Mouse control in ToMI

edited July 2009 in Tales of Monkey Island
This one is for the Telltale Team,

I know that you guys usually tweak the controls/graphics until the last day of production, I was wondering if is it possible for you to change the a little bit how the mouse controls behave when you want to move Guybrush around.

Right now to move you need to click and drag, and if you want to run you need to hold shift, so the only way to run using just a mouse is to double click on a object, but for example when you're moving in the noisy jungle you can't run in most instances because there are no objects to click over on some screens.
If you click on an empty space nothing happens.

Could you change it so if you click on a blank (objectless) space Guybrush moves there and if you double click he runs?
It would be like in the old games only adding the option to run if there are no objects to click on the screen.
In my opinion that change would make the mouse only option really viable for people like me that play in our living room systems.

What do you guys think about that?

Comments

  • edited July 2009
    You can make Guybrush run with just the mouse by right-clicking and holding or double-clicking and holding.
  • edited July 2009
    Yeah, but the holding part doesn't really work well with a living room setup where you might have a small space to drag your mouse around.
    In my opinion just clicking and moving would really improve the control scheme.
  • DjNDBDjNDB Moderator
    edited July 2009
    Dago wrote: »
    In my opinion just clicking and moving would really improve the control scheme.
    If you mean classic Point&Click there are some Threads that explain why it's not possible in ToMI.
  • edited July 2009
    Dago wrote: »
    Yeah, but the holding part doesn't really work well with a living room setup where you might have a small space to drag your mouse around.

    Ummmmm.... you barely have to move the mouse while dragging to make Guybrush move. Once you have dragged to the direction you want, he will keep going in that direction while you hold the mouse button down, until you move the mouse again. I played on a small mouse pad on the couch in front of the big screen TV without any problem.

    Like the other user said, double-click then drag to run, or hold down shift or the right button while dragging to run.

    And to all the other people in the other threads that say it is too strenuous to keep holding the mouse button down while dragging... I ask how hard are you pressing the button? And do you realize that when you say the keyboard is easier and less strenuous, that you are also holding a button down while moving?

    Drag to move is not the Evil people are making it out to be. But no mouse movement at all, such as W&G, was. I just fired up S&M 101 and found myself wanting to drag Sam around, but I had to keep clicking over and over to get Sam to move across the room.

    But to each their own. This has all be discussed many times. I like the new mouse control. I would not mind P&C, but I would not buy the game with no mouse control at all if it worked like W&G again. Gamepads are OK, but I do not like toggling thru onscreen items to select, and using the second analog control as simulated mouse to select items is too awkward to control.
  • edited July 2009
    somehow MI1 and 2 and 3 managed point and click controls, and they all had GREAT camera angles. i remember even being able to click in the air to move guybrush to the intended destination without clicking on landscape (remember when he was talking to the fish braggart on the wharf on phatt? you didn't even have to click on a physical object [the dock] to get him to move that way and out of the scene. you just clicked on the air, back towards the wharf.)

    there is a way to include point and click control in a game like ToMI, i guarantee you
  • edited July 2009
    Duate wrote: »
    you didn't even have to click on a physical object [the dock] to get him to move that way and out of the scene. you just clicked on the air, back towards the wharf.)

    That is because the games are 2D. The game knows you are not trying to walk on air or walk into the water. It is harder to do that in a 3D enviroment. Every scene at every angle would have to be pre worked out if you wanted to click in the air to move in 3D. This takes time away from actually working on the game.

    I recommend people to play the game all the way through with the mouse drag movement. They might find they begin to like the precise control offered. Trying it for 5 minutes and not liking it is not a great evaluation. I thought dragging worked great in the jungle.
  • edited July 2009
    I agree with the OP. I absolutely hated the mouse controls in this game. My avatar alwasys seemed to either get caught in the scenery or end up standing somewhere with the camera in exactly the wrong spot. I quickly gave up and switched to wsad/arrow keys. I actually really wish I had tried the demo before purchasing the game. Had I realized how bad the mouse control was I probably would have saved my money.

    I do agree that it worked ok in the jungle. Unfortunately by that point I was already used to using wsad due to the poor camera angles in the previous environments.
  • edited July 2009
    yeah wasd worked good, and the mouse dragging was godawful
  • edited July 2009
    Derrick wrote: »
    That is because the games are 2D. The game knows you are not trying to walk on air or walk into the water. It is harder to do that in a 3D enviroment. Every scene at every angle would have to be pre worked out if you wanted to click in the air to move in 3D. This takes time away from actually working on the game.

