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Player Research Guide To ...

iOS Twin Stick Shooter Controls


What is a twin stick shooter?
Twin Stick Shooters are a genre of game which use two controls, typically operated by the thumbs. One control dictates the characters movement, the other the direction of shooting. Importantly, these can be operated independently, i.e. its possible to move in one direction, and shoot in another. The camera angle in these games is either from directly overhead, or overhead and from a slight angle. The games are essentially 2D, i.e. there is no forward (or z-axis) movement.

Control layout
Movement is almost always on the left-hand side, shooting on the right, some games allow the options to switch this for lefties. This layout is also consistent with twin stick shooters on Xbox 360 and PS3. Minigore on iPhone introduces the controls very clearly.

Minigore

All games are not equal


With only two touch screen controls to implement, you may think that all twin stick shooters are created equal, however it turns out that subtle changes in design can greatly affect the player experience.

Movement

Shooting

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Terminology
No standard definitions exist to describe the interactions were about to introduce, so well try to keep them as descriptive as possible. Most of the terminology will be defined when we introduce the 4 components, however they all have one feature in common, the virtual joystick region (VJR hereafter). Within this region, thumb contact is registered as control input, if the players thumb touches the screen outside of this area, it is not registered as player input.

The 4 components
There are 4 main design decisions to consider when implementing the controls for your iOS twin stick shooter.

1. Static or Dynamic Controls 2. Controls always visible 3. Controls active outside the VJR 4. Play to border
These 4 components are combined to form alternative control implementations. Before we take a look at the main varieties and show examples of games which use each particular combination, lets describe the 4 components. For clarity, our examples will focus on the movement control, but all comments apply to the shooting control also. Each component is really a design decision with two options, so well cover each alternative.

The solid inner circle represents the players point of contact The outer circle is the limit of the VJR

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Component 1 - Static or Dynamic Controls
Static controls This approach fixes the location of the touch controls, typically theyll be within easy thumb reach of the corners of the iOS device. Later well see how component 3, Controls Active Outside The VJR, extends the usability of the static control approach. Dynamic controls This approach centres the controls at the point where the player touches the screen, i.e. the controls can change spatial location depending on where the players thumb makes contact. Crucially however, there is one important factor in how dynamic controls are implemented, which brings us on to the second component.

Static controls - fixed at corners of the device

Dynamic controls - controls centre where the player taps

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Component 2 - Controls Always Visible
Dynamic controls can be displayed in one of two ways, Always Visible, or Display On Touch. Dynamic Controls - Always Visible The Always Visible approach draws the VJR where the player touches the screen, and keeps the controls displayed there even if they remove their finger. Depending on the spatial location of where the player makes contact next, the technique will decide whether to draw a new VJR, or retain the original (well clarify this in an example shortly). Deciding whether to make the VJR always visible or not is more than just a visual feedback issue. If the player lifts their thumb from the screen and the controls remain drawn, then the player has to put their thumb back again in the exact same spot, otherwise it can cause undesirable player and camera movement. Lets see how this can happen in more detail by looking at a simple example of the player touching the screen, lifting their thumb, then re-touching the screen again.
Applying the thumb will result in the VJR being drawn centred around the point of contact

Step 1 - The first touch Lets assume the game has just started and the player is about to touch the screen for the first time. When they make initial contact, the VJR is drawn for the first time.

Thumb down

Step 2 - Thumb release At some point the player is likely to lift their thumb from the screen, at which point, the Always Visible approach will keep the VJR drawn.
Thumb up

Lifting the thumb from the screen will result in the VJR remaining visible

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Step 3 - The second touch When the player reapplies their thumb to the screen, one of two possible scenarios can occur. Step 3 scenario B - Touch inside the VJR In this case the players thumb makes contact within the current VJR, resulting in the character starting to move in that direction. Of course its possible that the players thumb may make contact in the exact centre of the VJR, in which case no movement would occur, however in practice this is unlikely. It is this offset placement that makes fine control difficult, leading to player frustration. Also, depending on how the camera has been implemented in the game, any character movement could also cause camera movement. This means that this control combination will not only result in difficulty with fine control, but also cause camera shudder. Camera shudder and unintentional movement are particularly noticeable in cases where the player wants to move one direction, e.g. left, but their thumb touches the right side of VJR to begin with.
Offset

Scenario B in particular is the cause of many user experience issues with twin stick shooters.

