Slashdot Mirror


The Ergonomics of Controllers

Rahul Choudhury writes "Over the years, the controller device we use as our extra limb into the world of gaming has evolved from joystick to d-pad, analogue control, and touchscreen. Gamingredients investigated the pros and cons of a variety of controllers from Colecovision to Xbox (and expressed their scores in flavours of coffee)."

136 comments

  1. HA! by Turn-X+Alphonse · · Score: 0

    Controlers haven't changed since the SNES era. The controller is still the same basic shape with the same basic buttons (1-2 moved or enlarged, but same style). They just added more bells and whistles.

    I mean do I really need a vibrating joypad for anything but making noise? I don't even feel it any more.

    --
    I like muppets.
    1. Re:HA! by kryogen1x · · Score: 2, Informative

      Well, in Legend of Zelda: Ocarina of Time, there was something called the stone of agony that would make the rumble pak vibrate if you were walking near a secret.

    2. Re:HA! by EddieBurkett · · Score: 2, Interesting
      I mean do I really need a vibrating joypad for anything but making noise? I don't even feel it any more.

      You've never played Rez, have you?

      ... rather, you've never let your girlfriend/wife play Rez, have you?

      --
      The only thing I hate more than hypocrites are people who hate hypocrites.
  2. Unroasted coffee beans can still make coffee... by Eric+Giguere · · Score: 1

    While lacking the sophistication of today's controllers, the Atari 2600 joystick was still a lot of fun for those of us who were actually around when it first came out. And at least with one button you didn't have to wonder which one to press.

    Eric (grumpy old VIC-20 guy)
    Author of Make Easy Money with Google, which describes the second easiest
    way to make money with Google (the first is apparently to buy GOOG stock and watch it go up!)
    1. Re:Unroasted coffee beans can still make coffee... by Eric+Giguere · · Score: 1

      And here's a picture of the original Atari joystick and a few other classics, since they're missing from the article.

      Eric
    2. Re:Unroasted coffee beans can still make coffee... by Eric+Giguere · · Score: 1

      And just to continue our time travel excursion, check out the Apple II joysticks, very different from the Atari ones. These were great for games like Castle Wolfenstein as compared to the stiff joysticks.

    3. Re:Unroasted coffee beans can still make coffee... by Sigma+7 · · Score: 1
      While lacking the sophistication of today's controllers, the Atari 2600 joystick was still a lot of fun for those of us who were actually around when it first came out. And at least with one button you didn't have to wonder which one to press.


      I've used a similar design from the Commodore 64: a ball-grip joystick with a single button on the base (actually there were two, but they did the same thing.)

      The most critical problem with these joysticks was that it was beginning to be used for arcade ports, which required two buttons - primary fire and an alternate fire (super-weapon, select powerup, etc.) The only arcade style game that did not require two buttons this was Wizball, as powerup selection was done by wiggling the joystick. (I preferred the seperate key, as it doesn't interfere with movement.)

    4. Re:Unroasted coffee beans can still make coffee... by justforaday · · Score: 1

      Not to mention that you could pull off the rubber coating for the stick and slap it onto the TV as a big suction cup...

      --
      I'll turn into a supernova and burn up everything. Well I'll turn into a black little hole and you'll turn into string.
    5. Re:Unroasted coffee beans can still make coffee... by Guppy06 · · Score: 1

      "the Atari 2600 joystick was still a lot of fun"

      Yeah, when they worked.

      I did like the paddle controllers, though. Warlords is the SSB:M of the 1980's.

    6. Re:Unroasted coffee beans can still make coffee... by Anonymous Coward · · Score: 0

      Hey, thanks for helping people to spam up Google and scam AdSense, jerk face.

    7. Re:Unroasted coffee beans can still make coffee... by cyberkreiger · · Score: 1

      I've used a similar design from the Commodore 64: a ball-grip joystick with a single button on the base (actually there were two, but they did the same thing.)

      I think you mean the TAC-2, right?
      --
      Stumbling in the dark
      I hear slavering of jaws
      Eaten by a grue.
    8. Re:Unroasted coffee beans can still make coffee... by Sigma+7 · · Score: 1

      I think you mean the TAC-2, right?


      More like the stock yellow-base, red-stick, red-button.

      Come to think of it, perhaps the joystick wasn't all that similar.
  3. Missed one. by saintlupus · · Score: 1

    The Sega Saturn 3d controller was perfect. It had the six button setup from the original, but was otherwise the same as the later Dreamcast controller.

    The perfect device for playing Street Fighter series games.

    --saint

    1. Re:Missed one. by badasscat · · Score: 1

      The Sega Saturn 3d controller was perfect. It had the six button setup from the original, but was otherwise the same as the later Dreamcast controller.

      Actually not the same at all, but in a good way.

      The Dreamcast controller was based on the 3D controller but they went and took a good thing and made it all wrong. The 3D controller is extremely comfortable - despite its sort of odd look, it just fit perfectly in the hand. The buttons also had the perfect amount of springiness, it had the most responsive d-pad ever made and the triggers had a satisfying amount of resistance without being tiring over long periods of use.

      About the only thing Sega got right in updating it for the Dreamcast was the triggers. Everything else they just completely screwed up. The Dreamcast pad forces your hands into an almost contorted, inside out position if you hold it firmly (and most people don't for this reason, meaning it slips easily out of your hands), the button layout is a four-button diamond instead of the more standard two-row six-button layout, and the d-pad is now a small cross, not the large and uber-responsive disc of the 3D pad.

      I also want to say that I disagree with those who think the 2D Saturn pad is all that great - I think the second Saturn pad was better than the first and for that reason some people seem to give it more credit than it's due. It's not particularly revered in Japan (where it was the original Saturn pad), only here, where it replaced that horrendous and unreliable early pad. Try using one again today, though, and it just feels cheap and flimsy, with unresponsive buttons and a d-pad that pales in comparison to the 3D pad that came later.

    2. Re:Missed one. by superpulpsicle · · Score: 1

      The Sega Genesis 6-button is still to this day IMHO the supreme controller.

      Having 2 rows of the 3 buttons side by side is perfect. Nubytech tried to release these with the Streetfighter paintjob, but the L1, R1 buttons are still not as good as the genesis days.

      The control pad was also ultra soft and loose. Your thumb was not stressed from doing 30 million down->forward fireballs.

  4. Me? by PsychicX · · Score: 1

    I still swear by dual shock 2, although I really really like my thrustmaster PC controller. The rubber grips are especially nice.

    1. Re:Me? by Momoru · · Score: 1

      Dual shock certainly has passed the test of time, but I really like the GameCube and Xbox S controllers better, the Xbox feels great in my hands for video games, though my hands ache after lots of play. The triggers on the Xbox S work so much better then the awkward shoulder buttons on the dual shock, using triggers for driving games really gives an added sense of realism (think pulling foot on an off pedal). And of course for shooters it feels more realistic too.

    2. Re:Me? by idonthack · · Score: 1

      And of course for shooters it feels more realistic too.

      ...You're comparing a controller shoulder button to firing a gun?

      I would type my laugh out as a bunch of HAs, but the Lameness Filter would give me trouble.
      ---
      "Man, when the day comes, count me in with the robot smashers." - Anonymous Coward
      Generated by SlashdotRndSig via GreaseMonkey

      --
      Why is it that when you believe something it's an opinion, but when I believe something it's a manifesto?
    3. Re:Me? by Momoru · · Score: 1

      No...i was comparing a controller trigger button to firing a gun... both have triggers see.

    4. Re:Me? by idonthack · · Score: 1

      Eh, same thing. All controller shoulder buttons are also trigger buttons, because that's the motion you have to make to press them.

      If you can give me an example where this is not the case, go ahead.
      ---
      I started with nothing and I still have most of it left.
      Generated by SlashdotRndSig via GreaseMonkey

      --
      Why is it that when you believe something it's an opinion, but when I believe something it's a manifesto?
    5. Re:Me? by Momoru · · Score: 1

      Well the Xbox S controller vs the playstation dual shock for one....the trigger is in the same position where my fingers would naturally grip the controller, so my fingers never leave the triggers. The shoulder buttons on the Dual Shock requires one to lift their index fingers from the natural resting position and click a flat long button which feel nothing like the trigger of a gun, nor does if have as much throw as a Xbox trigger (which works well for giving varying amounts of gas in racing games)

  5. New gen controllers by phoenix.bam! · · Score: 3, Funny

    I need a wireless controller that uses rechargable batteries. The next generation part is that the controller recharges off sweat. What a waste to continually wipe away all that sweet sweet sweat when the controller can be sucking it up and letting me game as long as my eyes can stay open.

    1. Re:New gen controllers by PsychicX · · Score: 1

      From what I gather, the XBox 360 controllers recharge via USB when you plug them into the console. Presumably PS3 would adopt something similar...it's only the single most obvious thing to do.

  6. Scroll up! by AtariAmarok · · Score: 1

    Just scroll up to the top of the Slashdot page. That Atari joystick is the icon for this type of story.

    --
    Don't blame Durga. I voted for Centauri.
    1. Re:Scroll up! by Eric+Giguere · · Score: 1

      Except for right now, where http://images.slashdot.org/topics/topicinputdevice s.gif returns a "400 Bad Request" error. Must be someone's idea of a /. joke. Or maybe they're updating the picture to something of more recent vintage.

