Control Analogs and Immersive Impact in Assassin’s Creed

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For you to feel truly immersed in a game, to have the visceral sense of being in a virtual world and being embodied in an avatar, there has to be a close association between the actions of your character and the input which produces those actions. The wide variety of actions you can perform in an open world game like Assassin’s Creed means that there is a number of different control schemes. The ways in which each of these schemes enable you to execute actions depend on different methods. Combine that with the fact that all of these disparate tasks must be completed using the same input hardware, and not all of these schemes are equally consistent with your actions on screen.

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Wampa Stompa: Walking in place is constant reminder that you are not actually moving, but it worked well for the lumbering Rancor in Kinect Star Wars.

Generally speaking, game control schemes do not provide true motion analogs, wherein the player and their avatar are performing the same action (and while there are some successful attempts to create these experiences with new technology, motion controls often work against immersion and precision rather than in favor of it).

To create a more widely applicable definition of a motion analog, let us say that it is any method where you have a similar sense of continuity with the control mechanism as you would with the action you are executing in real life. The closest examples would be actions that are performed using some form of mechanical or electronic interface. Steering a vehicle, for example, especially in flight, is a strong motion analog. >> CONTINUE >>