As far as I’m concerned, Irrational Games Co-Founder and BioShock creator Ken Levine has it right in the world of motion control gaming. The creative designer spoke about BioShock Infinite briefly during Sony‘s press conference at E3 this year; it was there that he announced that BioShock Infinite would feature PlayStation Move support. To what extent, however, he did not explain.
Levine spoke with OXM UK about the inclusion of motion control support in core games and said something that I can’t get behind in a huge way. The base of the message is that doing anything to damage the core gameplay experience of a game is unacceptable.
“Any experience that sits in the realm of motion play needs to be kept separate from the main experience…It needs to be firewalled off so that if this experiment isn’t for you, or doesn’t turn out to be all that great, you just ignore it…
…What you don’t want to do is add something in and enforce it on anybody…Do an experiment, fine! We’re in the experimental stage, and people shouldn’t be afraid of experimenting as long as we can firewall off and protect what we know works. If we don’t experiment, we don’t progress.”
Motion control should be kept separate from core gaming experiences. Making it an option is a fine choice for developers and publishers, and gamers that are interested in the feature will make use of it at their own leisure. But taking motion control and forcing it down our throats won’t benefit anyone. Games may suffer in design and gamers may suffer in experience, and that leaves both ends of the build and purchase arena in an entirely negative light.
As Irrational has yet to announce the effect Move will have on BioShock Infinite, we’re left guessing exactly how separate from the core experience it will be. We assume that Levine will practice his own principles and ensure that motion control is an entirely separate and independent experience.
[via OXM UK]