mediated input
TRANSCRIPT
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Mediated Input
Chris DeLeon Jan 2012 Expanded from a paper originally prepared for Dr. Ian Bogosts Philosophy of Sportclass
Simulation Test
To test the accuracy and realism of iRacing1 (Motorsport Simulations 2008), the
creators of the television show Top Gearcontacted the worlds best iRacing
driver, Greger Huttu, and put him behind the wheel of a real racecar in Atlanta,
Georgia [Read 2010]. Gregers lack of physical preparation to tolerate the G-
forces in real racing prematurely ended the event, leading him to give up 15 laps
after he first had to stop due to throwing up inside his helmet. Otherwise, hisperformance was quite good the racing simulation held up well under scrutiny.
As Top Gearreported in their online piece, The telemetry confirms it. His braking
points are spot on. He's firm and precise on the throttle. And in the fastest corner,
he's entering at 100 mph compared to an experienced driver's 110 - a sign of
absolute confidence and natural feel for grip.
Aside from the need to physically tolerate g-forces, driving a racecar mostly
consists of managing the cars input devices steering wheel, accelerator,
brakes, and shifter to determine and correct for motions of the car on the track.
Further complication arises through the need to account for the positions of othercars, if present, and on longer races managing pit stops by pacing engine heat,
fuel consumption, and tire wear. Switching between input devices from
videogame peripherals to the real mechanical interface, as Greger experienced
on Top Gear, requires the user to acclimate a bit, and to recalibrate the mapping
of their intentions to car movements. However the input provided in this case is
still the same fundamental kind and complexity, serving to translate and amplify
driver intention into changes in vehicle behavior. Moreover, both input and
feedback of that inputs effects are fluid and continuous, making it possible to
apply real-time corrections: if the driver means to apply a little more force right, or
a little more gas or brake, compared to what they witness their current level of
input accomplishing, that correction can occur subconsciously within a fraction of
a second [Swink 2009; Ericsson 1996].
1 As a point of clarification, despite the i at the start of the title, iRacingis
software developed for Windows PC, not for the Apple iPhone or other iOS
devices.
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Why not use a similar approach to take the worlds best player of Madden NFL
12(EA 2011) and stick them into an American football game against NFL
athletes? To avoid the possibility of failing due to poor physical conditioning, or
wrongly matched body type, imagine for sake of argument that our extraordinary
Maddenplayer just happens to be a large, strong adult male in peak condition.Perhaps this player is a Special Forces soldier recently returning to civilian life, a
professional athlete from another rough sport, or (purely for illustration) someone
with Olympic gold medals in both weight lifting and running events. The critical
distinction in our case is that this otherwise athletic individual has no prior
practice playing American football. It seems very likely that even if the persons
heart is in great shape, the persons muscles are properly conditioned, and the
players Maddenskills are completely unmatched by others, he would
nevertheless have next to no ability in the context of professional football. He
would need to throw with precision, catch with ease, and manage rapid changes
to his bodys movement on the turf without hesitation.
In Gregers case with the racecar, he developed skills around feeding the right
input and reactions to his computer peripherals. Top Gearsimply asked him to
adapt from manipulating the controls he knew to manipulating the controls inside
an actual car. In both cases, the interface mediatesthe players input,
unambiguously and consistently transforming minimal expression of intention into
mechanical realization of that action. Much of the skill in driving a racecar well
comes down to being able, in real-time, to appropriately judge how much to
accelerate, brake, shift gears, and redirect the tires to follow ideal lines and pass
others, but at a mechanical level its the car (or simulated car) that sees to thelow-level execution of those intentions.
People that dont understand NASCAR, mocking it for example as hours of
turning left, harbor an incorrect comparison between stock car racing and their
casual experiences with foot races divided into lanes. This parallel mistakenly
imagines the difficulty in racing as the challenge of moving fast, which in
automotive competitions gets somewhat trivialized by powerful engines. Further,
regulations in stock car racing specifically require similarity between cars
[NASCAR 2004]. That trivialization and enforced consistency of mechanical
aspects, combined with the lack of clear lane divisions, elevates auto racing to a
more mental competition. Because every car on the track has comparable abilityto efficiently accelerate, brake, and steer, the advantage instead comes down to
superior timing, control, and decisions (fuel usage, when/how to pass, and so
on), rather than competing over simply trying to move faster.
