Slashdot Mirror


In Defense of the Classic Controller

Kotaku has an opinion piece by Leigh Alexander singing the praises of classic, button-rich controllers for the level of precision and complexity they offer. While the Wii Remote and upcoming motion-control offerings from Microsoft and Sony are generating a lot of interest, there will always be games for which more traditional input devices are better suited. Quoting: "With all this talk about new audiences — and the tech designed to serve them — it's easy to get excited. It's also easy to feel a little lost in the shuffle. For gamers who've been there since before anyone cared about making games 'for everyone,' having that object in our hands was more than a way to access the game world — it was half the appeal. Anyone who's ever pulled off a chain of combos in a console fighter can tell you about the joy of expertise and control. ... Gamers may suffer some kind of identity crisis as the familiar markers of their beloved niche evolve — or disappear entirely. The solution to that one's easy: Get over it. Like it or not, it's clear that gaming's not a 'niche' anymore, and its shape will change. The more pressing issue is whether or not controller-less gaming will truly make the medium richer. Making something 'more accessible' doesn't necessarily make it better."

251 comments

  1. Classic Controllers by emocomputerjock · · Score: 4, Insightful

    I have always maintained that the original SNES controller is the best gaming controller ever developed. It has the right feel, just enough buttons, and great responsiveness. I haven't seen a better pad in 20+ years of gaming.

    1. Re:Classic Controllers by sys.stdout.write · · Score: 5, Insightful
      So this quote doesn't fully address the One True Controller debate, but I think it's important to realize that we were all children when this equipment came out and we may have a bad case of rose-colored glasses.

      In the words of Douglas Adams:
      • everything that's already in the world when you're born is just normal
      • anything that gets invented between then and before you turn thirty is incredibly exciting and creative and with any luck you can make a career out of it
      • anything that gets invented after you're thirty is against the natural order of things and the beginning of the end of civilisation as we know it until it's been around for about ten years when it gradually turns out to be alright really.
    2. Re:Classic Controllers by Mushdot · · Score: 1

      It was the SNES controller that sprang to my mind before seeing your comment. That and I think the Gamecube controller are probably the best ones. I find that the PS/Xbox controllers always make my hands ache after playing for a while and I can never use them as instinctively as the Nintendo pads.

    3. Re:Classic Controllers by camperdave · · Score: 1

      In the words of Douglas Adams:

      • everything that's already in the world when you're born is just normal
      • anything that gets invented between then and before you turn thirty is incredibly exciting and creative and with any luck you can make a career out of it
      • anything that gets invented after you're thirty is against the natural order of things and the beginning of the end of civilisation as we know it until it's been around for about ten years when it gradually turns out to be alright really.

      That is so true. I think of this when I hear the phrase "classic controller". This is new fangled and weird. I can't imagine playing Star Raiders, or Crossfire with one. (Well, I could, it's just that all my reflexes are trained to have a fire button under my left thumb.)

      --
      When our name is on the back of your car, we're behind you all the way!
    4. Re:Classic Controllers by jollyreaper · · Score: 4, Insightful

      So this quote doesn't fully address the One True Controller debate, but I think it's important to realize that we were all children when this equipment came out and we may have a bad case of rose-colored glasses.

      You raise a good point with the curmudgeon angle. I can't stand playing shooters with a console controller, I need a mouse and keyboard. But this does not discount that there are people very, very good with the console controller. You probably can't argue the inherent superiority of one over the other but you can certainly see how personal preference can enter into it. I grew up on mouse and keyboard control for shooters so it feels more natural.

      There's probably still good room for controller innovation and it would also depend on the kind of game you're playing. Digital controls suck for racing. The analog sticks are ok but you really need a wheel for it to feel right. Likewise, flight sims don't feel right with anything other than a proper joystick to control the aircraft.

      I think there's a lot of room out there for controller innovation but the downside is that it greatly increases the cost of the game. I was skeptical about the potential for Guitar Hero due to requiring an expensive guitar controller for the full experience. I was extremely skeptical about the equipment cost for Rock Band. Turns out those games were popular enough to support it. The Wii motion controller is great for games designed with it in mind but there are many genres where the motion controller just doesn't cut it, you need a traditional gamepad.

