HCMay 2, 2021

What Way Is It Meant To Be Played?

arXiv:2105.00502v1
Originality Synthesis-oriented
AI Analysis

This addresses usability issues for video game players by enabling proper controller-game compatibility, but it is incremental as it builds on existing mapping concepts.

The paper tackles the problem of mapping in-game actions to physical game controller inputs, presenting formats for mappings and constraints along with methods to transform and check these constraints to ensure compatibility between controllers and games.

The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked to in-game actions. One or multiple simultaneous inputs may be necessary to communicate the intentions of the user. Activating controls may be more or less convenient depending on their position and size. In order to enable the user to perform all inputs which are necessary during gameplay, it is thus imperative to find a mapping between in-game actions and buttons, analog sticks, and so on. We present simple formats for such mappings as well as for the constraints on possible inputs which are either determined by a physical game controller or required to be met for a game software, along with methods to transform said constraints via a button-action mapping and to check one constraint set against another, i.e., to check whether a button-action mapping allows a controller to be used in conjunction with a game software, while preserving all desired properties.

Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

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