By comparison, being successful in a sport requires evaluating opportunities at
eye level (Maddenprovides a strategic, elevated view), bracing for imminent risk
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of serious impact, and throwing an accurate pass to a moving target over great
distance. These activities happen every play, and require a mastery of practiced,
split-second coordination to take action based on the innumerable variables in
personal and peer movement. Even sports with less contact still place strain on
the limits of perception and attention, requiring athletes to remain ready for
rapidly changing goals, for example how a baseball pitcher needs to watch forpossible steals [Gumbrecht 2006]. In a videogame the pitcher can instantly throw
straight to any base with a button press or two. A live athlete risks missing that
throw if its rushed faster than they can manage. Players spend decades drilling
these skills not just the timing of whento apply them, but also the subtle tacit
details involved in howto apply them to better perform certain mechanically
complex tasks under pressure, and to better estimate their unique abilities in
various circumstances. Control isnt mediated in real football or baseball, isolated
from the mechanical realization of intention; intention is inseparably tied up with
ever-changing personal and situational limitations on execution. The aspects of
auto racing handled by the car are demanded instead of an athletes body inconventional sports: translating intention to accelerate and maneuver into
realized action becomes different for every player, a function of subtle difference
in bodily preparation and tacit knowledge.
Transplanting a Maddenplayer onto a football field is moving them from a
domain with mediated input which boils down a long-range, accurate pass into
a button press to a situation without mediated input, in which that skilled action
needs to be honed by years of practice.
Thinking that a players ability in a sports videogamecould transfer to real bodily
athletics is no stranger than expecting anything done with videogame controller
to prepare someones body to execute a reverse group (diving), a triple axel
(figure skating), or a front tuck (gymnastics). These actions, no less than the
skills required for playing football or baseball, require practiced full body
coordination, handling disorientation, control over reflex, and the automatic,
subconscious orchestration of hundreds of muscles over fractions of a second.
Videogames utilize mediated input to simplify away nearly every complexity
involved in an actions execution except the timing, which the player is
responsible for managing via button presses and analog inputs.
In my high school years as a folkstyle wrestler, and my experiences with boxingand fencing in college, I gained an appreciation for a category of skills that I
never needed for Street Fighter II(Capcom 1991): drilling moves to suppress
counterproductive but natural reflexes weve evolved for being hit in the face,
violently rushed, or deliberately though briefly entering dangerous situations in an
attempt to achieve surprise advantage. Nothing I have ever experienced in a
videogame came close to that type of sensation; I could watch my virtual
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character on-screen get punched, kicked, and thrown all day. Children playing
baseball have to learn to suppress the reflex to hide from an incoming ball.
Theres another side to this, too: gaining a feel for the level of physicality allowed
in a game like basketball or hockey before it might result in a penalty for being
excessive. Mediated input makes that line easier to not cross in a videogame.
Mastering when to press buttons in Fight Night Champion(EA 2011) is not
preparing anyone to throw or take a good punch. Carefully timed mouse press
and release in the classic Links 386 Pro(Access Software 1992)golf simulation
games cannot convey the countless details critical to a successful golf swing in
real life; at best the observation of on-screen animations may offer some basic
information about what the end result should look like, but its obvious enough
that seeing someone make a shot in basketball or hit a homerun in baseball can
hardly prepare someone to succeed at the task.
And yet, flight simulators work so well that theyre often integrated into thetraining of both civilian and military pilots [Aldrich 2005]. As is the case for
racecar driving, piloting a real aircraft also happens via mediated input. Thus,
going from simulation to real flight is a case of shifting from mediated input to
mediated input, rather than changing from mediated input to an activity where the
players body then has to perform different, complex, coordinated actions.
Thrown into an athletic activity after practicing only with a mediated one, the
player may have a clear idea of what to do and when, but that cannot help stir
the body to do the precise and difficult moves necessary to realize those
intentions. The players acquired sense for what to do and when could
unproductively feed those intentions into the next step of performance which, in
the unmediated case, replaces automatic execution with a need for tacit skill to
transform those intentions into action. Mediated input handles that last step for
players, which is a convenient way to bypass a decade of practicing
fundamentals in order to instead focus on the game at another level, but its not a
substitute for practice.