    I recommend people to play the game all the way through with the mouse drag movement. They might find they begin to like the precise control offered. Trying it for 5 minutes and not liking it is not a great evaluation. I thought dragging worked great in the jungle.
    i think they're smart enough to make a control system that isn't thinking you're trying to walk off into the air when you click at the border of a scene
  • edited July 2009
    Duate wrote: »
    i think they're smart enough to make a control system that isn't thinking you're trying to walk off into the air when you click at the border of a scene

    If you are saying... should TTG add an pop-up arrow at the edges of the screen to allow you to click to move that way, then yes, I think that's a good idea. But the right side inventory pop-up might confict with that.

    Myself, after years (and years) of playing point&click games, I found I actually liked the drag to move and have no problems with that replacing P&C. Welcome to the 3D world. :D
  • vizviz
    edited July 2009
    Duate wrote: »
    yeah wasd worked good, and the mouse dragging was godawful

    I agree, the click and drag was awkward. I used the keys with no problems but I would like to see a point and click interface as it's much more efficient. Consoles dictate most game development these days and it's not easy to swallow when they have an overbearing impact on perfectly legitimate PC features.

    Edit: Revolution returned to point and click with Broken Sword: The Angel of Death after users voiced their disappointment. Needless to say it worked fine.
  • edited July 2009
    I had no problem with the mouse controls. I can drag characters like a pro. Maybe you all need more practice because it's easy!

    It only takes a tiny drag in any direction to start Guybrush moving and then only tiny left or right movements of the mouse to turn. So you don't need a giant mouse space to use it. My mouse pad is tiny. Although actually I have a laser mouse which is pretty accurate.

    I was even using the mouse control to run after someone mentioned above that it only takes a right click while Guybrush is already moving. It was so liberating!

    Don't bash the control system just because you need more practice! I actually didn't need any - I was able to use it right away because it felt natural and intuitive. Maybe you are just to used to WASD or gamepads or point and click to easily adapt. I've played lots of different games over the years though with wildly different controls so maybe that's why I didn't have any problems.

    Some other examples from games with different controls (a God sim, a people sim and another popular adventure game series):

    Black and White - the grabbing and dragging of the ground to move was interesting. Strenuous too if you needed to move a lot.

    The Sims - aside from moving the mouse to the screen edges to move, you could also hold right mouse and drag the camera around. So obviously holding down a button and dragging is not some wild new concept.

    Broken Sword 4 - there was direct WASD control and also point and click, but that meant that every scene had to have the floor on display to accommodate. In Broken Sword 3 there was keyboard only control.

    I say they should keep the new click-drag system. After all, just because you don't want to use it doesn't mean others won't, and also you don't need to if you don't want to because there's also keyboard - so why are you against it? If you don't like it , don't use it! I'll use it instead.
  • edited July 2009
    Use WASD? It works very well
  • edited July 2009
    I know that clicking and dragging isn't the end of the world, but sometimes Guybrush would act strangely and get stuck for no reason, like in front of the Club 41 and around the Doc's house.

    I didn't think of the items menu popping out when you click to the right, but it could be solved by summoning the menu by clicking on the mouse wheel.

    I'm just saying that point and click feels more natural and would make my life easier, the actual scheme is not a deal breaker but I would really appreciate to have a few options for different playstyles : )
  • edited July 2009
    Click and drag is great. Actually after playing click and drag in TMI, for 2 weeks in regular point and click games I really missed the feature.
  • edited July 2009
    I'd prefer Point and Click. Why shouldnt he bash the control system? It shouldnt be necessary to "have practice" to play an adventure game, you know?
  • edited July 2009
    stoney1981 wrote: »
    I'd prefer Point and Click. Why shouldnt he bash the control system? It shouldnt be necessary to "have practice" to play an adventure game, you know?
    It shouldn't be necessary to have practice to operate cars. Guess I won't drive one.

    ...or maybe I will because the minimal practice I have to put in is worth the reward.
  • edited July 2009
    Haha, what kind of stupid argument is this? Did cars drive by themselves in the past? You might be too young to know, but back in the early days, the so called golden era of computer games, we controlled our adventure games entirely with the mouse. Having to put up with keyboard and mouse is clearly more tricky. A adventure game should challenge your brain, not have you putting up a fight against the controls.
  • edited July 2009
    stoney1981 wrote: »
    Haha, what kind of stupid argument is this? Did cars drive by themselves in the past? You might be too young to know, but back in the early days, the so called golden era of computer games, we controlled our adventure games entirely with the mouse. Having to put up with keyboard and mouse is clearly more tricky. A adventure game should challenge your brain, not have you putting up a fight against the controls.
    Actually the earliest memory I have is of the graveyard in Monkey Island 2. Thanks for the ad hominem though. My point is that practicing to use something does not devalue it. It'll take you a good ten to fifteen minutes to get use to click and drag. Is that really too much to ask in comparison to the cinematic and ease of design for the developers of an episodic game? They could waste more time on point and click instead of content. I don't know about you but I play for a story, plot and puzzle - not to point and click a lot.