    2. Re:Scroll up! by Sigma+7 · · Score: 1

      Works right now. BTW, you had the wrong URL - it should be http://images.slashdot.org/topics/topicgames.gif

    3. Re:Scroll up! by freakmn · · Score: 1

      I looked at the picture you linked to. I don't remember the atari having a spoon as an input device. Is that correct?

      --
      warning: This post is likely to contain gobs of dripping sarcasm. Consume at your own risk.
    4. Re:Scroll up! by Eric+Giguere · · Score: 1

      The Slashdot monkeys generated my page to include both the spoon and the joystick, it seems, though the latter seems more useful for game playing.

  7. Too bad they're wrong by barawn · · Score: 4, Insightful

    Man. Nice attempt, but it's too bad they're really, really wrong when it comes to their scores.

    Take a look at the Genesis controller versus the SNES Controller. The Genesis controller had a better D-pad? What? The whole problem with semi-8 way D-pads is that they aren't actually as precise as the pure 4-way ones. In some games this is okay, but in others you prefer actually knowing which direction you're pushing. Sega didn't use it as an improvement. It was because Nintendo had a patent on a 4-way cross D-pad.

    And deriding the SNES controller for its buttons? What? The Genesis 3-button and 6-button controllers had identical buttons. You had no idea which ones you were pushing without looking down (or knowing from position). The three-button design was bad, not good - you can locate two buttons, because whatever button your thumb is on, the second button is the other one. With three, that's not the case. The SNES controller, on the other hand, had two concave and two convex buttons. You could tell which button you were pressing by touch, and you could locate at least 2 of the other 3 buttons purely by touch, and because they were lined up in the way they were, you could locate the last one as well. Much, much smarter, and the touch-location is sorely missing from most modern controllers.

    My favorite is this comment, regarding the GameCube controller:

    This encouraged simple, single-button play without sacrificing versatility. It also made multi-console games a lot harder to play and made ports from other consoles worse.

    I see. So Nintendo makes the most intelligent controller of all of them, and they lose points because it's harder to play games that were poorly ported and designed for worse controllers. Good call.

    And, also...

    And, in a cruelly ironic twist, everything else changed but the d-pad is still split ... because Nintendo has a patent on a 4-way cross controller.

    A whole lot of opinion, but absolutely no concept of ergonomics.

    1. Re:Too bad they're wrong by PhotoBoy · · Score: 3, Insightful

      I agree, it usually takes me 30 seconds using a game to decide if the developers have chosen a "sane" control scheme or not. Any GameCube port that has problems because of the missing button has just been lazily converted. My favourite cock up is MGS: The Twin Snakes, where you have to press A and Start to go into the codec screen despite there being nothing mapped to the Start button when not pressing A!

      They also ignored the fact that the GC innovated wireless controllers that *actually work*.

      They were overly harsh with the N64 controller as well, despite Sony bunging a second analogue stick on the Dual Shock the analogue sticks weren't in the same league as the N64 ones. The N64 sticks were much more accurate, sensitive and had a better range of movement.

      The only review I agreed with was the Dreamcast pad which is massively underrated. I'd have liked to have seen a review of the Saturn's analogue pad too.

    2. Re:Too bad they're wrong by Anonymous Coward · · Score: 0

      The ratings are also a bad idea. I don't even like coffee. Is comparing something to capuccino good? How should I know? Do coffee drinkers even agree? Why not compare them to something we can all relate to?

    3. Re:Too bad they're wrong by david.given · · Score: 3, Insightful
      Man. Nice attempt, but it's too bad they're really, really wrong when it comes to their scores.

      Yeah; I was amazed that they rubbished the N64 controller, which is amazingly simple, comfortable and ergonomic. They seemed to primarily deride it on the fact that you get the choice of using either the D-pad or the analogue stick, but not both --- which is missing the point entirely: since the N64's controller was the first controller with an analogue stick, there weren't any games that required you to use both at once. They're criticising it for not being something it wasn't required to be.

      (I have a Game Cube now, and I still think the N64 controller is far more comfortable. The only thing I think is wrong with it is that the analogue stick didn't quite have enough traction on top; my thumb would keep slipping off playing high-stress games, as my hands got sweaty.)

    4. Re:Too bad they're wrong by Derkec · · Score: 1

      Absolutely. First party games showed just how great of a controller that thing was. Now, when I try to play something like Soul Calibur on it, where hitting two buttons at the same time is a must, things got tricky. But again, that was largely a porting issue. The game was designed for Dreamcast / PS2 style controllers.

    5. Re:Too bad they're wrong by Anonymous Coward · · Score: 0

      I've heard the SoulCalibur thing before, but I've got to take issue with it. After playing the Gamecube version for a short time I adapted to it and came to like the Gamecube controller better than the arcade configuration and I'm someone who used to play SoulCalibur at the student center of my school every day.

    6. Re:Too bad they're wrong by KDR_11k · · Score: 1

      Map A, B and X to the three attacks and Y to B+X, that works for me.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    7. Re:Too bad they're wrong by ZakuSage · · Score: 0

      ... because Nintendo has a patent on a 4-way cross controller. That would be why Master System, Genesis, GameGear, Turbosomethingorother, Nomad, Saturn, DreamCast, XBox, almost all 3rd party PS1/2 controllers, and almost all controllers made since Game and Watch was released make use of a cross controller?

    8. Re:Too bad they're wrong by AuMatar · · Score: 1

      Do you really need 2 buttons for SOul Callibur? I think I came close to beating the game with only 1 button and the analog stick.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    9. Re:Too bad they're wrong by PhotoBoy · · Score: 2, Informative

      None of those are genuine cross shaped controllers. They all implement a variation of the cross d-pad that is different enough to prevent them getting sued. That's why the PS1/2 is a segmented design, and why Sega use one based on a circular pad with a cross on top.

      I believe it is the specific cross shape that Nintendo owns the patent to, rather than any underlying electronic design.

    10. Re:Too bad they're wrong by CableModemSniper · · Score: 2, Informative

      The patent expired before the Dreamcast came out. If Sony wanted to they could make a non-broken up controller now.

      --
      Why not fork?
    11. Re:Too bad they're wrong by Guppy06 · · Score: 1

      "And, in a cruelly ironic twist, everything else changed but the d-pad is still split ... because Nintendo has a patent on a 4-way cross controller."

      "Had." The patent expired before the release of the Dreamcast (and, of course, the PS2), Which is why the Dreamcast controller had one.

      Of course, Sony couldn't be bothered with updating the DS2 over the DS, so instead focused on the flop that was pressure-sensitive buttons instead of a new D-pad.

    12. Re:Too bad they're wrong by barawn · · Score: 1

      That would be why Master System, Genesis, GameGear, Turbosomethingorother, Nomad, Saturn, DreamCast, XBox, almost all 3rd party PS1/2 controllers, and almost all controllers made since Game and Watch was released make use of a cross controller?

      Go and look at the controllers of all of those systems.

      None of them have a cross controller, save the Dreamcast. They have a 4-way D-pad, but it's not a cross - it's a disk with a cross raised on it. The Dreamcast gets around it because the internal mechanism is sufficiently different (and worse, in my opinion).

    13. Re:Too bad they're wrong by barawn · · Score: 1

      I've seen conflicting answers on that, actually. I can't find the actual original Nintendo patent (the first one I can find was from 1990). I've also seen places that describe that the Dreamcast's D-pad is sufficiently different that it didn't violate Nintendo's patent.

    14. Re:Too bad they're wrong by Derkec · · Score: 1

      Ah, but can you beat your friends? To the other guys, if I remember correctly, you could map some of the cross combinations elsewhere, and it was doable to hit the others, but it was rather easy to accidently hit A in there. It worked, but it wasn't as smooth as dreamcast.

    15. Re:Too bad they're wrong by lordperditor · · Score: 1

      Good call, the Gamecube Wavebird controller is sweet. I have my gamecube connected to a projector so can sit on the futon, get nice and comfy and game away without worrying about wires. It has worked faultlessly for as long as I have had it(must be a few years now) and never misses a button press. I have often wondered why Sony & MS hadn't pushed the wireless controller thing?

    16. Re:Too bad they're wrong by PhotoBoy · · Score: 1

      Thanks for the info, that explains why the Dreamcast had a normal cross shaped d-pad. I'd just assumed that Nintendo had let them get away with it in an "the enemy of my enemy is my friend" thing against Sony. :)

    17. Re:Too bad they're wrong by Strokke · · Score: 1

      Have you used an N64 controller lately? The first problem is how unwieldy the thing is. When Nintendo placed the z button in the middle they had to have known that the primary position would be to hold the analog with left hand and buttons with right hand. This means that they expected 1/3 of the controller to just be dead weight on one side during gameplay.

      That problem however is vastly overshadowed by the complete failure that is the analog stick. I give a lot of credit to Nintendo for being innovative (and can't wait to see/use a revolution controller), however this little grey stick is seriously flawed. Partly compounded by a poor design in a stick (as pointed out it is too skinny and the top doesn't provide enough grip), the analog stick just flat out does not move very well. Try playing Goldeneye sometime and immediately you will notice a complete lack of precision becacuse the stick does not move very consistently. Sony definitely gained a huge advantage by releasing theirs second and the biggest difference in the controllers is how consistent the analog sticks are.