      We've traditionally seen more innovation in the arcade game market since the special hardware development is simply part of designing the game and it all comes with the cabinet. As electronics become cheaper, we might end up seeing more customized controllers for specific games.

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    5. Re:Classic Controllers by castironpigeon · · Score: 1

      That, or the Sega Genesis controller. Every controller to come out after those two has been a real pain in the ass to use.

      --
      mmmm...forbidden donut
    6. Re:Classic Controllers by hedwards · · Score: 1

      Well, I can't stand playing shooters with a keyboard and mouse, I'm only willing to use a keyboard.

      Or in other words, get off my lawn. This new technology of a decade ago both confuses and infuriates me.

    7. Re:Classic Controllers by Anonymous Coward · · Score: 0

      I have to agree with this.

      Due to an accident I lost the upper phalanx of my left hand thumb when I was a kid.

      However, I could play using the the NES and more importantly the SNES controllers without any trouble.

      Present day controllers have these analog sticks which are positioned at the center of the controller, unfortunately it is not easy for me to play with them (I can, but need to make an effort to reach the stick).

    8. Re:Classic Controllers by PrescriptionWarning · · Score: 1

      While I'm completely with you on the SNES controller, I do have a one beef with the Gamecube controller.

      I remember always having a problem with realizing the Z button was there just above the right trigger. Sure I'm now used to the X360 with the buttons above the left and right bumpers, but for some reason only having one on the right side felt weird at the time coming from the N64 controller where the Z was on the bottom like a trigger.

    9. Re:Classic Controllers by Hatta · · Score: 1

      Have you used a Saturn pad? 6 buttons on the face, 2 shoulders, a great d-pad, and really crisp response. It's particularly loved for fighting games, where 4 face buttons just aren't enough. It's actually in such demand that Sega released a new USB version.

      --
      Give me Classic Slashdot or give me death!
    10. Re:Classic Controllers by Hatta · · Score: 1

      I can't stand playing shooters with a console controller, I need a mouse and keyboard.

      What would you use a mouse for? Shooters are best played with an arcade stick.

      --
      Give me Classic Slashdot or give me death!
    11. Re:Classic Controllers by thedonger · · Score: 1

      Don't forget about the "super action controller" for the Colecovision. It was the pistol grip-style, four buttons on the grip, a joystick, a dial-like thingy, and a keypad. Hell, I bet you could play Guitar Hero with it...

      --
      Help fight poverty: Punch a poor person.
    12. Re:Classic Controllers by Hubbell · · Score: 3, Insightful

      The XBOX 360 controller imo is the best one to ever come out. Could you perform the dozens of different actions/moves in modern games with a snes controller? No. The 360 controller has the sticks offset which is MUCH more natural feel and orders of magnitude better than the Playstation design, the 2 triggers, 2 bumpers, and 4 buttons are also setup in a way that is extremely easy to use and very intuitive.

    13. Re:Classic Controllers by emocomputerjock · · Score: 1

      I have! I've used everything from the Odyssey through the Wii - I'm talking trackballs, light pens, R.O.B., the Atari paddle controllers (which are my 2nd favorite of all time thanks to Pong and Night Driver) and nothing has played as well as the SNES controller across so many games for any of the systems I've played. Heck, it was even useful in RPGs like FF3(6). On a related note, the worst controller of all time was the CDi.

    14. Re:Classic Controllers by Anonymous Coward · · Score: 0

      you do realize that you are talking about a slightly reshaped Dreamcast controller, right?

    15. Re:Classic Controllers by Glonoinha · · Score: 2, Funny

      Hokey religions and arcade sticks are no match for a good keyoard and a mouse at your side, kid.