Separating Execution from Strategy
To further illustrate the effects of mediating input, well next explore the dart
game Tic-Tac-Toe [A1Darts.com 2011]. Players throw darts into different zones
on the board to earn Xs or Os in corresponding tic-tac-toe positions:
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In Tic-Tac-Toe darts, players take turns throwing darts at the areas indicated
on the left. After earning 3 points for any one area of the dartboard, that player
can place their mark on the tic-tac-toe grid. Hitting multiplier rings scores 2 or
3 points at a time, earning positions faster. The center square, E, is scored by
hitting the bullseye. Once a grid position is claimed it is permanent.
Traditional tic-tac-toe, played on paper without any need for darts, is a solved
game. Solved, in this context, means that all possible moves have been
considered, leading to the discovery that optimal play by both sides will either
always end in a draw, favor whichever player moves first, or favor the player that
moves second. For example computer scientists solved the game of checkers
after 16 solid years of distributed calculations [Sreedhar 2007]; given the
substantially smaller space of possibilities in tic-tac-toe its common for people to
independently figure out, before adulthood, that players can always force a draw.
What gives depth and uncertainty to the darts version of tic-tac-toe is the difficulty
and bodily coordination necessary to consistently throw a dart to any intended
spot. Subtle variations in how a dart is held, when the dart is released, and how
the arm moves for the throw can make the difference between landing in different
scoring sections, even at a very high level of player ability. Given the certainty of
at least some deviation from the intended destination point, players need to aim
for a point based not only on what will happen if the dart flies true, but also withconsideration for what will happen if they miss by some approximate amount in
any given direction [Tibshirani et al. 2011].
If both players somehow possessed superhuman skill at dart throwing, such that
darts would always hit precisely the intended spot on the board, then dart Tic-
Tac-Toe would becomes no different than traditional tic-tac-toe as played on
paper. More realistically, if one of the two players is much better than the other at
accurately throwing darts, then theres a good chance they will simply dominate
the game, without much need for clever strategy. In that case the winner is
effectively decided by a variation of tic-tac-toe in which one side can occasionallytake multiple turns in a row.
The more reliably and evenly the participants can execute bodily maneuvers with
consistency and accuracy, the more strategic the game becomes, leading to loss
or failure being due to the decisions made, more so than the failure to execute on
those plans. Conversely, the less capable both sides are of reliably executing
those maneuvers, the more the outcome degrades into pure chance, going to
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whichever player happens to first hit targets that work out in their favor.
This distinction partly explains why, for athletic competitions with room for
strategy, professional athletes are more exciting to spectators: besides
everything simply happening on a more impressive scale, strategy becomes
relevant at that level which non-expert athletes lack the ability necessary torealize. Young children playing American football are so unlikely to catch a pass
that it would be fruitless to expend much energy planning out elaborate
strategies; like two horrible dart players giving the Tic-Tac-Toe variation a try, the
game will likely favor whichever team gets lucky the most times regarding the
successful completion of even the most basic actions. Or from another angle, the
effective range at which a youth pass can be completed severely limits the
variety in strategies possible. For professional football, since the players are
exceptionally adept at the games fundamentals, the number of strategies that
can realistically be executed greatly expands. It becomes more about the tic-tac-
toe board, rather than who can simply throw the dart better.
Because football takes place in continuous time and space, as opposed to turns
on a board of discrete positions, it doesnt really make sense to consider whether
football at a strategic level can be absolutely solved in the same way that tic-tac-
toe and checkers have been solved. The absurdity of imagining players capable
of running any speed, throwing any distance, catching any pass, kicking field
goals from any range, and plowing clean through the offensive line or,
alternatively, halting every defensive linemen, reveals that while relevant
strategies can be increased by higher levels of ability, the strategic part of the
game cannot be as cleanly separated out as tic-tac-toe can be from dart Tic-Tac-
Toe. Short of such physiologically impossible levels of perfection, there is always
room for advantage by outperforming the other team with superior fundamentals,
diluting the significance of the other teams strategic choices by utilizing
maneuvers that they cannot keep up with.
This seemingly boundless potential for game-relevant increase in ability
highlights another quality elevating professional sports for spectators. Recall that
in dart Tic-Tac-Toe, a significant gap in player ability to execute intention could
overwhelm any strategy by the other player by simply giving one side more turns
at the tic-tac-toe board. In the same way, an especially talented player at the
height of their career makes their significance as a statistical outlier even moreevident by their ability to simply outperform whatever strategy the other player or
team may attempt. The achievements of Andre Agassi [Wallace 2006], Michael
Jordon, Mike Tyson or other sports legends stand out as the very best in the
world because unusually often it seems as though their opponents are simply not
capable of any strategy that could make up for their gap in sheer ability.
