View Full Version : Control feedback?
Pantagruel's Friend
06/18/2009, 06:46 am
The "big" reason being the more "cinematic" camera angles the new control scheme allow, which - judging by the first two episodes - is a load of crap.
Pretty much all movement inside any one scene happens on one axis (left-right) and while movement on the other (in-out) is present, it doesn't actually make any difference. And since hotspots are clickable and movement in essentially constrained to one axis, it would've been a simple matter to have a control system where if the player clicks anywhere on screen that isn't a hotspot, the character starts to move in that direction (and the camera tracks the character). Hell, this would probably have allowed for even more "cinematic" (which in Telltale's definition seems to be synonymous with close-up) camera angles than what was used in the first two episodes and it would only have limited an apparent freedom of movement that in reality isn't even there.
Let's not confuse close-up with closer-to-the-action. We're used to large scenic screens in adventure games, and W&G's smaller screens felt quite strange initially, but I grew to like them. Still, most of the screens aren't close-ups.
If I understand correctly how you think about the mouse control, it would work, but it would be rather inaccurate. I'm afraid it would annoy me to no end.
prefect47
06/21/2009, 01:27 am
Yare;133955']If you have specific feedback about things like the layout or key bindings that would help get the controls closer to being "right", that information would be nice to have. Improvements based on your feedback might even make it in to MI or future titles!
I'm hoping for configurable keymappings like EMI had. That might take care of some of the complaints in this thread. :D
Also, isn't there such a thing as a hardware sprite/mouse pointer in all reasonably modern gfx cards? I'm asking because with the gfx settings turned to max in Sam&Max the mouse pointer would lag horribly, but once I clicked somewhere, animation and everything was smooth. Even if the mouse pointer would be ugly I'd still prefer it to be responsive. :)
stemot
06/21/2009, 03:01 am
it would work, but it would be rather inaccurate. I'm afraid it would annoy me to no end.
This is exactly how I feel about the keyboard control scheme. It works, but is inaccurate for the character movement (getting stuck on scenery and invisible walls) and it really does annoy me. I guess I'll just always feel the best way to play an adventure is point and click in the same way I always prefer to play action games via keybaord and mouse rather than a gamepad. It's what I'm used to, it works and does not need changing.
[TTG] Yare
06/21/2009, 09:41 am
Oh come on, why else would they change the controls from something that worked perfectly for every other one of their episodic games, to something more joypad friendly, at the same time they put out a game developed simultaniously for the 360?
Let's be clear about this. It was more work to rip the half-functional point-and-click out of the PC version of W&G and write a special version of direct control with movement smoothing than it would have been to just leave the broken point-and-click controls in there. The PC control needs for W&G were evaluated and developed for what works best, not some imaginary time savings.
Pantagruel's Friend
06/21/2009, 10:53 am
This is exactly how I feel about the keyboard control scheme. It works, but is inaccurate for the character movement (getting stuck on scenery and invisible walls) and it really does annoy me. I guess I'll just always feel the best way to play an adventure is point and click in the same way I always prefer to play action games via keybaord and mouse rather than a gamepad. It's what I'm used to, it works and does not need changing.
Yes, I'm also a slave to my habits, and I feel most comfortable with a p&c interface. However, Telltale is trying something different with W&G, and I'm interested in how it will work out. Despite Grim Fandango, EfMI and the numeroues mixed control action adventures, I think these grounds are still rather experimental - as long as the game content is high quality, I'm willing to make a compromise on convenience :)
Chris1
06/21/2009, 10:54 am
I can't believe this thread is still going on o_O
Rather Dashing
06/22/2009, 04:55 am
It's still going on because it's still something people care about, ESPECIALLY with Monkey Island coming out.
One thing I didn't like was the inventory. The only comfortable thing I found was clicking the mouse wheel, which requires me to not use(for example) a laptop trackpad. Could it be possible to add an icon for the inventory, or to move the inventory opening key to "F"? Not sure why "Shift is as uncomfortable as it is, but "R" doesn't work for me because it requires a stretch upward for such a common action. Especially since revealing selectable objects would work really nicely with the Shift key.
Murray the Chao
06/23/2009, 01:09 am
I would like F as well, as that is what I use for Pyschonauts.
Rather Dashing
06/23/2009, 02:56 am
Okay, I've gone through and played pretty much two episodes of Wallace and Gromit back to back.
