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Sega Boss Stresses Fun Factor, Simpler Games

Thanks to Video-Fenky for their translation of an interview with Hisao Oguchi, the new boss of Sega. In it, Oguchi argues that less "grandiose games" are the way to rejuvenate the games market, referencing titles such as The Sims, Animal Crossing and Namco's Taiko no Tatsujin as good models for doing this, and saying: "Developers can't force their game worlds and huge stories on users. We can't have people balk at sitting in front of the TV and playing games because it's too tiring. All games are made to be fun for the people playing them, so in the next generation especially, making content that doesn't feel tiring to gamers will be very important."

31 comments

  1. Here Here! by svallarian · · Score: 2, Insightful

    Now someone pass this on to squaresoft...Why they won't allow you to skip the 5 minute spell-casting screens...How many times do I need to see Knights of the Round??? Once!

    Steven V.

    --
    I patented screwing your mom. But it got revoked for "prior art."
    1. Re:Here Here! by paulcammish · · Score: 2, Informative

      Actually, The 'Summons' in FF10 are long the first time you use them, then are edited down on subsiquent calls, as you get bored of them. It works so well, I didnt really notice until about the 20th time I called up Ifrit or whoever... I have an odd feeling that FF8 and FF9 were the same, too - and I DO know that the KOTR summon was WAY longer first time thru than later times...

    2. Re:Here Here! by Qzukk · · Score: 1

      FF8's Guardian Force summoning scenes weren't skippable because they were there for a reason... you're supposed to hit certain buttons repeatedly during them at certain times to trigger the Boost effect. Forgot what it was now, but I think holding down the Map button shows what button to hit and when to hit it. (YET another crazy button mashing puzzle type thing, that wasn't even documented and I discovered on accident while trying to get the animation to stop)

      --
      If I have been able to see further than others, it is because I bought a pair of binoculars.
    3. Re:Here Here! by lightspawn · · Score: 1

      How many times do I need to see Knights of the Round???

      Knights of the round what?

    4. Re:Here Here! by paulcammish · · Score: 1

      Ah yes, that was it... For some reason, all i remember from FF8 is Rinoa, and the Bit in the Ragnarok, and all I have of FF9 is the odd-wizard-guy-with-no-face, like the guy from He-Man.

  2. Games . . . Fun? by Anonymous Coward · · Score: 0

    pppppppffffffffffhhhhhhhhhhtttttttttt!

  3. Common Sense. by Alkaiser · · Score: 1

    So why not fire everyone who didn't understand this in the first place, so they aren't allowed to devolve games to this point ever again?

    --
    Netjak.com independent reviews of domestic & import video ga
  4. Not good business... by ArmorFiend · · Score: 1, Informative

    The guy understands the secret to enjoyable games. Right now, games are super-elaborate to please the under-20 crowd, who have lots of time to spend on such things. However, the older, more wealthy segment of the population just doesn't care to learn the 400 odd special moves in Tekken Tag Tournament, they have better things to do with their lives.

    Enter simple games.

    The problem with this is, grandiose games are easy to market. "It will blow your mind!!!" etcetera. If another tetris-like breakthrough came out today, it wouldn't be marketable to sell for $60, and so would slip through the EB and Babbage's crowd unnoticed.

    Enter the PC.

    Shareware is a distribution model that supports less-than-grandiose titles. After all, if you've already tried the game and like it, you'll be more likely to buy it than another, more expensive game that promises "pulse-pounding action!!!". Can Smega make games with this model? I doubt it will.

    And of course, Linux is the ultimate distribution model for games that are actually fun. Since its relatively easy to get put in a distro, millions will see your game. I know the first thing I checked when upgrading to Debian Sarge was the games menu. Circus Linux or Copter Commander will not "blow you away!!!" but they are fun and pass the time. : )

    1. Re:Not good business... by aztektum · · Score: 1

      How does what he's talking about have anything to do with Linux being a viable distribution model? He's just saying that games are too in-depth for casual players and Sega is looking to do something about it.

      -1 Offtopic

      --
      :: aztek ::
      No sig for you!!
    2. Re:Not good business... by ArmorFiend · · Score: 1, Insightful

      LINUX has the best distribution model for GAMES that are actually EASY and FUN. The article is about games that are EASY and FUN. I also talked about distribution models that SEGA might acutally be able to use.