      --
      Glonoinha the MebiByte Slayer
    16. Re:Classic Controllers by mrchaotica · · Score: 1

      Having owned both consoles back in the day (actually, I still do own them, come to think of it...), I have to say that the SNES controller was superior to the Genesis one. First, it managed to be just as ergonomic to hold even though its roundness was considerably less prominent -- it's a tie in that regard. Second, and more importantly, the SNES controller had both more buttons and had them in a better layout. The Genesis's A-B-C arranged linearly meant it was hard to hit A then C (or vice-versa) in quick succession, while the SNES's A,B,X,Y arranged in a diamond meant the button you needed was always right next to the one your thumb was on. Plus, the SNES controller had the L and R "triggers" (though they weren't analog back then).

      Personally, I think the SNES controller is the best design of the pre-thumb-joystick era, or perhaps even the best ever (especially since I'm not all that into thumb joysticks). Maybe that's rose-colored glasses, but I don't believe so. Runners up include the Sony Dual Shock (PS/PS2/PS3) and the Wii Remote (for the "thumb joystick era" and "new HCI gimmick" categories, respectively).

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    17. Re:Classic Controllers by mrchaotica · · Score: 2, Insightful

      The XBOX 360 controller imo is the best one to ever come out. Could you perform the dozens of different actions/moves in modern games with a snes controller? No.

      Only if you think thumb joysticks were ever a good idea to begin with. Everything that the Xbox 360 controller can do that the SNES controller can't is done better by either a mouse or a real joystick, thankyouverymuch!

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    18. Re:Classic Controllers by Idiomatick · · Score: 1

      People playing on consoles get auto-aim to some degree. Mouse and keyboard is more accurate and much faster. They are given a handicap to compensate....

    19. Re:Classic Controllers by KDR_11k · · Score: 1

      I think he meant that "shooter" means a shoot'em up. Though I do think that those can benefit from mouse controls because I find it easier to navigate through a bullet hell with a mouse cursor than with digital controls and a slow button.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    20. Re:Classic Controllers by KDR_11k · · Score: 1

      I came from the SNES so I thought of Z as a better positioned SELECT button.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    21. Re:Classic Controllers by KDR_11k · · Score: 1

      Huh? Wiimote plus Nunchuk should have three buttons under your fingers, A, B and Z. I find the nunchuk more comfortable to hold by keeping my index finger on the Z button even when the game doesn't use it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    22. Re:Classic Controllers by Turken · · Score: 0

      One thing I still don't understand in the Great Controller Debate is why so many people insist that the 360 thumbsticks are so much better for being offset. Last time I checked, my body was symmetrical and my hands were the same size. So, if I'm doing an action that requires similar movements with both thumbs (twiddling two sticks to drive a car, run while aiming, etc.) why should I hold each thumb differently in relation to the controller? And if I'm doing dissimilar actions with each thumb (lateral movements with one, button presses with another) does it really matter that much if the buttons aren't symmetrical with the stick? Or is it just that all the 360 fanboys like having that right stick offset because they're so used to holding only their right hand in front of them when it's most often making small repetitive motions?

      Personally, I have to agree with all the other old curmudgeons that the best controllers ARE the traditional ones --- that is, the ones that started the industry, not the ones currently being supplanted by these new "too simple" motion inputs.

    23. Re:Classic Controllers by KDR_11k · · Score: 1

      Eh, it has a fairly shitty d-pad, seems Nintendo is the only company who has figured out how to make a d-pad not suck (and yes, that thumb wrecking split-in-the-middle monstrosity Sony produces sucks) even after their patents on it expired. It's decent otherwise but really fails for games with digital controls. The tons of actions in a modern game tend to strike me as superfluous, I recall playing Black (yes, PS2 but same button count) and constantly forgetting which of the 8 face "buttons" (it used the d-pad directions too) did what, never mind that most of the actions were useless stuff like toggling the silencer on your weapon.

      What is kinda annoying is the large number of xth person shooter games on the 360 which use dual analogs, a control scheme that's really more of a workaround and shouldn't be used as much as it is. Even worse, they demand faster and more precise aiming with every release, amplifying the inadequacy of the control scheme. It's fine when all you have to hit is an enemy the size of a barn, it's not fine when you have to deliver headshots to human-sized enemies at 50 meters in splitseconds.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    24. Re:Classic Controllers by hairyfeet · · Score: 1

      Bah! Classic six button Sega Genesis was the best! You wimpy Mario boys could only wish to play SF2 Turbo with the Sega controller! Boy those were the days, with endless arguments over blast processing VS Mode 7. I went back to being a full time PC gamer when it was obvious they were going to overload the games and controls with buttons, which they did. It just ain't as fun to me when you have to keep up with huge lists of moves like with the newer Madden games.