      That said I cannot wait to see the controllers for the next 10-15 years. With advances being made in every aspect of gaming, it seems silly that the only way to control is through a piece of plastic with buttons. I see huge levels of immersion in the future that current systems are missing out on just due to the simplisticness of the current handheld controller. Maybe Nintendo will wow us with their next controller, but chances are it will takes a few tries before the next main controller for a system is not plastic with buttons.

    18. Re:Too bad they're wrong by MilenCent · · Score: 1

      I agree with you and the parent on everything, but you (and almost everyone else, too ) forgot to mention the N64 controller's greatest flaw:

      White dust. Anyone who's had an N64 controller in really heavy use, especially for games like Mario Party, knows that it's only a matter of time before the analog stick becomes loose and the pit filled with this white residue. The longer the controller is used at that point, the looser the stick becomes.

      Considering that N64 carts are almost indestructable and thus their games will probably be playable a century from now when most PS1 games are deteriated beyond readability, it's really saddening that N64 controllers have this kind of limited life expectancy.

    19. Re:Too bad they're wrong by PhotoBoy · · Score: 1

      You're absolutely right, I'd forgotten about that flaw.

      I put a very small amount of WD40 into the base of my N64 stick a few years back and it smoothed out the movement quite nicely. Nothing beats a fresh out of the box N64 stick though, except perhaps the DC's analogue stick.

    20. Re:Too bad they're wrong by Anonymous Coward · · Score: 0

      Gee, who would have guessed... a Nintendo fanboy is bitching again.

      Good luck watching your beloved console company get demolished.

    21. Re:Too bad they're wrong by Anonymous Coward · · Score: 0

      The Colecovision controller is also far more ergonomic than the Atari controller. It may LOOK silly with the big numbered section, but it gives you something nice to hold onto with one hand, while you operate the stick with the other. I suspect they were just holding it wrong, since they called the joystick a "thumbstick"...

  8. oringal xbox controller by putch · · Score: 1

    with the exception of the stupid position of the black and white buttons the original behemoth xbox controller is pretty damn good in my opinion. i really dont like the micro-sized sony controllers.

    i will admit, however, that my aversion to the sony dual shock could be that i HATE the original PS contoller. that could be one of the worst controllers ever made, imho. it's interesting that it was omitted from the list. i mean they cover nearly everthing but that (with the exceptions of jaguar and 3d-0).

    also, the N64 controlle aint bad at all. granted all i ever played was smash brothers, goldeneye, mario kart, and rogue squadron. but for those four games you couldnt ask for anything more.

    i think this guy is just some over-caffeinated sony-fan-boy.

    --
    just because I don't care doesn't mean I don't understand!
    1. Re:oringal xbox controller by bynary · · Score: 2, Insightful

      i think this guy is just some over-caffeinated sony-fan-boy.

      I couldn't agree more. The Dual Shock is perhaps the most uncomfortable controller I have ever used. By far, the most comfortable, intuitive controller is the Gamecube's. Second is the Xbox S controller. If you'll notice the sidebar on the Dual Shock, you'll see that they contradict themselves on their rating of said Sony controller. Go figure...

      --
      http://www.bynarystudio.com
    2. Re:oringal xbox controller by badasscat · · Score: 1

      I couldn't agree more. The Dual Shock is perhaps the most uncomfortable controller I have ever used. By far, the most comfortable, intuitive controller is the Gamecube's. Second is the Xbox S controller.

      Is it coincidence that your two favorite (and one least favorite) controllers are all current-gen?

      You need to brush up on your console history, sonny boy! In my day, we only had one button and we liked it!

      Seriously, what's the opposite of "dating yourself"? (And no, I don't mean "going out on a date with yourself"). Well, you're doing it. Back in the day, pads were designed with different types of games in mind than they are now, and if you still play those types of games (and many people do), then the current round of pads is pretty unsuitable. The Xbox pads (both of them) are, for example, horrendous in 2D fighting games - something the best Sega pads were practically designed for. The Xbox controllers just do not have responsive enough buttons, and the action on the d-pad is far too heavy.

      Similarly, though, there were some pads back in the day that were just awful compared to anything on the market now in terms of both comfort and suitability to task. I dare you to try and play any game with an Atari 5200 or Colecovision controller (and in the Atari 5200's case, bonus points for not breaking it the first time you plug the system in!). I remember endless nights with that Colecovision controller and the inevitable blisters and hand cramps that went along with it. By the end of the summer after that thing came out, my left (button) hand was quite literally a claw, and my right (stick/disc) hand had a near-permanent divot pressed into the base of my thumb. I really can't see anyone saying the dual shock is the most uncomfortable controller ever made in the face of such historical evidence as this.

      It's not all just about comfort in your hand, though, although that's important. But if I were going to rank controllers on that basis alone, the GameCube controller would be head and shoulders above all the rest - and it's almost completely impossible to use for any game other than Mario or Pikmin. No, you have to take other things into account too, the most important being what specific games you most want to play.

      There's a reason stuff like those "Retrocon" and Hori 2D GameCube controllers are still popular, you know...

    3. Re:oringal xbox controller by Jackmn · · Score: 1

      Personally I really disliked the Gamecube's controller. Its different sized buttons threw me off, the shoulder buttons depressed too far, and the d-pad is awkward to use for any extended period of time.

      I find the Dual Shock controller has a much nicer button layout and an easier to hit d-pad. However, the analog sticks are more of an afterthought than an integral part of the controller, situated too far away from the thumb for my own tastes.

    4. Re:oringal xbox controller by bynary · · Score: 1

      Touche. However, you appear to be assuming I'm younger than I actually am. The first game system I owned was a NES, but I've played on quite a few of the other old-school systems: Colecovision, TurboGFX16, Sega Master System, and the original Atari.

      There's a reason stuff like those "Retrocon" and Hori 2D GameCube controllers are still popular, you know...

      Yeah, for the same reason you can now find 3 1/4" G.I. Joes, He-Man, Transformer, My Little Pony, and Strawberry Shortcake toys onb store shelves: it's called "nostalgia".

      --
      http://www.bynarystudio.com
    5. Re:oringal xbox controller by bynary · · Score: 2, Insightful

      Its different sized buttons threw me off, the shoulder buttons depressed too far, and the d-pad is awkward to use for any extended period of time.

      That's because you're used to the counter-intuitive Dual Shock controller.

      The difference in the button sizes is very logical: the A button is larger because it's the most used. They are also different sizes so that you can instantly tell via tactile feedback which button you're pressing. The shoulder buttons can be depressed that far because they're analog meaning they have various levels of sensitivity. This is in stark contrast to the Dual Shock's "we need x number of buttons. Where the hell are we gonna put 'em" layout scheme. And who in their right mind uses shapes as a naming convention?

      All told, the Gamecube controller design is very logical and intuitive. I can't say the same for the Dual Shock.

      --
      http://www.bynarystudio.com
    6. Re:oringal xbox controller by Saige · · Score: 1

      They didn't come close to covering nearly everything. Odyssey 2? Intellivision? 5200? 7800? Jaguar? Sega Master System? Neo Geo? 3D0?

      And that damn coffee theme got obnoxious and stuff REALLY quick.

      --
      "You know your god is man-made when he hates all the same people you do."
    7. Re:oringal xbox controller by CableModemSniper · · Score: 1

      And who in their right mind uses shapes as a naming convention?

      Not the Japanese corporations that use English-alphabet letters as their naming convention apparently.
      --
      Why not fork?
  9. Just wow by Anonymous Coward · · Score: 1, Insightful

    I didn't agree with much that, that guy said at all. Maybe it's because I'm a left handed coleco owner I dunno, but I have always thought that the gamecube controller is superior to the PS2 controller in many ways with the exception of one. The surface on the analog part on the PS2 is much better then the gamecube. If they could just take that sticky rubbery stuff and put it on a GC controller, and move the Z button it would be perfect.

    What I found really funny about the article was the fact that he commented on the ergonomics of the PS3 and XB360. How the hell can he do that? Has he actually played games with those controllers? He's basing it on what they look like.

    If I did that, I'd say that the N64 controller was incredibly clunky. But when you actually hold it, it's feels right. The dreamcast controller looks slick, but when you hold it, the angles don't feel right.

    1. Re:Just wow by barawn · · Score: 1

      He's basing it on what they look like.

      Maybe he misnamed the article. Maybe he wanted it to be "controller aesthetics" rather than "controller ergonomics".

      You're dead on, though. The GC controller is extremely well designed. It fits in your hand, after all. My big problem with the GC controller is it takes just a little bit too much effort to click the shoulder buttons, but to be honest, I don't really notice them all that much.

      Plus, I don't know how anyone could call the N64 controller a disaster. It was excellent for the console it was made for - a transition between a 4-way D-pad and analog sticks. Honestly, I have no idea why Sony still has a D-pad on the PS3 controller - it's fairly anachronistic by now. If they were smart, they would've made the controller modular - able to switch in and out a D-pad or an analog stick with a little module.

  10. One controller to rule them all.. by Anonymous Coward · · Score: 0

    Just wait until you see Nintendo's new Revolution controller.. I've seen it and its unlike you've ever seen before!! Its amazing! It totally revolutionizes what a controller has come to represent!!