Step 3 scenario A - Touch outside the VJR If the players thumb makes contact outside the VJR, then a new VJR will be drawn with the new point of contact as the centre. In other words, if the distance between the previous and current points of contact is greater than the radius of the VJR, a new VJR will be drawn.
Previous contact Thumb down

Touching outside the VJR WILL result in a new VJR being drawn In practice, this is not common, as it requires a substantial stretch

Thumb down

Touching inside the VJR with a centre offset will result in unintentional character and camera movement NB The VJR is NOT redrawn (i.e. old VJR retained)

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Dynamic Controls - Display on touch The alternative, and more common approach, is to only display the VJR when the thumb is in contact with the screen. So if the player lifts their thumb from the screen the VJR is hidden. When the player makes contact again, the VJR is drawn at the new location. Using this approach, the players thumb is always at the centre of the VJR, leading to smoother and more predicable control. Lets look at the same example as before, only using the Display on Touch approach. Step 1 - The first touch For the initial touch, the situation is the same as with the Always Visible approach.
Applying the thumb will result in the VJR being drawn centred around the point of contact

Step 2 - Thumb release This step is the key difference, and benefit to this approach. When the player lifts their thumb, the VJR is hidden from view (not drawn).
Thumb up

Lifting the thumb from the screen will result in the VJR being hidden

Step 3 - The second touch As the VJR was hidden from view on thumb release, this means that wherever the player touches next will always be the centre of the VJR. This leads to predictable (intuitive) player controls.

Previous contact

Thumb down

Thumb down

Touching anywhere on the screen results in the new VJR being drawn at that point.

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Component 2 dynamic controls comparison - Always Visible vs Display on Touch Lets try and outline the key differences between the two approaches to implementing component 2. Always Visible Display on Touch

Step 1 - The first touch

Thumb down

Thumb down

Step 2 - Thumb release

Thumb up, VJR remains visible on release

Key advantage

Thumb up, VJR hidden on release

Key disadvantage

Thumb down inside VJR. No new VJR drawn

Thumb down outside previous VJR. New VJR drawn

Step 3 - The second touch

or

The or leads to unpredictable behaviour

Thumb down, new VJR drawn every time

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Component 3 - Active outside of the VJR
For dynamic controls, when the player initially touches the screen, the VJR is typically drawn as a circle centred around the point of contact (there are exceptions, well come to those later). The player can then make a sliding gesture to direct movement (or shooting) in the desired direction. However, as long as the player does not lift their finger off the screen, it is common in most (but not all) games to be able to continue to use the controls outside of the VJR. This means that the controls will continue to work until the players finger is lifted, e.g. dragging left will move their character left etc, however when lifted, they will have to start again by touching within the VJR. Impact on static controls For static controls, this means that it is only the initial touch that is required to be within the VJR, after that its possible that the players thumb could drift across the screen. For static controls, the downside of controls being active outside the VJR is that if (when) the player lifts their thumb from the screen, they have to shuffle their hand back to the VJR in the corner of the screen. Impact on dynamic controls For dynamic controls, this hand position drift has less of an affect on the player as if their thumb loses contact with the screen, they can simply reapply it anywhere on the screen and the VJR will be redrawn at that point.

Players can move their thumb outside of the VJR and still have control

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Component 4 - Play to border
As we were saying earlier, for dynamic controls the VJR is drawn with its centre point located where the players thumb makes contact with the screen. However there is one exception to this, border cases. Border cases It most circumstances, when the players thumb makes contact with the screen, there will be enough space such that the entire VJR can be drawn so that it fits onscreen. Approach 1 - Fit VJR If the player touches the screen near to the border, draw the VJR such that it always fits entirely on the screen.
Player touches where the green dot is located, but VJR is drawn so that it completely fits on the screen.

Thumb contact typically touches the screen such that the VJR can be drawn so that it completely fits on the screen

But what happens if the players thumb makes contact close to the edge of the screen? In these cases there is not enough space to draw the full VJR, so the designer must make a decision between two approaches, Fit and Centre.

This approach has the disadvantage that if the player makes contact close to the left hand edge (for example) their character will move left, whereas its possible that they were just making contact with the screen and had intended to go in another direction or simply wanted to stand still. Ultimately, this approach can lead to unintentional player movement.

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Approach 2 - Centre VJR Centre the VJR at the point of contact, regardless of whether its near an edge or not.