    I wouldn't call using a keyboard and a mouse tricky because you seem to be able to use them to operate this website. I would call it "using more than one thing at once" which is something we do all the time. It's not as simple but any added complexity is not inherently evil. The controls are in no way complex or configured in an awful way. It's just not as exceptionally basic. They're certainly not something you fight against.
  • edited July 2009
    As you say, its not that simple as using the mouse only. If they implent more complex controls, there should be a good reason for it. I clearly dont see any, all it does is enable the coders to do some extra puzzles (like running around the calendar). I just dont see a good reason for it, its not like the coders got uebercreative with puzzle design in the first episode either. (pretty repetitive puzzles)

    Another thing that also bugged me was item combining. Why do we have to put both items in predefined fields, instead of just clicking one item and place it on top of the other.
  • edited July 2009
    stoney1981 wrote: »
    Why do we have to put both items in predefined fields, instead of just clicking one item and place it on top of the other.

    To show that item combination can be done. I think it was aimed at people who have only really played Telltale's other adventure games in which item combination is not possible. I for one don't mind it. Ok it takes a few more seconds to combine items but it works well & looks cool.
  • [TTG] Yare[TTG] Yare Telltale Alumni
    edited July 2009
    Dago wrote: »
    Yeah, but the holding part doesn't really work well with a living room setup where you might have a small space to drag your mouse around.
    In my opinion just clicking and moving would really improve the control scheme.

    As was already mentioned, you don't need to keep dragging the mouse to make Guybrush move. The mouse movement is not being directly mapped to his movement. What's going on behind the scenes when you use drag-to-move is that the cursor is being (invisibly) constrained to a circle, where the cursor's position in that circle is treated like a joystick vector. This gets represented as the position of the red arrow in the ring around Guybrush. Try dragging very slowly for a moment to get a feel for what is happening.
  • edited July 2009
    [TTG] Yare wrote: »
    As was already mentioned, you don't need to keep dragging the mouse to make Guybrush move. The mouse movement is not being directly mapped to his movement. What's going on behind the scenes when you use drag-to-move is that the cursor is being (invisibly) constrained to a circle, where the cursor's position in that circle is treated like a joystick vector. This gets represented as the position of the red arrow in the ring around Guybrush. Try dragging very slowly for a moment to get a feel for what is happening.

    For the record, I can move Guybrush with not much of a problem using the current click and drag scheme, but I would really prefer to have the option to just point and click.
    I'm not asking them to change the default controls.
  • edited July 2009
    I don't have a particular problem with the controls, I just use WASD either way. However, I'm still slightly confused about why they absolutely have to mess with a system that's already been perfected since the early 90's. Sometimes it feels like companies (not just Telltale) changes stuff just for the sake of changing stuff - maybe out of fear of not looking modern enough.

    But it's not just controlling Guybrush that has recieved some odd changes, but also the inventory. The right mousebutton doesn't seem to do anything in the game except making Guybrush run if you drag the mouse. Why can't we just push the right button to open up the inventory. And if not, at least make the right button examine stuff or items. And combining items shouldn't be as tedious as this. Maybe it's to stop people from aimlessly trying every combination, or maybe it's just a design choice. If it's because they wanted to show players that you could combine items, I don't see why that just couldn't be explained in the opening sequence - like it already is. Pick up the item, place item above other item, job done.

    It's almost as if they change stuff to take more time, just to drag out the game. Or as I said earlier in the post, just for the sake of change or being "modern".

    When that's said, this doesn't happen in just adventures - it seems games are getting less and less intuitive. I've heard people complain about the menu system in SWOS - but it's the easiest and most streamlined system in the entire history of football games, for crying out loud!

    Oops, long post. Sorry about that. Either way, I don't really care that much if they're a lot less intuitive than they could've been, because nothing can keep me from Monkey Island (TM). But I can't help wondering "why?" in cases such as this one.
  • edited July 2009
    It has already been discussed that the new camera angles don't allow for classic point and click movement. When you see the room from above, like in old games, it works fine. But when you see things from a lower angle, like a movie, you just don't see the floor, thus making it impossible to click on it to move.