  11. Another site... by Soul-Burn666 · · Score: 5, Informative

    This site shows a speculated tree of evolution of game controllers.

    It is indeed evolutionary, with each generation resembling the previous one, but a bit different.

    --
    ^_^
    1. Re:Another site... by StingRayGun · · Score: 1

      The link you posted had 100X the info and at least 10X the ergonomics that were in that ergonomics article.

      The parent was more of a history of, rather then a ergonomics article. What a waste of time.

    2. Re:Another site... by EverdredReturns · · Score: 2, Informative

      The Controller Family Tree site is WAY more informative than the ergonomics one. The ergonomics site is just some guy's opinions on the most popular game controllers (which, as we can see already, are quite debateable), while the Family Tree shows many more controllers and lets you see where they draw their inspiration from. Plus, the photos of prototype controllers are pretty interesting (like a PS1 controller with 6 face buttons, and a GC controller WITHOUT a d-pad).

    3. Re:Another site... by Anonymous Coward · · Score: 0

      waste of time. how snarky.

      great article. maybe not 100% on topic but definitely fascinating and you feel it was a waste of time. kids these days.

  12. Intellivision by snuf23 · · Score: 1

    This article is worthless without mention of the Intellivision controller. Especially as they slam the old Atari one some much. Where the Atari's was simple, the Intellivision's was a complicated affair with a weird disk and a keybad that you could attach overlays too. Check out In Defense of the Intellivision Hand Controller for an interesting look at this oddball of a controller.
    Also worthy of retro note is the bizarro Bally Astrocade gun grip controller which could function as both joystick and paddle.

    --
    Sometimes my arms bend back.
    1. Re:Intellivision by Eric+Giguere · · Score: 1

      The only problem I had with the Intellivision controller was that the overlays would often wear out from constant/excessive/frantic rubbing, which excited teenagers were wont to do. But it was a nifty one, I agree.

    2. Re:Intellivision by Pluvius · · Score: 1

      This article is worthless without mention of the Intellivision controller.

      They'd already mentioned the Colecovision controller, so it would've been repetitive. Intellivision's might have been a better choice, though, because its design was even worse than that of the Colecovision's controller.

      Rob

    3. Re:Intellivision by lupinstel · · Score: 0

      That is just one of the items in the long list of things damaged by frantic, excited, teenage rubbing.

      --
      Don't blame me, I voted for Cthulhu.
    4. Re:Intellivision by snuf23 · · Score: 1

      The only way the two controllers are similar is in the inclusion of the number pad.
      I'm just saying it would have been more interesting showing some of the weirdo concepts that were used before the advent of the dpad (intellivision's disc, Bally's paddle/joystick).

      --
      Sometimes my arms bend back.
    5. Re:Intellivision by MilenCent · · Score: 1

      The other legacy of the Intellivision controller: it makes it very difficult to play many of its games on the Intellivision Lives compilation, which could have been really cool except for that problem.

  13. SNES by madsenj37 · · Score: 1

    There is no controller more comfortable or better suited for playing games than a SNES controller. Any game that needs more buttons is not fun to me. Also, any game that has more buttons is bigger and bulkier = not worth my time.

    --
    Choosing the lesser of two evils is a choice for evil.
  14. Powerglove by TD-2779 · · Score: 4, Funny

    No mention of the powerglove? That was about the only exercise my right arm got until puberty.

    1. Re:Powerglove by FriedTurkey · · Score: 2, Funny

      According to the Wizard the Powerglove is "Bad".

  15. Coleco Super Action Controllers by rider_prider · · Score: 1

    bring 'em back. They were perfect for sports games...

  16. Agreed... by Hamster+Lover · · Score: 1

    The GC controller is by far my favorite - and I have all three machines. You can identify each button by touch alone. Maybe I am a retard, but I am forever looking down on my Xbox controller to recall what buttons are where. I finished Prince of Persia and Medal of Honor on both my GC and my Xbox and while the graphics are that much better on the Xbox the controller superiority of the GC made the games a little easier.

    Not that the GC controller couldn't use some small changes, such as the shoulder trigger buttons which I find big and cumbersome. I would also prefer if the Xbox and GC controller featured parallel analog sticks, like the PS2 controller.

    1. Re:Agreed... by ZakuSage · · Score: 0

      The problem with the GCN controller is that it's missing so many buttons in comparison to it's competitor's controllers. It's missing joystick "clicks" (R3 and L3, if you will), a back/select button, and an equivelant to the L2 button. It also has the most crippling D-pad imaginable (taken strait from the GBA), making extended use of it painful (that's without mention of it's awkward placement). It was these crippling things that made Metal Gear Solid: Twin Snakes so frustrating for me to play, after having played MGS2 so much.

    2. Re:Agreed... by grumbel · · Score: 1

      ### I would also prefer if the Xbox and GC controller featured parallel analog sticks, like the PS2 controller.

      Please not, those are probally the worst thing invented in controller history. The thumb twisting required to reach them is just not healthy. I don't mind that much for a stick that I don't have to often, like the C-stick, but having the primary analog stick in that position is causing nothing but pain if I play for longer periods of time, heck even with short periods of play I find that position nothing but unconfortable.

      In times where basically all games are played with analog stick the stick belongs into the primary position where it is easy to reach, not at the edge of the controller and I am rather suprised that Sony choses the same bad position again for the PS3.

  17. Jennifer Jason Leigh, master of the video game! by danielDamage · · Score: 0
    The evolution of controllers will clearly someday evolve to eXistenz-style wierd ear-lookin' controllers with umbilical cords:
    --
    Slices, dices, eats your lunch.
  18. I agree for the most part by Pluvius · · Score: 1, Flamebait

    The only problems I had with it are that he gushes over the weak Dreamcast controller like Nerdshoe, and the Dual Shock part looks like it was written by a completely different person from the Dual Shock 2 one (I agree with the former, though I disagree with his verdict concerning the Select and L3 buttons). Besides that, I think this is pretty good, especially since he has the courage to speak the truth and say that the GameCube controller sucks.

    Rob

    1. Re:I agree for the most part by macshit · · Score: 1

      The gamecube controller doesn't suck though. In fact it's very, very good (not perfect, but far better than most).

      The article was clearly written by a drooling sony fanboy, given that it glosses over the huge honking flaws in the dualshock controller. Not just the painful split d-pad, but the absurdly unergonomic placement of the most important part, the main control sticks. "Cappuccino"? Maybe that wacky "cappuccino like product" you can buy in little packets at the super-market.

      Basically, Sony is Not Particularly Good at controllers. They come up with a solid concept -- and then completely muck up the details. [See the PSP's dreadful analogue nub for confirmation of this trend...]

      --
      We live, as we dream -- alone....
    2. Re:I agree for the most part by DeadScreenSky · · Score: 1

      It's possible for both Sony and Nintendo to have made bad controllers for this current generation, because they have. Just because the Dual Shock 2 is pretty bad doesn't nullify the general badness of the GC controller. It's not a monopoly-style position!

      (And speaking of monopoly, a lot of people would argue MS screwed up with their first Xbox controller, too. Thankfully they at least fixed that...)

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
    3. Re:I agree for the most part by Pluvius · · Score: 1

      Or maybe he's not a Sony fanboy and instead you're just a Nintendo fanboy, like a number of the other posters under this article. The Dual Shock has problems (mainly the ones you described, though I would also add the convex thumbpads and the difficulty of using all four shoulder buttons effectively), but it's still better than anything else that's out right now, with the arguable exception of the XBox S. And since the Dual Shock was designed long before the XBox S was, that's not too shocking; in fact, a few simple changes would likely make the DS the best traditional controller possible. Unfortunately Sony doesn't like to change designs, but I'm pretty hopeful that the XBox 360 controller will turn out to come close to that sort of perfection.

      They're both a lot better than the GameCube controller with its ridiculous face buttons, the tiny D-pad and right analog stick (you complain about the split D-pad on the DS and don't complain about that?), the springy shoulder buttons, and the badly-placed Z button. The only post-8-bit standard controllers I can think of that are worse are the ones for the Dreamcast and the N64.

      Rob

    4. Re:I agree for the most part by Anonymous Coward · · Score: 0

      I like the consistant cramps dual shock controllers give my thumb to reach waaaay out there for the joystick.

      The buttons on the gamecube are awesome. I love the way i can just roll my thumb to each of the other buttons without havin to take it off the a button. Just keep the ball of your thumb on the a, the tip of your thumb can hit the y and roll it left or right for b and x. There isn't much real difference between the gc and other controllers, just the a button is bigger and the other buttons look different. THEY LOOK DIFFERENT OH MY GOD!

    5. Re:I agree for the most part by macshit · · Score: 2, Insightful
      Let's put it this way: both the dualshock (2) and the gamecube controller have various flaws which are fairly well agreed upon:

      GC flaws:
      • Overly small d-pad (a flaw only for "d-pad oriented" games; many games actually use this simply for item selection etc., which doesn't depend on the size).
      • Non-symmetrical sticks/too-small C-stick (for games which need two sticks)
      • Small and hard to press z-button

      DS2 flaws:
      • Painful and hard to use d-pad (a flaw for d-pad oriented games -- but it's pretty strange that such a bad d-pad is still in the prime location on the controller)
      • Badly placed analogue sticks (well... a pretty basic problem)
      • Inconsistent button usage

      The GC controller flaws seem to result from a certain over-emphasis on a particular style of controller usage -- certain controls are emphasized at the expense of others -- but it's pretty clear that Nintendo thought through their preferred control scheme and made the controller work well for that case.