      -1: Read The Fine Post

  5. Someone in Japan gets it! by Mike+Hawk · · Score: 4, Insightful

    We're actively developing our business overseas, of course. The North American marketplace, especially, is twice the size of Japan's. The first fundamental of our overseas strategy is: if the title's meant for North America, then it's Americans that make it. There will always be a culture barrier that we can't completely bury. For example, Japanese people wouldn't understand what a player should say when he's tackled in a football game.

    OMFG! Someone over there gets it. I'd expect no less from the Japanese company founded by an American.

    See, all joking about Nintendo aside, they don't make things with Americans in mind. They make products, then decide what the Americans are likely to buy. And that is why they are increasingly niche in this country. (Ok fanboys, please notice increasingly, compare the NES to today...) See, when they made the NES, it was designed largely by Nintendo of America. It was significantly different from the Famicom because the markets are significantly different. Today there is no difference between a Japanese and an American Gamecube outside of region encoding. The result? The Gamecube is a non-standard size and does not fit in the standard American entertainment unit slot. And thats just one example, but it isn't my main point in this post...

    I'm concerned because he ackowledges the differences and explains Sega's solution (different developers for different regions as appropriate), but goes back on it when talking about simpler gameplay. The thing is, the numbers indicate Americans want more complex gameplay. A sampling from the PS2 SCEA greatest hits list:
    THPS3
    Metal Gear Solid 2
    WWE Smackdown
    SOCOM
    Max Payne
    NBA 2k2
    NFL 2k2
    Grand Theft Auto 3

    Not a dance title in the bunch. Sure there are a few examples of Japanese style games in the whole list, but these are really the exception that proves the rule. The fact is, that as the American mainstream embraces gaming more and more, the Japanese and American markets are becoming more different than ever. And thats ok. I just hope Sega and Nintendo and the others can learn to embrace it like Konami has (they make MGS even though it only ever does well Stateside) and target completely different games for the two completely different audiences.

    One wouldn't expect the games on the list above to do well in Japan, why does one expect that their games will go over well with the US mainstream? Sure Nintendo will always have its fans. And thats ok. But if they want to hit the mainstream, they might want to consider thinking different.

    1. Re:Someone in Japan gets it! by PainKilleR-CE · · Score: 1

      While I agree with you to some extent, there are a couple of points that were missed:

      No Nintendo (and most other consoles) has ever fit in a standard entertainment unit slot. This is especially true of top-loading systems (SNES, N64, GameCube, Sega Dreamcast). Even the front-loading systems usually don't fit because consoles tend to be made much smaller than A/V components (except maybe the X-Box which has an odd top surface).

      The top 10 games in North America for the week ending Aug 19th included 3 Nintendo titles and 3 EA titles (2 of EA's titles were the XBox and PS2 versions of one title listed seperately). Pokemon, Yu-Gi-Oh, and Dragonball Z do quite well in the US, and were definitely not originally intended for the US market. The fact that GTA:VC is still in the top 10 should speak volumes, though the fact that Enter the Matrix and Tomb Raider are still in the top 20 is pretty sad.

      Anyway, I think a lot of Japanese companies could learn from the statements Sega is making. At the same time, I would hope this doesn't mean that Sega (and others) decide to bring fewer titles to the US from Japan, because there still is a big audience for at least some Japanese titles. Even Nintendo understood this (though to what might be a lesser degree) when they allowed Metroid to come back, as an FPS no less, when neither Metroid nor FPS games tend to do well in Japan.

      --
      -PainKilleR-[CE]
    2. Re:Someone in Japan gets it! by Anonymous Coward · · Score: 0

      First off, Mike, I don't know how you took a story about a Sega official talking up a need for simple games and turned it into a soapbox from which you could spew the anti-Nintendo/anti-Japan rhetoric that you love to spread so much.

      Are you perhaps one of Microsoft's or Nokia's rent-a-fanclub astroturfers?

      "OMFG! Someone over there gets it. I'd expect no less from the Japanese company founded by an American."

      Tell me how much of a difference you think that made, honestly, in forming Mr. Oguchi's opinions on the current state of gaming.

      "See, when they made the NES, it was designed largely by Nintendo of America. It was significantly different from the Famicom because the markets are significantly different."

      Too bad for us, the NES was quite unreliable kit compared to Famicom. But hey, give Americans whatever they want....

