Harker’s Escape Lesson 4: The Clash of Input Methods in AI-Powered Games
Now that we can more reliably use voice input to process in-game commands, we ran into many downstream challenges -- here's one:
An excerpt from a Harker’s Escape playthrough:
I think, “Maybe I can do something with the glass in this window?”
I type, “throw the table leg at the window”
I think, “Great. Now, I’m going to take the glass shard from the window.”
I type, “pick up the glass shard”
I think, “Excellent. Now I need to go over to the wall and carve out the brick.”
I type, “Walk over to the loose brick in the wall”
I think, “Hmmmm….I’m not moving. Why is nothing happening!?”
We’re entering uncharted territory for player controls.
In Harker’s Escape, we gave players options: WASD controls, left-click interactions, and typed commands. While flexible, this immediately created a clash of methods. Why can a player “type” to pick something up but then has to hold down the W key to walk forward? Where are we making the distinction?
As AI enables new ways to interact, it raises a bigger question: should we redesign games to embrace these strengths, or leave traditional formats alone?
Takeaway: As AI expands gameplay possibilities, we need to rethink how players interact with games, ensuring input methods enhance immersion rather than create confusion.
P.S. Can you believe this post image was made with the power of AI!?