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Snap Judgment in Real-Time Gameplay
One significant gameplay difference between dart Tic-Tac-Toe or ordinary golf
versus activities such as soccer or racing is that these latter sports enable the
competitors to perform simultaneously, in immediate opposition, rather than in
discrete turns. This type of distinction isnt as clean a split as it first appears, with
sports like baseball and football showing hybrid examples that mix turn taking
with real-time response, but in such cases its still possible to study the real-time
response portion separately from the turn-based structure in which it takes place.
Anyone literate in how a particular sport is played could watch a replay in slow
motion and point out what the losing player ought to have done differently - the
batter should have swung sooner, the basketball player should have thrown their
shot a little harder, and so on. The difficulty isnt necessarily a problem with
making the right decisions, but is instead due to scarcely having time to make
decisions at all, or in failure of practiced actions to consistently achieve intention.
This time element is a constraint with cognitive and motor limitations, but
practically speaking can become competitive at increasingly small intervals
seemingly without bound. When reflex appears to exceed the minimum time
separating perception from motor action, its accomplished by a combination of
predictive estimation and chance [Swink 2009; Polin and Rain 1979]. One simple
example of this is to picture a major league batter determining and timing their
swing based on the pitchers leading movements, rather than trying to swing
when the ball is where theyd like to hit it (at which point it would obviously be too
late). The illusion of professional athletes simply having superior reaction timehas been shed by research revealing no significant advantage in reaction time
outside of their particular domain [Ericsson 2009]. Experience has trained these
athletes to be able to read and properly respond to earlier stimuli, creating an
advantage functionally equivalent to responding faster and more accurately2.
2
Earlier work by Keith Anders Ericsson investigated this concept indirectly bystudying how experience level affects SWAT member responses to unfolding
scenarios [Foer 2011]. More experienced SWAT officers perceived, diagnosed,
and properly handled situations in response to earlier warning signals that
inexperienced officers overlooked until it was too late. The effect of mastery on
timeliness was not on account of superior reaction time at a motor level, but from
being able to identify earlier signs with greater certainty, initiating the appropriate
reaction without hesitation.
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Probabilities in Personal Limitations
The most obvious way that players improve the consistency and timing of their
fundamentals is through drilling and play experience. Depending on the sport,
these might include taking shots, catching, passing, dribbling, skating, running, or
any of dozens of other actions. When athletes perform these actions during a
game of simultaneous or direct competition, they do so under intense time
pressure. The player needs to execute without thinking about the maneuvers,
trusting their drills and experience to produce the motions needed for their
desired result. Hockey and soccer players need to be able to concentrate on
what part of a goal they ought to shooting for, not on how to get their shot to go
where they intend. Along the earlier example, this would translate to playing darts
masterfully enough to focus on the tic-tac-toe aspects of the game.
But, like dart throwing, and especially with the potential for one-upmanship in
timing, those skills will never be absolutely perfect. Athletes need to accuratelyunderstand and account for their own particular degrees of imperfection. For the
soccer player figuring out which part of the goal to shoot for, theres not a fixed
probability of scoring regardless of where the player aims. The player in control
of the ball cannot simple aim for whichever area of the goal is farthest from the
opposing goalie, but must also account for the risk of missing the net if they
overestimate their own accuracy under the circumstances.
Alternatively, whether a basketball player should take a shot from any particular
position at any given time is not only a factor of the angles, and the other teams
current activity, but also of the shooters confidence (hopefully roughly fittingreality) that they personally have a good chance of making the available shot. Or
and this is where strategy comes into play the player has to believe that the
risk of taking a given shot is justified by the likelihood of earning a certain number
of points, weighed against the other opportunities that play.
Every athlete has different capabilities when it comes to accomplishing various
fundamentals. Buzzer shots aside, many sports have negative consequences for
overreaching, most frequently in the form of giving up (or greatly risking giving
up) possession to the other team upon missing a shot, missing a pass, losing
control of a puck while skating, or tripping over a soccer ball.