      "Today there is no difference between a Japanese and an American Gamecube outside of region encoding."

      And this differs from every Sony/Sega/Microsoft console from Playstation 1 and forward....how?

      "The result? The Gamecube is a non-standard size and does not fit in the standard American entertainment unit slot."

      That's not out of ignorance, it's out of design. The same reasons why the GameCube has a handle explain why it is not of typical A/V component size and shape. If you don't get it, you need to study the way product design and marketing work (since, for some reason, I do not think you are part of the industry).

      "The fact is, that as the American mainstream embraces gaming more and more, the Japanese and American markets are becoming more different than ever."

      I agree 100%. This is what many old-school gaming fans fear, as they see this as a sign that games will take a dramatic change for the worse, in order to pander to the lowest common denominator (and when it comes to the U.S., that is pretty damn low).

      "I just hope Sega and Nintendo and the others can learn to embrace it like Konami has (they make MGS even though it only ever does well Stateside) and target completely different games for the two completely different audiences."

      ???

      MGS, MGS Integral (the re-release with VR Missions and other extras), and MGS2:SOL were all re-released themselves in Japan under the Japanese equivalent of Greatest Hits. I don't know about the PS2 version of Substance.

      You talk about Konami being somehow singularly unique in marketing "completely different games for the two completely different audiences." Unfortunately, that is not the case, as Nintendo and Sega are both guilty of keeping titles in Japan that I'd like to see released here (I'm thinking of the Fire Emblem series in particular).

      Meanwhile, Konami seems to be doing fine doing what everybody else, like Nintendo and Sega, are doing: succeeding by selling DDR on both sides of the Pacific, and flopping (financially only) by doing the same thing with Suikoden 3. They are not special in that regard, at all.

      Mike, I get the sense that you have very strong emotions about the state of American videogaming. Please learn to support your opinions with facts, so that we can all wade through those sloppy ideas of yours a little easier next time.

    3. Re:Someone in Japan gets it! by Anonymous Coward · · Score: 0

      The current Dragon Ball Z game was created for Americans. The latest Japanese Dragon Ball Z game was for the Super FamiCom. The licencing for many brand names is owned seperate for Asian and Western markets, so we often get completely different cheap cash-in games.

    4. Re:Someone in Japan gets it! by Anonymous Coward · · Score: 0

      You're wrong about the Japanese DBZ games. There were DBZ arcade, Playstation, Saturn games too.

      The current PS2, GBA, and coming soon enhanced version of Budokai for GameCube were all made for Americans, for whom DBZ is a relatively new thing.

  6. Wait a minute... by Dr.+Photo · · Score: 2, Funny

    Games should be.... fun?

    HERESY!!

  7. Complicated games != Shrinking Market Share by acxr+is+wasted · · Score: 4, Interesting

    Complicated games mean a stable audience, however this is not what game companies want. It's important to keep this article in context.

    Sega is in quite a precarious position at the moment. The road to becoming a strictly software company has been rough, and stems from the fundamental problem that no one is playing their games. Quite logically, a company with a small market share wants to expand its audience. The simplest way to do this is to create simple games that have mass appeal. Now, this is not some geek-elitist opinion of mine; I am not calling the masses "simple." However, it's much easier to capture a customer by giving them a simple challenge that doesn't take much learning.

    Despite Sega's new "design philosophy," there will always, always be a place for complicated and difficult games. Despite the fact that the population-at-large will statistically prefer the "easy" game to the "hard" one, there will always be a sect of hardcore gamers: people with experience on many consoles that enjoy controller-busting challenges. Just as the game industry needs to grow, it also needs its zealots, too. These are the people that are more open to trying new concepts, and will eventually show companies which direction they ought to follow. While a new gamer may be scared by difficult controls, or a non-standard interface, a more mature gamer can look past the learning phase into the real meat of the game, seeing the experience for what it's really worth. This is evolution at work within the game industry, and natural selection has given us analog controls, lock-on targeting in 3d games, and even standard mouse and keyboard controls for first-person shooters.