      So I will stick with my nice PC FPS, where the controls are the same no matter who makes the game and I can concentrate on blasting bad guys instead of memorizing moves lists.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    25. Re:Classic Controllers by KDR_11k · · Score: 1

      Fighting games seem to move more and more to a 3+1 button scheme (three attack strengths, one special button) so a 6 button controller is becoming unnecessary for them.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    26. Re:Classic Controllers by Hubbell · · Score: 1

      Maybe you just suck if you can't make the split second headshots. I have absolutely no problem pulling off multiple headshots in a row in games like COD4/5 with the semiauto sniper rifles.

    27. Re:Classic Controllers by WillAdams · · Score: 2, Informative

      Apparently you never played Barbarian or Obliterator (classic games for the Commodore Amiga and certain other 8-bit systems).

      They used a joystick for movement, the mouse for targeting long distance weapons and the keyboard for all other functions.

      Very well done and most importantly a lot of fun and incredibly immersive.

      William

      --
      Sphinx of black quartz, judge my vow.
    28. Re:Classic Controllers by nlawalker · · Score: 1

      Because most of the time you *aren't* performing an action that requires similar movements with both thumbs, you are performing an action that requires one thumb on a stick or d-pad and the other on buttons.

      If the right stick wasn't offset, the buttons would be, and the buttons are used far more than the stick.

    29. Re:Classic Controllers by pizzach · · Score: 1

      I do not agree. The SNES controller never felt that comfortable until about 10 years later because it was too big for my hands. Not everyone sees through rose-colored glasses. I also loved the N64 controller over the PSX one back in the day. But for some reason, it feels much more comfortable than it did. I don't have my N64 anymore, so I can't double check that.

      --
      Once you start despising the jerks, you become one.
    30. Re:Classic Controllers by COMON$ · · Score: 1
      You probably can't argue the inherent superiority of one over the other

      Actually you can to a degree. I enjoy playing with both, however for a long time I couldn't put my finger on why keyboard and mouse was better, I thought it was just preference. But then I started looking at it objectively. The mouse responds to a larger variety of inputs than my sticks do. I can gesture, and based on the speed and motion of my wrist I can control how fast I move. With the digital sticks, while fast, I cannot take full advantage of twitch muscles. As for the keyboard, well that one is pretty easy to objectively define. While the remote has buttons very well laid out, there aren't any controllers yet that put 101 buttons right next to you. So it has always been my contention that if you take 2 similarly skilled players and put them against each other, the keyboard and mouse player will win the majority of the time just because of the physical advantage.

      However, enjoyment wise? makes no difference to me. playing is playing :)

      --
      CS: It is all sink or swim...oh and did I mention there are sharks in that water?
    31. Re:Classic Controllers by Hatta · · Score: 1

      Ah, no I haven't. Shame there doesn't seem to be an Apple II(gs) port, that's what's on my desk right now. I'll try and remember that for when I pick up an Amiga.

      --
      Give me Classic Slashdot or give me death!
    32. Re:Classic Controllers by rock_climbing_guy · · Score: 1
      You've gotta be kidding. The N64 controller sucked! Unless you were very very gentle with it, the control stick would grind down and the plastic parts would jam up in short order.

      Do you not remember seeing the games on display at the store and not being able to play them because the display controller was worn out?

      --
      Wh47 d1d j00 541, 31337 15n't t3h r0xor5 ne m0r3???
    33. Re:Classic Controllers by Hatta · · Score: 1

      I guess we'll have to agree to disagree here. I find the slightly larger, curved saturn pad to be nicer than the SNES pad.

