Jeff Ross: One of our greatest design challenges was to fuse the PS Vita's special inputs (front and rear touch screens, accelerometer, cameras, gyro, and compass) with conventional controls (buttons and joysticks) while simultaneously remaining true to the Uncharted franchise, and while delivering on gamer expectations of the hardware.
The cinematic action-adventure genre was crying out for tactile controls like touch and gyro: recall Raiders of the Lost Ark, where Indy had to do things like weigh out a bag of sand, touch artifacts with his bare hands to feel the engravings, or move and rotate the Staff of Ra into the light. It seemed to us that this was the perfect application of the PS Vita inputs for a franchise like Uncharted.
We had already played plenty of games on the Wii and iPhone that demonstrated the limitations of touch and motion inputs for more conventional gameplay like movement and combat -- cases where we would make use of the PS Vita's buttons and two sticks. But we felt our implementation of PS Vita-specific mechanics like charcoal rubbings, digital camera, codex, cryptex, jigsaw puzzles, and the light puzzle successfully merged fiction and gameplay.
We were even able to port existing franchise mechanics like Drake's journal and traversal to the PS Vita controls. Ranged combat benefited from subtle but integral gyro aiming that helps players fine-tune headshots. But some players and critics thought we went too far with the PS Vita controls, like when we added touch to the melee and boss fight mechanics. Our final analysis is that their strong negative reaction wasn't because of the mechanics themselves (in fact, anecdotal evidence shows that lots of gamers liked these features), but because we didn't give them a choice.
When we added PS Vita-specific inputs to other core mechanics, we gave players the option to play with sticks and buttons instead. For example, when we added touch inputs to traversal, we kept Uncharted's conventional climbing controls as well, so there was no downside to a player not liking it -- they could simply revert to the sticks and buttons instead. For aiming, the gyroscope didn't replace stick aiming, only enhanced it, and could be turned off by the player.
Touch melee, on the other hand, evaded our hybrid design approach, because focus tests didn't identify this mechanic as being a significant problem, and we saw that emerging iOS games like Infinity Blade used the mechanic successfully. In hindsight, we should have taken a global two-input method approach to every system that logically supported it. If you wanted to use touch? Great. Want sticks and buttons instead? Fine by us.