    Really, it is not the games themselves that are complicated, but rather their interfaces. This is something Nintendo understands quite well, and they've taken a lot of flack for it. The Gamecube's controller design oozes simplicity. (Simplicity in that your fingers know precisely where to go.) Certain buttons makes themselves very clear that they are important, and to what degree that importance is. While this works well when all your games follow this standard, third party titles can (unintentionally) muck this whole system up. When playing a Gamecube game, it's very clear whether the game was designed with Nintendo's system in mind, or simply as a cross-platform port. A perfect example is Madden, or any football game, for that matter. When your quarterback goes to pass on your PS2 or X-Box, the buttons for each receiver are very obvious and equally important. A quick glance at either system's controller shows that, clearly, all of the face buttons are just as important as one another, just as each receiver is equally important on the field. Nintendo's pad, however, while perfect for Metroid Prime or Super Smash Bros., simply sucks as a football controller.

    Now, the paradox has become apparent. At what point does game simplicity break down from lack of control? When does complicated become too complicated? Who, exactly, is to blame for shoddy control? Is Sony responsible for making a pad that's very open-ended as to which buttons are considered important to a game? Is Nintendo responsible for not giving developers enough freedom in their controls? Is Electronic Arts responsible for not using the Gamecube controller to its fullest extent?

    --
    "Come on, let's go drink till we can't feel feelings anymore."
    1. Re:Complicated games != Shrinking Market Share by Anonymous Coward · · Score: 0

      Clearly, Nintendo did not give a football game a moments thought when they designed that controller. That controller is brilliant for Nintendo games: One button simple-fests. And thats ok. But for a football game (read US-centric title), one big action button with 2 modifiers and one cancel are not going to cut it. One needs 4 equal action buttons and 2 to 4 modifiers.

      So what does this tell us? It tells me that Nintendo does not care what I want. And thats ok. But don't come crying when Mario only sells a small fraction of the 4 or 5 Madden games that are going to come out during the current console generation's lifetime.

      As the article mentions, the US is now by far the largest video game market. The only question that remains is if Nintendo will become open to that fact and listening to what we want.

      As a side note, I challenge you to name a game from an American publisher made with the Gamecube in mind as you mention above. They aren't into it...

    2. Re:Complicated games != Shrinking Market Share by PainKilleR-CE · · Score: 1

      At what point does game simplicity break down from lack of control? When does complicated become too complicated?

      These two questions are pretty much the same, but it all comes down to making a judgment on a game-by-game basis, and also shows where ports break down. If a developer could spend adequate time testing the controls of each console with their title, they might make adjustments to the interface to account for it, but overall it comes down to conditioning, and maybe they're just using the same testers over and over again on the same consoles.

      Who, exactly, is to blame for shoddy control? Is Sony responsible for making a pad that's very open-ended as to which buttons are considered important to a game? Is Nintendo responsible for not giving developers enough freedom in their controls? Is Electronic Arts responsible for not using the Gamecube controller to its fullest extent?

      I think it's yes for all of these. Sony's responsible for their controls being less than optimal because they aren't a strong game developer in the first place. Nintendo's responsible for not considering that some games just have to have a more complicated control scheme than what we had on the NES (though they must've realized this at some point because they put the extra buttons there). EA is responsible for just not even trying to make their controls work on the Nintendo system.

      Can a football game work with simpler controls? Yes, most of us played at least one football game on the NES, it can be done. Will it be as good as the more complex control scheme? That probably depends more on the player's familiarity with the game. In other words, beginners will have no problems with the simpler controls, but advanced players will have more to gain from the more complex controls.

      In the end, I think that if EA was really concerned about the control layout, they'd do the same thing that Namco is doing for Soul Calibur 2: release a controller suitable to the game that works on all 3 consoles.

      --
      -PainKilleR-[CE]
    3. Re:Complicated games != Shrinking Market Share by Anonymous Coward · · Score: 0

      The only difference between the gamecube controller and the ps2 controller is that the gc controller has no r1 and r2. Did you notice that the ps had four buttons all equally spaced but you use one particular button more than any of the other three, the X button? Nintendo took that X button and put it in the middle, and then put the remaining three buttons equally spaced around it. It's still four buttons except your X button is in the middle and is green. Is the color change that big of a problem? Is it the fact that your Triangle button is now a red circle? I have found that the Gamecube controller is superior to the PS controller and all I own is sports games. I love that big green button. Different strokes for different folks. I'm not bitter. I guess I'm a fanboy.

  8. online complications by imperator_mundi · · Score: 2, Interesting

    "Developers can't force their game worlds and huge stories on users."

