused them to lose most of their fire fights. So we fixed that, and the mouse players finally started to win. So now we knew we were close to having a balanced game.

Again, we turned off all the targeting assistance stuff for the mouse, and tested. It was pretty even. The mouse players were a little better at long range combat, but the controller players were better close in. So what is it about our game that makes it possible for controller players to hold their own? Two things: 1) we do some things to assist targeting with the controller so you don't have to be pixel-precise. 2) Easy access to all the other abilities and powers. No one is disputing the fact that the mouse is a superior aiming device for the standard shooter, but in our game it's not all about how fast can you get your crosshair on the head of your opponent. That's been done, and frankly is not all that exciting anymore. Shadowrun is a tactical shooter, it's all about the situation and whether or not you are set up to take advantage of it. If you find yourself in combat where you don't have the advantage, perhaps you should consider some counter-move or quick retreat. It's always better to live to fight another day. The controller is designed to give players quick and fluid access to all the game's controls. It also gives players analog control of movement speed. This means that they are able to maneuver around the map much more effectively than the mouse players. Therefore, they are better at close combat."

http://shadowrun.com/backstage/controller_balancing.htm
 
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