u/4cade

Vintage 3D Games: why Tank Controls?

Vintage 3D Games: why Tank Controls?

Resident Evil may be the patron saint of tank controls, but it starte way before that, in 2D games like Combat. Literally the EXACT same movement controls. But by the early 80s, as shooter games transitioned from vehicle to 'human avatars' we saw "true" directional control in games like the iconic Commando - you move in whichever direction you move the joystick (and that's also the direction you shoot).

But a strange thing happened when games transitioned to 3D - for some reason, they reverted back to the tank control format. Games like Tomb Raider, Spyro, Bubsy - all tank controls. Not just the fixed-camera stuff like Resident Evil. Of course that all changed after Doom, when the strafe became a critical component of fast gameplay, finally starting the process of the obsolescence of tank controls (the problem lingered on for consoles until the dual shock).

Does anyone else find it strange that 3D games began with tank controls, when 2D games had already gone through that process of starting there, and growing to better controls, in terms of shooter gameplay? It just seems ironic that, in essence, 3D games had to go through the same growing pains as 2D games, instead of learning their lessons and trying to implement their later/better controls to 3D, rather than their earlier, clearly inferior controls.

u/4cade — 14 hours ago

https://preview.redd.it/noymnbw1dexg1.png?width=1000&format=png&auto=webp&s=603cb2a3021a24df5580797d4ed96f2186570004

This is a picture of the controller for the first video game that used cartridges - the Fairchild Channel F. I am studying the history of ludic interface (game controllers), and this controller was quite groundbreaking. The following year, Atari released their controller, a joystick with one additional input, an action button. The Fairchild had no buttons, but amazingly packed on 3 additional inputs into it's joystick.

It is a pistol-grip held by one hand, the other hand manipulates the joystick knob at the top. The knob at the top could also twist left/right, approximating the paddle control from Pong. Additionally, the joystick could also be pulled up for an additional input, and plunged down for another input (you can see the spring that facilitates this in the cut-away view in the pic above). Usually one of these (pull/plunge) acted as the "action button" from the Atari controller.

It was groundbreaking because it took years for controllers with that much functionality to hit the market - however, it had a huge drawback. The additional functionality allowed a game design that couldn't be played on Atari, but by packing all of these functions onto a single input - the joystick - it made it incredibly difficult to, for example, plunge the joystick knob down as a fire button, without also accidentally registering inputs to the other functions.

I found the term bimanual interference from neurology studies, it refers to tasks that require two hands that have difficulty in successfully managing the cooperation of your hands. I thought at first this was helpful, but realized it really isn't, the Fairchild's issue wasn't really the cooperation between the hands, but that it was asking one of the hands to do too many things (a later iteration of the controller added a trigger button, to be utilized by the hand holding the controller, which helped off load the action button input from the joystick hand).

Are there concepts or terms in industrial design that describe something like this?

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u/4cade — 9 days ago