    Say that you like to play games, say that you would like to play online because playing with/against other human being is more fun/challenging/whateveryouwant... say that maybe you also have a life... would you really log once in a while in some ultima online or diablo server and hang around as the very weak guy that could be crushed anytime by any hardcore semipro online gaming addicted who can and usually do stay in the game 24/7?

    Donthinkso, just let people log in and start having fun as fast as a coin slips in an arcade machine... call me old fashioned

  9. At least two people Japan gets it! by Syncdata · · Score: 1

    All games are made to be fun for the people playing them
    He's not the only guy in japan who gets it. If I'm not mistaken, Mssr Miyamoto has been saying the above for a while, and has been derided by industry types for saying so.
    My brother in law has been salivating over the advertisements for John Madden 200X for a while now, and I've sat him down with (NFL2k3). As much as he loves the graphics, and the idea of a realistic video football game, he invariably gives up in about 10 minutes. "It's too much work".
    Initially I balked over the gamecube controller (and still do to some extent), but I'm beginning to see the wisdom in less buttons, and less complex controls.

    --
    "Inattention makes clowns of us all" -Bean
    1. Re:At least two people Japan gets it! by Mike+Hawk · · Score: 1

      Clearly, you don't get it in the way to which I was referring. Your boy Miyamoto #1 has not been directly involved with the development of a game since the SNES days and #2 no longer gets it. The "IT" that I am referring to here, is that what the typical US gamer wants is different than what the typical Japanese gamer wants. And again, thats ok. What I am interested in is that Sega realizes this and is trying to cope.

      Nintendo may come around yet, but they are living in 1989 when they had monopoly power and thus could do no wrong. We have since seen the light. I prefer games that use more than one big green button.

    2. Re:At least two people Japan gets it! by Anonymous Coward · · Score: 0

      I want a lot of what the typical Japanese gamer seems to get, but I end up havign to import because of people like you screwing up the american market by only having sports and WWF stuff.

  10. Yup. There's a market for simpler games... by WoTG · · Score: 1

    Years ago I would have plenty of time for epics like Civilization or SimCity. But no more...

    Now, I'm quite content with the simple games. More often than not, the online games over at Yahoo. Simple way to burn 10 minutes.

    That's not to say that complex games are bad or no longer going to sell though! It's just a realization that the "gaming" market is big and diverse. Not everyone has the time or interest to "learn a game".

  11. it's about target audience by Flunitrazepam · · Score: 1

    The deeper you look into the past, the more you see the game industry as a niche. Game developers were catering to that niche, by making more and more complex games in order to ensure the die hard gamer (their target) keeps seeing something new.

    These days with 13 year old girls and the like entering the console market, Sega is just doing the logical thing and retargetting a broader audience. Hopefully this wont mean those of us that have propped the industry up for the past 20 years are sacrificed on the alter of profit margins.

    --
    1) Your analysis is based on bad assumptions so your result is way off. 2) You're a sick bastard for fucking a horse.
  12. Complex games are good. by fruity1983 · · Score: 1

    We are going the way of TV, when we almost got away from it.

    When people watch TV, they just sit there, and vegetate. They dont really think. They dont have to think hard, strategize, manipulate, orientate. They just sit there and be amused by what is on the television.

    Computer games should be different. I hate it when I come home for a week and my sister, a dumb blonde with probably no future (I'm nothing if not honest), sitting there playing mindless arcade games like you'd find on neopets.com.

    Compare to my brother, who even though he spends a lot of time on the computer instead of reading, is smart for his age, figures things out, likes to build things, etcetera. He played games like Starcraft, Homeworld, and now Rise of Nations. He is only 11 years old, anbd he plays games some of my 20 year oldd friends say are too complex for their liking.

    We have enough things to distract us from thinking, we dont need to turn the computer into another brainless pastime.

    I realize consoles are not PC games, but I'd really hate to see PC games follow the lead of people like this guy.