This type of concern doesnt happen in tic-tac-toe, nor in games like blackjack or
chess, because in these types of games the player intentions fully account for the
fundamental operations in those games. Arguably the execution in such games
reflects mediated input in the most extreme form of the idea, since no matter
whether the player is moving a piece via mouse, by typing in g1 f3, using their
hands, or having someone else make the actual board movements on their
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behalf, the essence of these games is kept focused on the activity of pure
decision making. No one loses at chess from meaning to move their piece from
g1 to f3, but messing up that movement and thereby landing partly or completely
on other tiles, in the way that someone might miss a shot taken in basketball.
Timing in Mediated Input
Mediated input, whether driving a car, playing a real-time videogame, or playing
pinball, falls into a strange place in the middle between coordinated athletic
execution and a purely mental game. It removes the rich complexity of athletic
motion, though so long as the game in question involves response to real-time
stimuli, the timing of the maneuver itself and the decision of which maneuver is
appropriate are still relevant elements of skill.
The batting portion of baseball is a good place to highlight this distinction. In itsfull physical form, hitting the ball requires the player to both correctly time and
correctly execute a particular motion. The combination of these factors in relation
to the current pitch will determine the success of that swing, and making too
severe an error along either dimension can render the other irrelevant. The ideal
swing executed with improper timing is just as much a problem as an improper
swing with ideal timing.
From left to right: (1) real batting, in which the player is responsible for both
swing movement and timing; (2) T-ball, in which the player is responsible for
swing movement, but not for timing the player can miss the ball, but its
impossible to swing too early or late; (3) virtual baseball using mediated input,
pre-motion control era, in which the player is responsible for timing, but not
the swing movement the player can swing too early or too late, but with
proper timing its virtually impossible to miss a ball thrown through the strike
zone. Image sources in bibliography.
In addition to timing the bat swing, many videogames provided a little extra input
fidelity. In the videogame shown above, Ken Griffey Jr. Major League Baseball
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(Software Creations 1994), the player at bat can use the directional pad to slide
around within the batters box to better line up the sweet spot of the bat with
where the batter predicts the pitchers throw will pass. And, as in real baseball
(but unlike T-ball) swinging a little too early or too late can cause the ball to veer
left or right, resulting in a foul ball if overly so. However unlike real baseball and
T-ball, in virtual baseball with mediated input the batters swing is exactlyreplicated every time the swing button is pressed. This always puts the mass of
the bat at the same distance from the player every swing, and at precisely the
same lapse in time (matching the batting animation) relative to each press.
Returning to the earlier idea about why a racing or flight simulator can achieve
real results, whereas simulators of sports are unlikely to play any real role in
training, the mediation of input is the most important difference here, not the
videogames virtual, digital nature. Evidence supporting this claim can be seen in
electromechanical novelty games that were designed to crudely simulate the
basic mechanics of batting in baseball.
This is a flyer for Upper Deck, a 1973 electromechanical game by Williams.This is one of many novelty games utilizing a pinball-like flipper action to
mediate input, involving player skill similar to pre-motion control virtual
baseball games: timing only, without responsibility for motion of the swing.
Pressing the left button releases a pinball from the pitchers mound, pressing
the right button powers a solenoid assembly beneath the playfield to cause
the bat-like flipper on the surface to swing. Image source in bibliography.
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Another sign of this separation between timing and execution is that while we
might find the athletic execution of a real batter noteworthy and beautiful, to be
impressed at a game with mediated input we would have to be impressed
instead at the overall play, since isolated events like batting or layups just
happen as canned, consistent animations played in response to the users input.
Whether by designer intention or as an economically reinforced coincidence, a
major advantage to gameplay based on button mediated input rather than
athletic action comes in the form of broad and immediate accessibility. When it
comes to pressing a button to produce an action, there is no preference for body
type, no requirement to have a particularly fit body, and it virtually eliminates
concerns for injury. By comparison, many sports require or strongly favor a
particular type of body [Markovits et. al. 2010], and can be a common source of
serious injuries [Paolantonio 2008]. Lastly, by using mediated input the player
does not need to be shown how to correctly perform whatever task is needed,
they only need to figure out when to make the task happen; because the actionhappens consistently upon the press of a button, it becomes impossible for the
player to execute the task incorrectly, only to time the execution incorrectly.