      The DS2 flaws, on the other hand, are harder to characterize, and seem to stem from a lack of attention to detail -- both the d-pad and analogue sticks are annoying to use for different reasons. It has a much more generic feel, which is good in some ways (more flexible) and bad in others (less optimized).

      So based on your particular style of gaming, there are reaons to prefer one or the other -- but if an article like this makes any pretense at an evenhanded analysis, a conclusion that the DS2 is great and the GC controller sucks is simply bizarre.
      --
      We live, as we dream -- alone....
    6. Re:I agree for the most part by BenjyD · · Score: 1

      I own a PS2 and a Gamecube, and I have to say I much prefer the GC controller. It feels better to use and the buttons are different shapes so it's easier to remember which is which. I find I can pick up control schemes much quicker on the GC than on the PS2.

    7. Re:I agree for the most part by Pluvius · · Score: 1

      The GC controller flaws seem to result from a certain over-emphasis on a particular style of controller usage -- certain controls are emphasized at the expense of others -- but it's pretty clear that Nintendo thought through their preferred control scheme and made the controller work well for that case.

      That would be fine if the GameCube was intended to play only Nintendo games, but, whoops, it's not! That's really emblematic of the problems that Nintendo has had in console hardware for the past decade: They don't seem to care about third parties, even though that's where most of a console's profit stems from. It's kind of funny that people jeer Ken Kutaragi for saying "developers will have to adapt" but don't say a thing when Nintendo does something similar.

      Rob

  19. Missing controllers by AuMatar · · Score: 1

    He completely skipped alternate controllers from the listing. He didn't mention abysmal failures like U-force and the Powerglove. He also missed out on awesome ones like the NES MAX. Which happens to be my all time favorite NES controller by the way- turbo buttons, good egronomics, and I likes the black rim much more than the traditional Dpad.

    --
    I still have more fans than freaks. WTF is wrong with you people?
    1. Re:Missing controllers by sznupi · · Score: 1

      Or NegCon - best driving games controller IMHO...

      --
      One that hath name thou can not otter
    2. Re:Missing controllers by MilenCent · · Score: 1

      I could never get used to the Max. The NES Advantage, however... was awesome. It was an arcade-style, ball-top joystick!

      Happy, happy, so happy.

  20. NES Max by Fiz+Ocelot · · Score: 1
    This little gem seems to have been forgotten, the NES Max. Google image search

    Ok, sure it has its flaws, but Nintendo was on the right track here. It's almost like they were thinking of putting an analog stick there, but it just didn't quite make it unfortunately. It's also far more ergonomic than the original NES controller. Unfortunately the d-pad just didn't work too great. I still have one gathering dust somewhere.

  21. TFA has some notable problems and oversights. by Anonymous Coward · · Score: 4, Insightful

    From the Dual Shock 2 segment:

    "This is the current gold standard."

    Wait. Hang on a second. The author says the SNES controller was crap (even though it introduced shoulder buttons). They also say the N64 controller was practically an abomination (even though it introduced analog thumbstick and rumble).

    Now, stay with me here.

    The Playstation Dual Shock controller is very simply an SNES controller with handles, analog thumbsticks, and rumble. How is it that this sets the "gold standard" when all of its components are from such "inferior" products? The beloved Dual Shock is a conglomeration of Nintendo ideas, layouts, and engineering that is almost 15 years old now. Also, it bears mentioning that Sony intentionally violated standing patents and copyrights and included the rumble feature without paying the license fees like Nintendo and Microsoft did. The Dual Shock 2 is a hack and a ripoff, the thumbsticks are poorly actuated, and the d-pad is harsh and uncomfortable. Will someone please tell me how that qualifies it as "the gold standard"? Is it because everyone uses it? Is that what makes it the best?

    Now, a couple other things to think about. Here are a list of things that Nintendo invented:

    D-Pad
    4 Face Button Layout
    Analog Thumbstick
    Rumble Feature
    Viable Wireless

    They invented EVERYTHING that every other company uses. Please explain to me why that makes their controllers the worst available pieces of hardware? See I would have thought that would make their controllers cutting edge, the best available technology at any given time, and the guiding light destined to be copied and copied poorly by whichever other companies are occupying the video game market at the time.

    One other thing to consider. I have a friend who used to have a bit of a temper when gaming. We played lots and lots of PS2 and gamecube. PS2 controllers will shatter under relatively little force - one strike against a refrigerator and they are just toast! However, my friend through my wavebird all the way across the livingroom THROUGH one of our kitchen cupboards, and it only has a slight scratch on the Z-button.

    I just think that says something quality of the Nintendo products.

    1. Re:TFA has some notable problems and oversights. by Marc_Hawke · · Score: 1

      I was waiting for him to get the the PS controllers specifically to see if he said that.

      I've not used a controller that was better. It's the symmetry. Sure these other ones might be better for specific games, but you can't make a jumbled mess of buttons and have it work well for 10 years worth of games.

      That's why the PS3 controller did funky stuff with the handles, but didn't touch the button layout.

      --
      --Welcome to the Realm of the Hawke--
    2. Re:TFA has some notable problems and oversights. by falcon9x · · Score: 1

      Not quite an SNES controller. As said earlier by another poster, the SNES 4 button layout had two concave and two convex buttons. This makes it incredibly easy to determine which button you are pushing without looking. I still have to look at the controller when a PS or PS2 game says push the [triangle|square|circle|x] button. Granted I don't own a PS2 or a PS, but I don't own a Sega Genesis, but I can determine the buttons by touch (braille-ish type dots on the surface of the button). This really isn't an issue with Nintendo controllers. Whoever designs those things is a genius.

  22. Thoughts on the article by RogueyWon · · Score: 1

    By and large, I agree with most of the conclusions. It would have been nice to see a little more (or indeed, any) discussion of classic PC controllers, from the era when the joystick was king. Anybody else remember the Thrustmaster F16?

    On the current generation controllers, I think it's maybe a little harsh on the X-Box S-controller. Yes, the white and black buttons aren't brilliantly placed, but it still has a number of advantages over the dualshock. A single set of shoulder buttons, rather than two, feels more intuitive and it's much, much easier to use the S-controller's shoulder buttons in an analogue capacity. I suspect this may be why PS2 driving games (such as Gran Turismo 3 and 4) tend to default to using the face buttons to emulate pedals, while the X-Box games (such as Forza), usually default to shoulder buttons. On balance, I'd take a good set of shoulder buttons either time. I also find the S-controller's analogue sticks a bit stiffer, which is nicer for playing fpses and driving games, although perhaps less good for twitch-shooters and beat-em-ups.

    Oh, and while Nintendo may have been pioneers with wireless controllers during this generation, let's not forget that they used a pretty unscrupulous practice to encourage adoption. The cable length on the default Gamecube controller is PATHETIC. I like to sit a decent distance from my TV to play games. This means that if I want to play a Gamecube game, I have to pluck the system out of the cabinet and put it in the middle of the floor. Not impressed.

    1. Re:Thoughts on the article by barawn · · Score: 1

      This means that if I want to play a Gamecube game, I have to pluck the system out of the cabinet and put it in the middle of the floor.

      Uh...

      This seems like a simpler solution.

    2. Re:Thoughts on the article by rohlfinator · · Score: 1

      "Oh, and while Nintendo may have been pioneers with wireless controllers during this generation, let's not forget that they used a pretty unscrupulous practice to encourage adoption. The cable length on the default Gamecube controller is PATHETIC."

      If you think the short controller cables were meant to sell WaveBirds, you're kidding yourself. The wireless controllers were released almost a year after the launch of the system. WaveBirds sold because they are high quality and reduce cord mess (which, incidentally, is a bigger problem with long cables).

      Complaining about cord length is pointless, since the chosen length is quite arbitrary. For any dorm room, bedroom, or average entertainment area, six feet is plenty of length. Nine feet isn't some kind of "magic number" when it comes to cord length. If your TV was ten feet from your sofa, you'd be complaining about the PS2 and Xbox cords, too.

  23. He's wrong about the Dual Shock 2 by metamatic · · Score: 3, Funny

    The fire buttons on the Dual Shock 2 are actually a minor masterpiece of ergonomics.

    The circle button is the one next to the circular right edge of the joystick. The square button is the one next to the square center section. The triangle button points up. So all the symbols relate to the physical feel of the joystick in your hands, without looking at it, with the sole exception of "X" which I don't find hard to remember.

    On the other hand, the GameCube controller does what he suggests, and labels each button with a letter. And as a result, every time a game tells me to push "X" or "Y" I have to pause, look down at the controller, and hunt for the symbols.

    I dunno, maybe "X" and "Y" make sense to people who are long time Nintendo zea^H^H^Hfans, but I can't deal with it at all.