    --
    I am a viral sig. Please copy me and help me spread. Thank you.
  13. Diversity, please. by Cychwyn · · Score: 2, Insightful

    Surely we need both? I play "simple" games (such as "Wario Ware"), or games with a good save-function for those spare ten minutes waiting for the bus, or for a break from work. When I happen to have a spare weekend, I like something more complex that will draw me in Friday evening and not spit me out until Monday morning. Yes, the "just one more go" type game could do that, but something slightly less repetetive is more fun in the long run. I *like* a good story and a huge and strange world to explore (and/or conquer). Then again, my game-tastes and I don't fit into any demographic aimed for by games-producers. :-) I can understand that the majority may cherish simplicity as a feature. Most people probably don't play games to be challenged, thus it is more profitable to make that sort of game. I just hope that enough game-makers find the time and the finances to produce the occasional quirky and fun game.
    I do agree that the controls shouldn't be the complex bit, they don't have to be easy to master, but need some sort of logic.

  14. No more interactive movies... by Sylver+Dragon · · Score: 1

    I personally don't feel that complexity it an issue with games today. A bit of a challange is a good thing. The problem I am seeing with games is that they are no longer about playing a game and having fun, and more about the producer trying to tell some story. Now, storylines are fine, and good, we need them to hold the violence together, but I start having a problem when I am spending more time watching cut-scenes than I am actually playing the game. A great example of this is the Final Fantasy series, I loved the first one in the US on the NES, in fact, I still go back and play it occasionally (working on getting a party to 30th level before beating Garland, innane but fun). The second one (US based again) just didn't capture my interest as much, too much emphasis on the cut-scenes, and the incredibally pathetic story, not to mention the sub-desert castle kinda turned me off to it. The third one, I beat once and never touched again, dealing with the cut-scenes the first time was painful enough, and the story was pretty much the exact same story as the second one, and still just as insulting to the intellegence of the player. I'm afraid I can only take so much of the "choose your lover; oh, and we need to save that world thingy" type story before I retch and I dislike the whole steampunk genre to boot. I never did play FF7 myself, I saw a friend playing it, and realized that it hadn't gotten any better. FF8 feel into the same boat, saw it, and just didn't bother. Not had a chance to see FF9 or FF10 yet, but from everything I have heard, they sound to be the same, "look at our graphics" fests with more trite dialogue, and the hero who is caught between potential lovers.
    Can we please get more games where the story doesn't get in the way of good gameplay? It should be there to tie all of the action together, not make me feel like I am watching a damn movie with frantic button mashing in between scenes. And you can keep the dating sim to yourself, I just want to pick up my sword, go out into the world and cut down a few thousand baddies, and maybe save the world while I'm at it.

    --
    Necessity is the mother of invention.
    Laziness is the father.
  15. Use of buttons on game controllers by LordZardoz · · Score: 1

    When you take a look at say, any 10 or 50 games, and take a look at how those games are played, you will notice that for the vast majority of those games, you are using one or two buttons much more often then the others. In a shooter, your mostly shooting. In a platformer, your mostly jumping. Also, in the games menu system you are tyically using one button to confirm and another to cancel / back out.

    Having a controller where all the buttons are equal in size only makes sense when all the buttons are going to see equal use. This really only happens in typical Fighter games (Hard punch, hard kick, light punch, light kick.

    To get an idea of which controller is really the best designed, just pick up the controller and do the following:

    1) Press every analog stick / directional pad in every direction. Are any of them in a bad position to reach quickly without changing your grip? Can you comfortably hold each in any direction for any amount of time? How likely are you to cause the wrong direction to be entered on the directionl pad on a quick press?

    2) Press every button 10 times as fast as you can. Which buttons are hard to reach without altering your grip? Which buttons cause you to miss and hit the wrong button most often?

    On the Game Cube, the directional pad is too small to easily press the direction if you just want a quick tap. The Z button is awkward to reach, and the X button is a bit awkward for your thumb. Any other problems with the arrangement are most likely due to the controller just fitting in your hand badly (If you like the big X-box controller, you tend to hate the game cube controller).

    On the PS2, the R2 and L2 buttons are likley to have you hit R1 and R2 if you need to use them in a hurry. And the primary buttons arent perfect either. When you grab the controller, your thumb naturally rests on Square. Being able to easily reach Triangle or X means you have to shift your grip a little. If you need to hit circle quickly, you need to shift your grip alot more. If you rest your thumb on circle instead, the reverse is true. And the left analog and directional pad are not in ideal positions, because most games assume analog input now, not the directional pad.

    The X-Box controller is worse. Most of the primary buttons are not only hard to reach, but they are shaped in a way that makes it very easy to hit the wrong button. And the origional controller (not the S type) only had two of the 4 primary buttons positioned for easy rapid access.

    END COMMUNICATION