    I agree on the inventory. Combining items should be as simple as picking up an item and clicking on another item. THAT'S IT!

    Also, what is SWOS?
  • edited July 2009
    I think if they put in a point and click movement scheme where the character movement was based on what angle from the center of the screen you clicked and how far from the center you were to determine how far to walk, that would be a little more intuitive than click and drag.

    But overall, I don't have a problem WASDing my way around.
  • edited July 2009
    Pale Man wrote: »
    I think if they put in a point and click movement scheme where the character movement was based on what angle from the center of the screen you clicked and how far from the center you were to determine how far to walk, that would be a little more intuitive than click and drag.

    But overall, I don't have a problem WASDing my way around.

    That doesn't sound very intuitive to me. I found the click drag very intuitive. As mentioned above, you don't need to keep dragging the mouse after Guybrush starts walking - the mouse movement is constrained to a little circle that steers the direction of movement. I was quite annoyed playing The Secret of Monkey Island Special Edition by all the clicking on the ground and no running!

    The problem with 3D point and click movement is that unless you have the ground to click on, it doesn't work. If you clicked near the top of your screen, does that mean stay close to the camera and go upwards or does it mean walk off far into the distance? Or does it mean both go up AND far off into the distance?

    I like how Telltale games handled it. There's tried and tested WASD controls for those who don't like the mouse drag and there's the mouse drag for me without harming WASD people. Why complain about removing it and spoil my fun?

    Why keep saying that point and click games were perfected in the 90s? IF that was true then why did they all die off? Things don't need to stay static, they need to keep evolving. Early point and click games had tons of verb commands and they evolved, removing bits and changing to eventually the Sam & Max one click does all situation today.

    Now with the addition of direct control either by WASD or mouse, nothing bad has been removed from the gameplay - lots of things are added like cinematic scenes, and a more interactive experience with character movement. You also get new ways of solving puzzles like the walking around calendar thing mentioned above.
  • edited July 2009
    I don't think you understand what I mean. I mean if you click to the left of the character, he will walk left. If you click below the character, he will walk towards you. If you click above the character he will walk away from you.

    It would work similarly to the way click and drag already does except you wouldn't be holding the mouse button down to do it.
  • edited July 2009
    StarEye wrote: »
    But it's not just controlling Guybrush that has recieved some odd changes, but also the inventory. The right mousebutton doesn't seem to do anything in the game except making Guybrush run if you drag the mouse. Why can't we just push the right button to open up the inventory. And if not, at least make the right button examine stuff or items. And combining items shouldn't be as tedious as this. Maybe it's to stop people from aimlessly trying every combination, or maybe it's just a design choice. If it's because they wanted to show players that you could combine items, I don't see why that just couldn't be explained in the opening sequence - like it already is. Pick up the item, place item above other item, job done.

    It's almost as if they change stuff to take more time, just to drag out the game. Or as I said earlier in the post, just for the sake of change or being "modern".

    Yeah, they're things that've been annoying me. The middle mouse button opens up the inventory, but it's not very well documented, I only found out by accident.

    The examination and combination methods are probably to make it obvious to new players that both things are possible [edit: whoops, beaten to the punch on this point earlier in the thread], but I still don't get why there's no shortcut ways to do them. (In Telltale's Sam and Max games, you could right click to examine inventory items, so I don't understand why that wasn't brought across.)
  • edited July 2009
    Comparing SoMI:SE with ToMI I have to admit that I find the point&click from SoMI:SE more comfortable than the dragging with mouse in ToMI. So I tend to use the WASD keys mostly in ToMI.
  • edited July 2009
    Hitman wrote: »
    It has already been discussed that the new camera angles don't allow for classic point and click movement. When you see the room from above, like in old games, it works fine. But when you see things from a lower angle, like a movie, you just don't see the floor, thus making it impossible to click on it to move.

    I agree on the inventory. Combining items should be as simple as picking up an item and clicking on another item. THAT'S IT!

    Also, what is SWOS?

    First, SWOS is short for Sensible World of Soccer. :)

    Anyway, is the camera system and/or engine so different from Sam and Max? Because pointing and clicking works great in that game.
  • edited July 2009
    Apparently it is. I've been playing the Wallace & Gromit demo and there's a scene in the house (right at the beginning). There's no way you could click on the floor there, because it's just not visible.
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