    At the same time, he misses the really big problem with the Dual Shock 2, which is that the L1 and R1 buttons are impossible to keep fingers on comfortably while using the analog sticks. With my thumbs on the analog controls, my hands raise up and my trigger fingers naturally slide down to L2 and R2.

    I did see a third party joystick which had L1 and R1 lower, and L2 and R2 banked slightly behind them, so that the natural grip was to have all four shoulder buttons under fingers, and thumbs on the analog sticks. Unfortunately, my experience of third party joysticks has been pretty negative.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    1. Re:He's wrong about the Dual Shock 2 by Anonymous Coward · · Score: 0
      The circle button is the one next to the circular right edge of the joystick. The square button is the one next to the square center section. The triangle button points up. So all the symbols relate to the physical feel of the joystick in your hands, without looking at it, with the sole exception of "X" which I don't find hard to remember.


      So it's got a great layout because you can come up with a convoluted explanation of the inscrutable symbols on the buttons?
    2. Re:He's wrong about the Dual Shock 2 by focitrixilous+P · · Score: 1
      The circle button is the one next to the circular right edge of the joystick. The square button is the one next to the square center section. The triangle button points up. So all the symbols relate to the physical feel of the joystick in your hands, without looking at it, with the sole exception of "X" which I don't find hard to remember.

      On the other hand, the GameCube controller does what he suggests, and labels each button with a letter. And as a result, every time a game tells me to push "X" or "Y" I have to pause, look down at the controller, and hunt for the symbols.

      You neglect the fact that the GameCube buttons are DIFFERENT SHAPES, which are typically shown in game. so X is curved one way, and Y the other. A is huge, and B is small. Most games will display the shape or color in addition to the letter. In Resident Evil 4, for example, when you need to hit a button combination, the button shapes appear on screen, for easy hitting.

      Your odd device for remembering PS buttons doesn't make sense to me. It seems like you made it up to fit the controller, rather than the controler being designed with that in mine. The X thing kind of proves it.

      --
      SAILING MISHAP
    3. Re:He's wrong about the Dual Shock 2 by macshit · · Score: 4, Insightful

      On the other hand, the GameCube controller does what he suggests, and labels each button with a letter. And as a result, every time a game tells me to push "X" or "Y" I have to pause, look down at the controller, and hunt for the symbols.

      This is confused (have you ever played a game on the gamecube?) -- the gamecube buttons are dramatically different shapes, sizes, and colors, and games inevitably refer to them by showing little pictures of the button in context; you can locate them by feel. As far as I can tell the letters are never used except in online walk-throughs and the like (and for this particular purpose, using letters for each is a fantastic idea).

      Morever, the gamecube has an extremely standard set of uses for the buttons (the "main/fire/activate/confirm" button is always big central button, the "back" button is always the little circular button next to it, etc).

      The playstation buttons, being identically sized and symmetrical, are actually rather easy to get confused -- and games make this worse by being inconsistent about button assignments (if it were always "circle means confirm etc." that would kind of nice, but it's not).

      What's pretty clear is that nintendo puts quite a bit of effort into the ergonomics of their controllers and does a lot of user testing (their most famous developer, miyamoto, is famously obsessed with the subject). Based on the often glaringly obvious problems with Sony controllers (the PSP analogue nub being a great example), it doesn't seem that Sony does much testing at all, and more or less treats controllers as simply another element of the unit's aeshetics.

      The main problem with Nintendo's controllers, as far as I can see, is that they seem to do the bulk of testing with their own game designs, so that the results are sometimes awkward for games ported from other consoles and perhaps certain game genres with well-established controller conventions (e.g. fighting games where everybody is crying out for 17 face buttons...).

      --
      We live, as we dream -- alone....
    4. Re:He's wrong about the Dual Shock 2 by Anonymous Coward · · Score: 0

      Concerning Gamecube X and Y - ever hear of the cartesian coordinate plane? X is horizontal => to the right while Y is vertical => up. This is at least as sensible as your odd 'circular' 'square section' 'triangle points up' logic.

    5. Re:He's wrong about the Dual Shock 2 by metamatic · · Score: 1

      I never had any problem remembering which button was which without looking at the controller. There's nothing convoluted about relating the symbols to the physical shape of the controller.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    6. Re:He's wrong about the Dual Shock 2 by metamatic · · Score: 1
      You neglect the fact that the GameCube buttons are DIFFERENT SHAPES, which are typically shown in game. so X is curved one way, and Y the other. A is huge, and B is small.

      And once you have to refer to the buttons by shape, you may as well forget the letters, as they're superfluous and unhelpful, which was my point.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    7. Re:He's wrong about the Dual Shock 2 by metamatic · · Score: 1

      I own a GameCube, and have put in many hours playing games on it.

      The Zelda "Ocarina of Time" GameCube disc refers to the buttons by label, without pictures of them. That was how I discovered how utterly useless the labels are. If you have to put up a picture of the button, you might as well skip the letter entirely.

      I agree that the GameCube controller has excellent ergonomics. I wasn't criticizing it, I was using it as an example of the uselessness of letters as button labels.

      (Sheesh, some Nintendo fans are sooo touchy.)

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    8. Re:He's wrong about the Dual Shock 2 by metamatic · · Score: 1

      It may be sensible, but it's intellectual. When I'm playing a game, I don't want to be thinking about the controller; I want to feel the right button on a pre-verbal pre-mathematical level.

      Something I forgot in my original posting is that Sony *did* make the "arbitrary labels" mistake on the Dual Shock 2--the shoulder buttons. Whenever a game tells me to push L1 or R1 or L2 or R2, I have to stop and think which button is "1" and which is "2". (I also have problems with L and R, but I assume I'm unusual in that respect--I think it's to do with being ambidextrous.)

      Part of the problem is that, as I mentioned, the L2/R2 buttons are the ones my fingers naturally rest on, so to me those are the "primary" buttons, and the little L1/R1 buttons I have to move my fingers to push are the secondary ones.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    9. Re:He's wrong about the Dual Shock 2 by Joe5678 · · Score: 1

      The 'x' button is on the x-axis the 'y' button is on the y-axis.

      Once you look at it that way it's a lot easier. I'm not saying those two buttons a good idea, just that it's a lot easier if you keep that in mind.

    10. Re:He's wrong about the Dual Shock 2 by ildon · · Score: 1

      In Japan, O means affirmative and X means negative. That is why they're in the same position as A (traditionally "ok" in NES and SNES) and B (traditionally "cancel" in NES and SNES) were on the SNES controller (which the psx controller is an unashamed knock-off of).

      For some reason when they released the Playstation in Japan, either Sony or the game developers decided to arbitrarily start making X "ok" and O "cancel". So now PSX/PS2 games randomly assign all their buttons to the point where you have to read the manual to start playing.

      Anyway, on the SNES, it took me a long time to memorize which was X and which was Y, and I still screw it up (more for lack of use than anything else). It took me twice as long to learn the buttons on the PSX, and the only reason I still know is because the controller is still exactly the same 10 years later.

      On the Gamecube, you always know which button is "ok", the gigantic green button that SCREAMS "yes", and you always know which is cancel, the little red button ("STOP!"). As someone else pointed out, every game I've played on the GC (that wasn't a completely half-assed port, meaning it's the fault of the game designers and not the controller designers) has used a picture or graphic to display which button to press. They don't just say "X" or "Y". The buttons are different shapes and just seeing the little ) is enough to figure out which button it is.

    11. Re:He's wrong about the Dual Shock 2 by ildon · · Score: 1

      So basically you're saying that a game that was half-ass ported from the n64 is the only game that has this problem, correct?

    12. Re:He's wrong about the Dual Shock 2 by metamatic · · Score: 1

      No, I'm saying that the letters don't aid use of the controller.

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
  24. I call b.s. by i8urtaco · · Score: 1

    About the Colecovision controller:
    It's really convenient for no one, and this pad provided no improvements over the Atari classic.

    Anyone who grew up with both an Atari 2600 and Colecovision will tell you, the Colecovision controller did provide improvements. Sure, some of them were minor, such as using the numeric pad to select the gameplay options instead of flipping a dip switch on the console like Atari; but by far the biggest improvement was comfort. Playing Centepede (sp?) for half an hour on an Atari controller will tend to cause pain in your "stick hand", especially when the controller starts to lose responsiveness due to intense play and you really have to put some effort into moving it. In contrast, the Coleco controller was leaner, making it easy for a child to hold, it was symmetrical, making it easy for a lefty to play, and the "D-Pad" was as easy to maneuver as today's analog sticks.

    1. Re:I call b.s. by Anonymous Coward · · Score: 0

      I found the ColecoVision controller to be much less comfortable than the Atari stick. It was both too wide and too thick, making it very strenuous to hold with your thumb on one button and your finger on the other. The joystick was too short and too stiff, making it difficult to move, and the disk-shaped top served no purpose whatever (although I suspect that the original design called for it to be a rotary control.)

      The number keys were cheap and stiff, and much too large, effectively removing the lower ones from accessiblity during gameplay. I *hated* the ColecoVision joystick.

      Now, the Wico "PowerStick" controller for the ColecoVision, on the other hand, is one of my favorite controllers of all time.

      And, of course, nothing, not even the miserable controller for the Odyssey2, could be worse than the crime against humanity that was the controller for the Atari 5200.

