You Will Never Know Why on Nostr: I'm conflicted on whether this counts as "gimmick controls" for me. Typing of the ...
I'm conflicted on whether this counts as "gimmick controls" for me. Typing of the Dead is not a gimmick, it's definitely transformative and addresses the challenges that come with typing. Typing of the Dead Overkill feels more like a gimmick to me, it just uses typing controls for the sake of typing controls. Mario Galaxy and DKCR use wagglan as a gimmick, for the sake of shaking the remote and could be mapped to a button press.
Blood Typers is something inbetween. All the controls COULD be mapped to a controller, which should mean gimmick. Maybe later levels add enemy types or puzzles that address the unique properties of typing, but from what I found in the demo there are not.
But also it's not like the typing is a hurdle. You get a combo bonus for accuracy streak, there are predictable commands for certain interactions, and the UI makes it fairly clear where you are typing. The gimmick input feels as natural as traditional inputs, once you get used to it.
But that's also the cope that Mario Galaxy uses, which I still must insist is an unnecessary gimmick control.
Maybe typing offers a challenge that can improve with personal skill? In the same way you can improve rhythm to improve at rhythm games, or reaction time to improve at fighting games. You can't really improve with wagglan, outside of the normal reaction time you get from any other button. This definition might address the poor use of pressure sensitive inputs (see Street Fighter 1 or Silent Hill PS2); once you've memorized the pressure you need, you have hit the skill cap. The only skill past that is reaction time or consistency.
Still not comfortable with this explanation.
Blood Typers is something inbetween. All the controls COULD be mapped to a controller, which should mean gimmick. Maybe later levels add enemy types or puzzles that address the unique properties of typing, but from what I found in the demo there are not.
But also it's not like the typing is a hurdle. You get a combo bonus for accuracy streak, there are predictable commands for certain interactions, and the UI makes it fairly clear where you are typing. The gimmick input feels as natural as traditional inputs, once you get used to it.
But that's also the cope that Mario Galaxy uses, which I still must insist is an unnecessary gimmick control.
Maybe typing offers a challenge that can improve with personal skill? In the same way you can improve rhythm to improve at rhythm games, or reaction time to improve at fighting games. You can't really improve with wagglan, outside of the normal reaction time you get from any other button. This definition might address the poor use of pressure sensitive inputs (see Street Fighter 1 or Silent Hill PS2); once you've memorized the pressure you need, you have hit the skill cap. The only skill past that is reaction time or consistency.
Still not comfortable with this explanation.