Good, Better, Best


Now that weve detailed the 4 main components that affect the controls of a twin stick shooter, lets take a look at how these have been implemented in iOS games.

Player touches where the green dot is located, the VJR is drawn at that exact point

Each game will use a combination of the 4 components, but as well see, some combinations lead to a better gameplay experience than others.

The Games
This approach is probably the better design decision as it more closely matches what the player will expect from the controls. In other words, it is more intuitive. Well now compare five of the most popular twin stick shooters on the iOS platform. All comments relate to the iPad versions. 1. 2. 3. 4. 5. Revolt Max Adventure Meow Meow Happy Fight HD Age of Zombies Geometry Wars: Touch

It also has the advantage that the character will never move off in an unintended direction as the VJR is guaranteed to be centred around the point of contact i.e. the centre point is a null input, a do nothing instruction.

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Example 1 - Revolt
Component Setup 1. Static or dynamic 2. Always Visible 3. Controls active outside VJR 4. Play to border Player Research rating for this control combination
Static Yes Yes N/A

Player Research Comment

Quite a few complaints on the App store relating to the controls of this game. From our viewpoint, the static controls make it difficult to control the character smoothly, also causing frequent camera judder. Changing to dynamic controls would certainly have improved the user experience.

Version tested: iPad

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Example 2 - Max Adventure
Component Setup 1. Static or dynamic 2. Always Visible 3. Controls active outside VJR 4. Play to border Player Research rating for this control combination
Dynamic Yes Yes No

Player Research Comment

Although the comments on the App store do not criticize the controls, there are two design decisions here that could lead to unintentional player movement. 1. Play to border is not used, so if the player touches near an edge they will move in that direction, even if they wanted to stand still. 2. The game makes the somewhat unusual decision of using dynamic controls but permanently visible. This means that if the player lifts their thumb but makes contact within the VJR (i.e. a small movement), it will likely result in unintentional player movement. Hiding the controls on lift would have solved this issue.

Version tested: iPad

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Example 3 - Meow Meow Happy Fight HD
Component Setup 1. Static or dynamic 2. Always Visible 3. Controls active outside VJR 4. Play to border Player Research rating for this control combination
Dynamic Kind of Yes No

Player Research Comment

A variety on the permanently visible theme here, the VJR has a small core which is permanently visible, then it expands when touched. The main problem with their implementation is that when you lift your thumb and reapply it, youll almost certainly start moving in a random direction. The reason for this is that the sensitivity of the small core at the centre of the VJR is too high. To solve this issue, a small dead zone (inactive region) region around the permanently visible core would have allowed players to tap the screen without moving unintentionally.

Version tested: iPad

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Example 4 - Age of Zombies
Component Setup 1. Static or dynamic 2. Always Visible 3. Controls active outside VJR 4. Play to border Player Research rating for this control combination
Dynamic No Yes No

Player Research Comment

These controls feel great, using dynamic VJRs which are hidden when not touched make for smooth and intuitive gameplay. This combination is almost ideal, but not quite. As the controls dont let the player tap close to the border without moving / shooting in that direction, means its still possible to move unintentionally.

Version tested: iPad

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Example 5 - Geometry Wars: Touch
Component Setup 1. Static or dynamic 2. Always Visible 3. Controls active outside VJR 4. Play to border Player Research rating for this control combination
Dynamic No Yes Yes

Player Research Comment

Version tested: iPad & iPhone

The controls for the iPad version of Geometry Wars are quite simply divine. They apply best practice in each of the 4 components to deliver a smooth and satisfying player experience. Incidentally, the iPhone version uses a variation on a static approach, nowhere near as polished as its big brother on the iPad.

Player Research Guide To ...

iOS Twin Stick Shooter Controls


Recommendations and Design Guidelines
As a result of analyzing a number of the current twin stick shooters, it emerges that the best combination of the 4 design components in terms of both usability and user experience is:
Component Setup 1. Static or dynamic 2. Always Visible 3. Controls active outside VJR 4. Play to border Player Research rating for this control combination
Dynamic No Yes Yes

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Advantages of this component combination: - removes unintentional player movement - removes camera shudder - delivers intuitive controls (matches player expectations) - caters for different sized hands / grip position Now were not saying that this is a hard and fast rule, but youd need to have some pretty good reasons to not design your twin stick shooter with this component combination. Graham McAllister

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