DS Design: Microphone
Saturday, January 10, 2009 at 8:32PM
Richard Terrell (KirbyKid) in Controller Design, Mechanics, Misc Design & Theory

In the DS Design entry on control, I briefly covered examples of games that utilize blowing into the mic for a control method. What's important to note is that for many of these games, the blowing input has many degrees of control making it an analog input. In other words, blow softly for a little wind, and blow hard for a gale.

 

From the beginning of the DS's life, a popular (or should I say unpopular) use for the DS mic was for blowing. Blowing usually created wind to...

 

Another unique design feature of microphone controls is that they can be sneaked into the design of a game without the player being aware. For traditionally controlled games, players can use any combination of the DS's buttons. For the more innovative, next-gen, DS specific controls, players use the touch screen or some combination of touch screen and buttons. But for either of these control schemes, the microphone is always present and "turned on" adding another possible input. Because you never push a button or touch the microphone to use it, it's easy to forget about. In fact, you could be affecting a game just by the ambient sounds in the room. Subtle mic implementation is similar to designing motion controls for the PS3. Most players expect a gaming experience with the typical button/stick based control scheme. Throw in a bit of motion controls, and you can create some real surprises. MGS4 did a good job of this.

The following games have implemented mic functionally into their game very subtly.

 

The DS mic has many more creative uses that extend far beyond gameplay controls.

 

There are many more examples, but they all fall into the categories detailed above. So, I'll end this entry with that. I hope you don't have an...

 

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