Tools
As argued earlier, simulations of activities that require mediated input for the real
tasks, as in driving simulators and flight simulators, can have much more in
common at a skill level with the activity itself. But, someone in disagreement
might wonder, why doesnt a baseball bat, golf club, or hockey stick qualify asmediating those real activities that I claim rely upon bodily coordination? Are
racecars and jets really so different from tennis racquets and fencing blades?
Although all of these objects are alike in extending or amplifying the players
activities, what the simpler tools fail to capture in terms of mediating the players
input is the consistent and automatic translation between minimal expression of
intention and the consistent, automatic performance of the fundamental act.
When directly handling a bat, golf club, hockey stick, racquet, or fencing blade, a
slight twist of the wrist or shift in balance or tightness of the grip may be the
difference between successful and failed execution. The central quality
distinguishing mediated input from athletic activity is the use of controls to render
irrelevant any subtlety in execution besides timing (and in more complex cases
for analog controls, degree and/or an isolated angle).
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Skill in Mediated Input
For an exploration of the many ways that skill factors into mediated input, please
refer to my HobbyGameDev.com blog entry onSkill in Mediated Input3 [DeLeon
2011]. Though originally covered in this section of the paper, for this extended
version I expanded the topic into a standalone write-up due to its relative utility
and conceptual separation.
Practical Application: Design for Motion Control
Whereas natural mappings were previously only relevant to directional inputs
left meant left, and up meant up - motion controls offered a way for action inputs
to be naturally mapped, too. With traditionally mediated input, Y button might
signal a players intention to swing the in-game bat. With motion control, the
player swinging an imaginary bat became the signal to swing the in-game bat.
Motion control, as provided in various ways by the Wii Remote, PlayStation
Move, Microsoft Kinect, and smartphones, on the surface seems to do away with
mediated input. A more thorough inspection reveals a more complicated
relationship between motion controls and mediated input, providing along the
way clues about which contexts and approaches work better for motion control.
Before delving into that question, I need to acknowledge that there are several
ways that motion controllers are used other than motion control in the sense of
acting out player actions. Several strategies sidestep the main challenges andbenefits of motion control by using the devices instead for more traditional
mediated input. When a Wii remotes IR camera is pointed at the TV screen to
control a reticle or cursor, serving as a hybrid light-gun mouse, that usage
constitutes mediated input by giving the user a way to efficiently express
intention through natural mapping. When an iPhones or Wii remotes
accelerometers are used to gauge orientation while otherwise stationary in
space, as when tilting to provide angular input, those rotational inputs are really
no different than a steering wheel or an old Atari 2600 paddle dial.
With regard to motion control in its widely hyped variety, that being the type inwhich players act out their intentions, detecting the action at all requires
substantial enough movement to be distinguished from unintended noise data.
Since casually reorienting and repositioning accelerometers in space cause
some minor turbulent readings mostly on the order of 1G, on account of being
held still against Earths gravity, the most trivial checks are whether the total
3 http://www.hobbygamedev.com/adv/skill-in-mediated-input/
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acceleration is much different than 1G, signifying a rapid movement.
Unambiguously recognizing a motion takes longer than pressing a button. Full
recognition would require waiting until the end of an action gets signaled by lack
of further change or by returning to a neutral position. Although an action can
often be predicted partway through, logically the certainty of such predictions areroughly proportional to how much of the gesture has already been performed.
Rather than waiting until an action is completed, which might shatter the illusion
of connection between the player and on-screen response, interpretation typically
occurs midway through, assuming (ignoring) motions that follows4.
Its difficult to push an action button differently than intended. On the other hand
there are countless ways to act out a swing, a throw, or any other action that
might be required by a game. Subtle differences in orientation can yield
significant deviations in accelerometer or Kinect data from motions that a human
might otherwise perceive as roughly similar. In both cases a wide range ofaccidental difference have to be accounted for. Because that range is largely a
product of unintended differences, this wide range is often handled as equivalent,
possibly with deviation on account of user assistance combined with minor
randomization. Even with a range of gestures conveying the same intention to
the game, there are nevertheless other ways to perform actions that will not
register the intention. The motion controls in this case become like a button,
albeit one that takes the player longer to press and which may fail to respond.
One way to eliminate that problem of inconsistent triggering is for the software to
treat every action measurable by the hardware as the same intention. The only
way to make this possible is for motion control to signify only one particular type
of action in any given context. To someone unfamiliar with motion control, this
may sound like a baffling limitation; to readers that have played motion control
games, its likely obvious by this point that what I am describing largely applies to
Wii Sports(Nintendo 2006) and many other motion control games.
