A shot in the DARK!

If my thesis is making a game that is bad on a computer, and fun with the proper interface, then it should make sense that prototyping it is a total bitch. I can tell something’s going right for a few reasons. By making a controller tooled in parallel with the experience, I’m trying to show the poverty of the basic game controller meant to work with everything. What I’m discovering is a real pleasure. I’m coming up with many interface elements (and formats) and physical tools for control in my cockpit that I haven’t heard of, or seen in current games. A reason these ideas are unused is that it would be impossible to control a game in this way with any dexterity using a regular controller or mouse. The fact that I am thinking up unused (they probably aren’t new for interface, but still new in games) ways of interfacing means that there are creative benefits to making a controller in parallel.