  25. Right on. by Alkaiser · · Score: 1

    It's like the "reviewer" didn't realize that this thing was meant to be used with two hands and not one. You held it with your left (or right) and hit the buttons with the thumb and index fingers, and you used the other hand to control. It was the old Gold Standard.

    In my house we specifically used the Coleco-stick for all our old-school gaming. We used it on the C-64, the Atari, and the TI 99/4A. It was the best there was at the time.

    --
    Netjak.com independent reviews of domestic & import video ga
  26. Epyx 500XJ by Xian97 · · Score: 1

    The later alternative to the Atari 2600 joystick was the Epyx 500XJ. Much more ergonomic than the basic joystick but still just a single button. My only complaint was that it was for right handed players only and one friend that I used to play with couldn't use it.

  27. Nintendo Revolution Controller by Anonymous Coward · · Score: 0

    Ok, this makes me more confident that the Revolution controller is severely needed for the next generation of video games.

  28. Atari 5200 by Megane · · Score: 1
    Nice to look at, painful to use, impossible to keep working. In had much of what we have come to expect from modern controllers (except the D-pad): lots of buttons and an analog stick, with start/select/pause buttons on the controller itself.

    While the fire buttons on the side were somewhat less painful than those of the Colecovision (at least they didn't need two pounds of force from your thumb), and favored either hand (the same two buttons were duplicated on both sides), Atari's bleeding-edge use of flex circuits was their main downfall.

    In addition to the circuits being fragile (if you didn't know how to open the controller properly, you would ruin it), oxidation of the tin contacts made the buttons unreliable within a year, even if you didn't use them. One of the later versions had graphite coating on the contacts which made the buttons reliable, but Atari didn't realize this and settled on a final revision with uncoated contacts. They probably knew that gold plating would fix them but were too cheap by then to use gold.

    And if the buttons didn't fail, one of the fifteen wires in the 6mm thick cable would break and make your control useless anyhow. Or one of the (non-socketed) CMOS input buffer chips on the motherboard would blow out.

    It sucked for gamers, but was great for Atari. That thing had over a dozen patents associated with it. Too bad none of them related to ergonomics.

    I actually made an adapter which connected one side of the fire button to a big piece of foil, then I would wrap another around my toe and clip it to the other side of the fire button. My "Foot Control[tm]" kicked total ass.

    --
    #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  29. Debatable... by Wraithfighter · · Score: 1
    Look, the guy has his own opinion on the controllers, I have mine, you all have yours, and boy is everyone voicing theirs...

    Anyway, I've found that I prefer the PS2 and Xbox controllers over the gamecube one, but not by a huge amound.

    Xbox: I love the left thumbstick location, making it the clear default choice for when you go to move something. The four main face buttons are well done, with both letters and colors identifying them. I wish that the black and white buttons could be shoulder buttons instead, and it is a little big, although not as big as the classic version.

    PS2: Its small and light. I was able to play the PS2 with a cast on my left arm, for god sakes, its that tiny. Not a big fan of making the left analog stick constantly looking like an afterthought, but, hey, that's just me. In the end, though, its really solid, with all of the buttons easily accessible.

    GC: I hear the point made about the different button shapes, but, seriously, when was the last time a gamer, soft or hardcore, couldn't tell where each button was without looking at the controller? But, still, it does come in handy for first time players, and I love the analog triggers. But the right thumbstick I've never really liked, and, gasp, its short a button. That last button can get annoying when dealing with cross-platform games...

    Just sayin', guys, that he's wrong on some counts and right on others. Doesn't mean he can't present his opinion.

    --
    Beyond the Polygons : Because 50,000 polygo
    1. Re:Debatable... by barawn · · Score: 1

      But the right thumbstick I've never really liked, and, gasp, its short a button.

      I don't understand the "short a button" argument. Games that actually use 8 buttons are poorly designed. Plain and simple. It's far easier to add an extra button than to figure out a way to simplify gameplay. That's why the GC's controller is nice, because it encourages developers to simplify gameplay and to reduce the button usage. But saying 7 buttons is worse than 8 is just silly, especially when the shoulder buttons on a PS2 controller are awkward, and the black and white buttons are awkward as well.

      Just sayin', guys, that he's wrong on some counts and right on others. Doesn't mean he can't present his opinion.

      He's not consistent. That's the problem. He starts off by saying that the Genesis controller's 3 button layout is better than the SNES's 4 button layout, and then later criticizes Nintendo for not using the standard 4 button layout.

      In general, he never actually really addresses the entire topic - ergonomics of the controller.

    2. Re:Debatable... by Pluvius · · Score: 1

      Games that actually use 8 buttons are poorly designed.

      That's Nintendo's argument, and it's a stupid one. They would say that Nethack is poorly designed because it uses like 50 keys, but I'd like to see them come up with a better way to configure the keymap for that game that drastically reduced the number of keys used.

      Rob

    3. Re:Debatable... by Anonymous Coward · · Score: 0

      "oh boo hoo hoo it's too hard!" That's all I hear when people complain about not being able to reduce their interfaces. A complex interface is a bad interface. Most gamecube games, including the absolutely superior Resident Evil 4, mainly use 3 buttons + joystick, and there is no lack of complexity in the gameplay.

      Here is an example of one of my favorite button-reducing tricks (although it is from a pretty awful game):

      Turok 2: Seeds of Rage for the N64 featured 16 weapons, which could be accessed using a total of 3 buttons, and a maximum of 2 button presses per weapon. Because the N64's analog stick featured the indents in eighths, they divided the weapon selection up into 8 basic weapons and 8 uber-weapons. by pressing the first of the 2 weapon select buttons plus one joystick direction, you could switch instantly to one of the eight basic weapons. by pressing the second weapon button and one of the eight joystick directions, you could access the other eight. It was a pretty brilliant way of combining the convenience of the 1-0 keys on a keyboard with the accessibility of a console controller.

      I will not speak of the game's numerous other faults :) but IMO they did a damn good job on their weapon selection UI.

    4. Re:Debatable... by grumbel · · Score: 1

      ### I don't understand the "short a button" argument. Games that actually use 8 buttons are poorly designed. Plain and simple.

      The problem is that a lot of games simply are poorly designed or better not designed with the GC controller in mind, its a fact of live and it won't change anytime soon. Providing a gamepad with not enough buttons simply makes it a pain for the player to play these games and it makes the console as a whole a lot less attractive for third party games, since those are basically never properly adapted.

      ### That's why the GC's controller is nice, because it encourages developers to simplify gameplay and to reduce the button usage.

      Games that are developed for all three consoles for most part simply completly ignore that and this leads to completly horrible button mappings (MGS: Start+A[1], games that use Z-trigger for important actions, etc.). The GC controller doesn't really encourage anybody beside first party developers, the rest simply works around the limitations in most often horrbile ways.

      The Gamecube controller is my favorite of the three, however the lack of buttons really is a problem and I really would like if Nintendo would stop trying to be simple as the rest and provide a consoler that actually works properly with ALL the games and not just that handfull that is released by Nintendo.

    5. Re:Debatable... by Pluvius · · Score: 1

      Turok 2: Seeds of Rage for the N64 featured 16 weapons, which could be accessed using a total of 3 buttons, and a maximum of 2 button presses per weapon. Because the N64's analog stick featured the indents in eighths, they divided the weapon selection up into 8 basic weapons and 8 uber-weapons. by pressing the first of the 2 weapon select buttons plus one joystick direction, you could switch instantly to one of the eight basic weapons. by pressing the second weapon button and one of the eight joystick directions, you could access the other eight.

      Boy, you're right, that doesn't sound arbitrary or nonintuitive at all. I'm all for game designers removing needless control bloat, but the solution you just gave sounds worse than the problem. Compare to a PC FPS, which uses about five (on average) weapons keys, each of which covers a different weapons type (pistols, rifles, etc.) and you have to press each two or three times at the most to get to the desired weapon. Uses more keys, but it also requires a lot less memorization (and what memorization it does require is more intuitive).

      I still haven't seen an alternate keymap for Nethack, BTW. Maybe you can criticize people for not reducing control complexity when you prove that you can do it yourself in such a way that won't degrade gameplay for the majority of users.

      Rob

    6. Re:Debatable... by gameboyhippo · · Score: 1

      That's Nintendo's argument, and it's a stupid one. They would say that Nethack is poorly designed because it uses like 50 keys, but I'd like to see them come up with a better way to configure the keymap for that game that drastically reduced the number of keys used. Rob After all the Atari Jaguar had the best controller in the world right? Nope guess not. My personal favorite is the GCN controller. It makes button mapping consistant. I don't know of any game that doesn't utilize the A button as the main button. As for the PS/XBox controller, it isn't as consistant. Some games use one button as the main input, others use a different one. Even games in the same series! (FF7 & FF8 is a good example). Besides what other controller can you do the fast button rub trick on without a spoon?

    7. Re:Debatable... by barawn · · Score: 1

      Boy, you're right, that doesn't sound arbitrary or nonintuitive at all.

      Play the game before you pass judgement. Chording (using multiple keys at once) is much easier than remembering individual key locations. That's not just an opinion - that's been proven repeatedly by scientific studies. It's just hard to get people to change.

      Reread the description for Turok 2 again. Instead of having 16 different button presses, they grouped them into two sets (better for memory as to the power of each one) and you don't even have to move both of your thumbs much. It's an extremely intuitive solution.

