On the left we have Yoshi's Island DS, making use of the dead zone. On the right we have Sonic Rush, which pretends there is no gap (note the mesh).
The second aspect of the DS, which I find to be critical to a game's success, is the gap between the top and bottom screen. The fact that the DS has two screens is negligible when considering the hinge strip chasm that separates them. But the blank spot should not be thought of so negitively; just the opposite, think of the hinge as white space. Most any artist will tell you that use of white space is pivitol to painting well. The DS is the same. Designers must be wise to use both screens as effectively as possible while taking into account the space between them. Let us make another analogy: just like with a sonnet or villanelle or any other poetic form, designers must work within the bounds of a systems strengths and weaknesses. The DS's white space is known as the dead zone, there are two ways to use it. One way, the more popular of the two, is to split the two screens by showing distinct and separated images on each. The other way ("using the dead zone") is to fill in the gap between the screens. The latter is to my knowledge exclusively seen in games that play across both screens, like Metroid Prime Pinball and Yoshi's Island DS. To be clear, not all DS games using a single play field across both screens use the dead zone, Sonic Rush is an example of a game that skips the gap.
Yay! The best DS game ever...except for one other. Can you guess my favorite DS game? If you know me personally your excluded from the competition. P.S. Who ever is play stinks.Whether or not to use the dead zone or the touch screen are not the questions you want to be asking yourself, not even close. We must design in cooperation with the features of the DS in order to create a game that truly fits. When making a game for the DS, one must take the correct approach. Think, "The DS has a touch screen, two screens, and a space between them (among other things that are also important). How can I craft a game that takes advantage of these opportunities?" Design to a system. Otherwise you'll just end up making a square peg for a round hole. And that wouldn't do at all.
I had originally intended to talk about Ninja Gaiden DS in this post, but the post got kind of long. So that's what you'll be getting next, sorry to spoil it for you.
Touching Is Feeling
What other aspects of the DS do you find most important?
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