I think the mouse is actually set up perfectly. It's the inventory and show all selectable objects buttons that make it uncomfortable. Another thing is that it doesn't close the inventory when I try to walk, and I've found myself accidentally turning on the inventory and being "stuck".
With inventory moved to "F" or(even better) getting an icon on-screen to click(maybe something to toggle on and off?) would be best. If the inventory got an on-screen icon, then show all items could be moved to "F" with the inventory getting Shift and the icon?
Playing two episodes in a row really made me appreciate the mouse layout, it's really actually done very well. It's just using the keyboard for interactions other than walking that is troublesome, and that's the "something" that made the controls not sit right with me before.
Sorry for posting twice on more or less the same issue in such a short timeframe.
Chris1
06/24/2009, 04:36 am
It's still going on because it's still something people care about, ESPECIALLY with Monkey Island coming out.
I wasn't really talking about you there, reading your posts I think they're quite well written.
I was more thinking that I wish people would actually give Telltale more of a chance on this before bashing them for things that they can't quickly change.
I don't think they have too much of an ability to change the interface between episodes of the same series, so we might have to wait until Monkey Island is actually out before we get the results.
GozzoMan
06/26/2009, 05:39 am
As for me, using a gamepad I found the controls quite enjoyable.
What bites me most here is to have had to use a third-party software to be able to use my pad, and waste time inventing a proper enjoyable mapping (my request to have a list of the designed button mapping has never been answered).
In other words: ok for the controls as they are on the PC, but - PLEASE - PRETTY PLEASE - PRETTY PRETTY PLEASE WITH SUGAR ON TOP - support all DirectInput pads instead of just XInput ones.
Please.
Harald B
06/29/2009, 12:31 pm
Gozzo, have you tried running Muzzled without using that third-party software? I was pleasantly surprised to notice my cheap no-brand gamepad suddenly being supported directly.
GozzoMan
06/30/2009, 12:10 am
Gozzo, have you tried running Muzzled without using that third-party software? I was pleasantly surprised to notice my cheap no-brand gamepad suddenly being supported directly.
Yes, I checked just a few days ago. Still no luck :(
stemot
07/04/2009, 04:30 am
I was more thinking that I wish people would actually give Telltale more of a chance on this before bashing them for things that they can't quickly change.
I'm not bashing them for not being able to change the controls back to point and click. I realise this series is too far gone now to be able to quickly implement new controls.
No, I was just trying to point out what I feel is an unnecessary change from the previous control scheme of point and click. I am happy to hear that ToMI is implementing full mouse control for movement as well as keyboard for those that prefer it. This says to me it was possible to keep the mouse control in the game from the off, albeit slightly changed with the drag to walk mechanic ToMI will employ, but full mouse control. Which kind of makes what I was saying all along right, point and click is still viable as a control scheme in these games.
DrRocketGenius
07/04/2009, 06:42 am
I much prefer the point-n-click control scheme over the arrow movements. They're the one flaw in this great game. D:
GenisSageAceAttourny
07/04/2009, 11:40 am
I enjoy the controls, but being able to tab during the turret action, to see the hit-boxes, would have been nice. It took a while for "Shoot the gnome's sign" to register, and I STILL can't open the garage door.
der_ketzer
07/04/2009, 02:19 pm
and I STILL can't open the garage door.
I dont recall that you have to open the garage door.
I Played Sam & Max 201 again today and I constantly tried to open the inventory with shift. That really was helpful in W&G.
webrunner
07/05/2009, 10:24 am
I might just be an idiot and couldn't find it, but I only had one problem with he controls: there doesn't seem to be a run button. In Sam & Max and Strong Bad you could double click to get across a screen faster, but I really wish I could run in W&G
SHODANFreeman
07/06/2009, 04:37 am
I might just be an idiot and couldn't find it, but I only had one problem with he controls: there doesn't seem to be a run button. In Sam & Max and Strong Bad you could double click to get across a screen faster, but I really wish I could run in W&G
I agree with this. I was replaying Escape From Monkey Island recently, as a result, while playing W&G I found myself hitting shift in a futile attempt to run.
Nightsurfer
07/06/2009, 06:58 am
there doesn't seem to be a run button.
Personally I do not miss that, as the locations are very limited, so you do not have to walk a lot to get from A to B. - In the first episode you even get a map to "magically transport" you from A to B directly.
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