      I still haven't seen an alternate keymap for Nethack, BTW.

      Nethack is a Rogue derivative. Is there a Rogue derivative for consoles already? Yah, Square made one: Chocobo's Mysterious Dungeon. Lo and behold, what did it use? A menu, and a bunch of context-sensitive keys.

      It should be noted that a lot of the keys in Nethack are pointless anyway, and could be replaced by context-sensitive stuff. "Go up a staircase/down a staircase", "open door/close door/kick down a door" are things that can only be done when you're near a certain object. Therefore you don't need a dedicated button - you just need one button, and proximity to the object indicates what you want to do.

      At the very least, you absolutely don't need "open door" and "close door".

      Plus it has a lot of redundant keys as well: "take off armor, put on armor, wield weapon" and "tell what kind of armor" "what kind of rings" etc. Those could all be easily replaced with either a menu or a button combination.

      I don't fault Nethack. It used the interface it was given. But don't even try to suggest that Nethack couldn't be ported to a console with few keys. It's been done.

    8. Re:Debatable... by barawn · · Score: 1


      The Gamecube controller is my favorite of the three, however the lack of buttons really is a problem and I really would like if Nintendo would stop trying to be simple as the rest and provide a consoler that actually works properly with ALL the games and not just that handfull that is released by Nintendo.


      It's 1 button! Come on! Are you really telling me that you think it's so hard for a game developer to reduce the button count by one that they can't do it?

      Honestly, this is stupid. The only reason you end up with stupid mappings is because certain developers are lazy with the GC port. This isn't Nintendo's problem. They provided a better controller, and developers are just screwing it up. Blame the developer, not Nintendo.

    9. Re:Debatable... by grumbel · · Score: 1

      ### It's 1 button!

      Sure about that? I count 4 more on the PS2 Pad.

      Gamecube: DPad, 2x Analogstick, Start, Z, A, B, X, Y, L, R

      PS2: DPad, 2x Analogstick, Start, Select, X, [], O, /\, L1, R1 and in addition L2, R2, L3, R3

      Plus all buttons on the PS2 are analog, while the Gamecube only has two of them.

    10. Re:Debatable... by grumbel · · Score: 1

      ### I don't understand the "short a button" argument. Games that actually use 8 buttons are poorly designed.

      Not every game can be SuperMario with only one Jump and one Run button. Back when there still were flightsimulators it wasn't uncommon to have a whole PC keyboard full of functions, many keys even mapped two or three times. And beside other things this ability to have full controll over a whole lot of stuff made, camera modes, engines and such made those games fun, a hell lot of fun. Sure, we don't see those games much often these days, and even much more seldomly on consoles, but the point is that not every game tries to be so simple as SuperMario and that is actually a good thing, not because Mario is bad, but because more choice is always good.

    11. Re:Debatable... by barawn · · Score: 1

      Sure about that? I count 4 more on the PS2 Pad.

      and only 1 more on the Xbox pad. If you're talking about cross platform capabilities, then you need to consider what's common between the other two.

      It's 1 if you ignore "select" (only the second shoulder button is missing).

    12. Re:Debatable... by barawn · · Score: 1

      Not every game can be SuperMario with only one Jump and one Run button.

      Sigh. Why do people misunderstand game design?

      Almost every game has a "most commonly used" button. The ones that don't are typically Street Fighter-type games, but even those tend to have a more commonly used attack and less commonly used attacks.

      Besides, honestly, if it's impossible to make Street Fighter-type games work effectively on a GC, then you just make another controller specifically for those games. But so far there hasn't been a need for it.

      Nintendo games aren't simple. Hell, look at Metroid Prime, which uses all the buttons on the controller. But the point is that almost all games have a "most commonly used" button, and several secondary (less used) buttons. The games that most people here are complaining about are either poorly ported (Metal Gear Solid - that's just ridiculous) or Street Fighter type games (Soul Caliber).

      Here's the point: The GC controller is ideal for probably about 90% of all games, and less than ideal for about 10%. The PS2 controller is ideal (well... somewhat - a 6-button Genesis controller is probably most ideal) for about 10% of games, and less than ideal for 90%.

      Racing games, FPSs, platformers, 3D platformers, RPGs, and sports games all have 1 main action. For those games, the GC controller is ideal.

      The GC controller isn't simple. It still has far more buttons and controls than any sane game would use. It just arranges them to suit the vast majority of games better.

    13. Re:Debatable... by grumbel · · Score: 1

      Aehm, the XBox also has 4 more then Gamecube:

      XBox: DPad, 2x Analog, Start, Select, A, B, X, Y, L, R and additionally Black, White, left Analogstick button and right Analogstick button.

      Only difference between XBox and PS2 is that PS2 has two triggers, while XBox has the Black, White buttons

  30. Sorta. by Inoshiro · · Score: 1

    "The Genesis 3-button and 6-button controllers had identical buttons. You had no idea which ones you were pushing without looking down (or knowing from position). The three-button design was bad, not good"

    The six-button one wasn't the best, but you can learn that from muscle memory. In fact, that's how people play Street Fighter and many other 6-face button games. Plus, for the record, the B button had a little nub on it (not unlike the j and f buttons on a qwerty keyboard) to encourage you to "touch type" on the controller. It wasn't the best design, but it was a nice step towards their ultimate design, the Dreamcast controller.

    The Dreamcast controller got a lot right: colour coded buttons (like the Super Famicom), nubs in different directions (all buttons felt different), analog shoulder triggers that are useful (I can't race with a PS2 controller), and a decent shape that fits into your hands. But, the article did gloss over these points :)

    --
    --
    Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
    1. Re:Sorta. by barawn · · Score: 1

      The six-button one wasn't the best, but you can learn that from muscle memory.

      Well, I can learn a PlayStation's controller positions with muscle memory, but that doesn't stop me from hesitating a few times when a screen says "Push X" or "Push O".

      Plus, for the record, the B button had a little nub on it (not unlike the j and f buttons on a qwerty keyboard) to encourage you to "touch type" on the controller.

      Hey, you're right! I never noticed that before (... and that's sad, really). Not quite as intelligent as the SNES convex/concave, but still pretty good. Better than the crap PlayStation controllers, at least.

      and a decent shape that fits into your hands.

      Well, the DC controller is a little too big. It's not stupid Xbox big, but it was a little unwieldy.

  31. Depends on the player by lordperditor · · Score: 1

    Everyone has their own favorite based on their own individual experiences. I have been playing games since 1980 when you just had a knob to twist and have played with nearly all the controllers since. Of the latest batch I personally like the PS2 and Gamecube controllers, the Gamecube being the most comfortable for long sessions. Not to bash the Xbox but it has to be said (and you all know its true deep down) the XBox controller was a train wreck and damn uncomfortable to play with (I couldn't believe that they could get it soo wrong), they remedied this to some degree with the S model, I just hope they have learnt their lesson and give the 360 a comfortable controller.

  32. Yup, and here's my wish by Moraelin · · Score: 1

    A couple of months ago I was talking to a coworker about console games. And the invariable "yeah, but gamepads suck for FPS and RTS" pops up.

    That's the downside of this phenomenon that everyone basically copies a previous gamepad, with only minor tweaks: they also copy the limitations of it. We've been stuck with the "yeah, but for FPS or RTS you're better off with a PC and a mouse" syndrom for more than a decade already. And now I see that the next generation consoles _still_ did nothing about making a controller that's fit for those.

    So here's the idea we came up with: a gamepad with a trackball instead of the right thumbstick. (The left stick would remain a stick, of course.)

    Think about it. I've had co-workers that played multiplayer PC FPS (e.g., half life) on a trackball, and they weren't bad at all with it. And it would definitely rule for selecting units and clicking around in a RTS. Plus a few other possible uses, like point-and-click adventures.

    And for more traditional console games, I think it wouldn't be any worse than a thumbstick. In the vast majority of games the right stick either isn't used at all, or is used for looking around, or is used for scrolling text and such, like in Jade Empire. Neither would work any worse with a trackball.

    So that's my wish. That some console manufacturer would finally start shipping just that.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  33. Improper use of analog joystick... by wikthemighty · · Score: 1

    the 5200 controller was definately over-designed for the system, another huge flaw was that while the contoller sported a fairly nice analog stick, it was exactly the wrong type of controller for a system primarily marketed as an arcade system. Seems that the few games that actually used the controler as an analog one used it poorly as well.

    --
    "There are people who do not love their fellow human being, and I _hate_ people like that!" - Tom Lehrer
  34. His history is all wrong... by Master+Of+Ninja · · Score: 1

    Genesis controller better than the SNES? Even a tie? No way. The three button layout on the Genesis controller was a dog and made if hard to reach buttons. The SNES two button layout was much more comfortable, and it was only in the rare games (e.g. SFII) that it was a bit of a pain trying to re-configure buttons (but easy enough).

    In the end it was the SNES controller which has influenced modern controllers, with the button layout and the shoulder buttons. I personally think that the author has too much of a false romance for the genesis style three layout (or 2x3 layout in other sega controllers).

    They also have a strange fixation on the Dual Shock - they even miss out that the original PS controllers were not even dual shock. Overall a so-so article.