To make up for action recognition taking longer than a button press, time-
sensitive response needs to be eliminated or telegraphed. Action needs to either
be initiated by the user (as in golfing, bowling) or timed in response to stimulus
that gives ample warning (as with the slow pitches and floaty hits in Wii Sports
baseball and tennis respectively). Boxing works due to the symmetry of inputdelays and inconsistencies between both players.
4 For context: my specific experiences with motion control development are from
working on Boom Blox(EA, 2008) on Wii, Topple(ngmoco, 2008) and feelforit
(DeLeon, 2010) on iPhone, and Kinect programming for the Digital Improv project
at Georgia Tech. Beyond that my understanding is based on observation and
experience playing other games using these devices for motion control.
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While working within those constraints worked incredibly well for Wii Sports, it
also helps highlight why motion controls have widely proved problematic for
many other types of videogames. The lag necessary to identify action has made
motion control unsuitable for quick-reflex games. The need to treat every motion
as effectively the same motion had meant that motion controls really only workwell for games that would use motion to only mean one action, done one way,
which doesnt map well onto games that depend upon how long a button or
direction gets held to have certain significance.
Motion controls shine when, rather than being interpreted to signify a discrete
action, a range of success becomes possible depending upon how the action is
carried out. When the quality of the outcome varies on a complex continuum, it
becomes more like an athletic action than a case of mediated input.
Wii Sportsdoes incorporate limited range of this sort, within which actions can bedone better or worse. For example, rotating the remote unintentionally during the
bowling or golf swinging results in impaired accuracy. Though these
discrepancies are not treated with a simulation-level of accuracy, this
demonstrates one form of unmediated input (players arm twist during swing,
dealt with as such) mapping roughly to another (arm twist for the action). The Wii
MotionPlus adapter included with Wii Sports Resort(Nintendo, 2009) enabled
that game to come closer to a 1:1 mapping for movements, creating a richer
range for actions to be performed well or poorly, coming somewhat closer to the
athletic-complexity5.
Dodge ball games work well on Kinect because the positions of the users limbs
are the meaningful input, directly. Body positions are not interpreted as a gesture
to initiate some action. Kinect dancing games have likewise likely fared well on
account of their ability to gauge success by degrees, by comparison to full body
position.
By contrast, games using motion control to initiate a discrete action the same
way every time, rather than using that range of input fidelity, may be better
served with buttons than motion controls. A concrete example of this
phenomenon occurred when Zelda: Twilight Princess(Nintendo 2006) came out
with nearly identical ports for both GameCube (traditional button controller) andWii (motion control). A distinction made by players and reviewers comparing the
two versions is that whereas the player could rapidly initiate an attack with a
button on the GameCube, performing the same attack on Wii was delayed by
5 These titles are obviously not meant to be accurate simulations. Full-body
movements get simplified into hand gestures. Athleticism and conditioning also
remain completely separated from the experience, as is likely intended.
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needing to waggle the remote [Zing 2009].
To be clear: these design constraints are not a problem of the software or
hardware improperly accounting for the data. These issues are inherent in
gesture recognition, and often result in it being little more than a silly-looking but
otherwise inferior form of mediated input6.
Consumer response after the release of Wii and Kinect has at times incorrectly
assumed an industry-wide learning curve akin to graphics on each console
generation, as though developers just had to figure out how to use the hardware
to its fullest advantage. The difference is that in the case of motion controls, what
motion controls are good for was figured out very early, after which weve seen a
mixture of repeats, games that utilize the motion control devices to provide input
unrelated to motion control (light gun, mouse, D-pad, waggle stick), and games
being released in genres that are deeply incompatible with the particular
strengths and weaknesses of motion controls but nevertheless get madebecause they appeal to consumers by their recognizability.
Closing
Ive attempted here to outline a number of distinctions about the nature of
mediated input. The elevated role of precision timing and the lowered importance
of coordinated muscular action are essential to the core gameplay of many real-
time videogames dating back to the early classics. Mediated input qualitatively
differentiates these types of play experiences from traditional games and sportactivities. Lastly, contrasts were drawn to contemporary motion control,
illustrating how concepts introduced and discussed elsewhere in this paper can
be of use in discourse about more modern and varied forms of input.
6 The entertainment value of silly-looking should not be underestimated.
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