      --
      Give me Classic Slashdot or give me death!
    34. Re:Classic Controllers by pizzach · · Score: 1

      Which is exactly why I sold it. :) The reason why I liked the n64 controller is because up for your thumb sitting on the analog is actually up on the controller. On modern controllers up for your thumb is diagonal on the controller. It's something you have to get used to and it feels unnatural. The nunchuck on the Wii seems to take a clue from the N64 design that way.

      --
      Once you start despising the jerks, you become one.
    35. Re:Classic Controllers by Xerolooper · · Score: 1

      In the words of Douglas Adams:

      • everything that's already in the world when you're born is just normal
      • anything that gets invented between then and before you turn thirty is incredibly exciting and creative and with any luck you can make a career out of it
      • anything that gets invented after you're thirty is against the natural order of things and the beginning of the end of civilisation as we know it until it's been around for about ten years when it gradually turns out to be alright really.

      That is so true. I think of this when I hear the phrase "classic controller". This is new fangled and weird. I can't imagine playing Star Raiders, or Crossfire with one. (Well, I could, it's just that all my reflexes are trained to have a fire button under my left thumb.)

      Just proves that everything is relative. Even though I am old enough to have used a "Joy-Stick" when I read classic controller I thought of the rectangular NES controllers that I spent many a hour of my youth button mashing.

      --
      "The stupid neither forgive nor forget; the naive forgive and forget; the wise forgive but do not forget." -Thomas Szasz
    36. Re:Classic Controllers by mdf356 · · Score: 1

      Agreed, I was just thinking the same thing. I thought the SNES controller was pushing my upper limit for buttons (I could manage the directional control plus A/B/X/Y but the L/R buttons were a tough sqeeze), but the NES was a little button-light. Metroid for SNES was a great use of all the options the controller provided since L/R weren't needed too often. Even though I was about 20 at the time, the later Nintendo and other boxes new controllers just had too many buttons and joysticks and stuff for me to want to spend any time learning them.

      --
      Terrorist, bomb, al Qaeda, nuclear, yellowcake, kill, assassinate. Carnivore is dead... long live Echelon.
    37. Re:Classic Controllers by Dr.+Impossible · · Score: 1

      You probably can't argue the inherent superiority of one over the other but you can certainly see how personal preference can enter into it. I grew up on mouse and keyboard control for shooters so it feels more natural.

      It's not a matter of opinion. A gamepad simply cannot offer as much precision and speed as a mouse.

    38. Re:Classic Controllers by walshy007 · · Score: 1

      all the MVS fighers do, since MVS only has 4 buttons

    39. Re:Classic Controllers by Dr.+Impossible · · Score: 1

      I wonder how well your gamepad "split second headshots" would stack up against Counter-Strike players on a PC.

    40. Re:Classic Controllers by Swordsmanus · · Score: 2, Interesting

      You raise a good point with the curmudgeon angle. I can't stand playing shooters with a console controller, I need a mouse and keyboard. But this does not discount that there are people very, very good with the console controller. You probably can't argue the inherent superiority of one over the other but you can certainly see how personal preference can enter into it.

      Actually, you can. Keyboard and mouse is superior compared to a game pad. Complex moves are easier to do with a keyboard and mouse, and the mouse is able to track more precisely and faster than an analog stick. Why do you think console games have some degree of autoaim built in while PC games do not? But the hard evidence came in when Quake 3 arena for the Dreamcast came out. It allowed Dreamcast players to play online with PC players. The best Dreamcast players got trashed by average PC players, even when controlling for ping/latency. This came up several years ago but there should still be a decent amount of info on the findings available via google.

    41. Re:Classic Controllers by Hatta · · Score: 1

      Sure it can. I can go from precisely 100% left motion to precisely 100% right motion (with no vertical component) instantaneously with a gamepad. I just have to move my thumb a couple millimeters. That's a lot harder to do with a mouse.

      Of course, the mouse is a lot better at pointing at a specific place on the screen. But that's not important in all types of games. Do you really think you'd be better off controlling Pac-Man with a mouse?

      --
      Give me Classic Slashdot or give me death!
    42. Re:Classic Controllers by Hubbell · · Score: 1

      Gameplay on a console in games such as COD are a bit slower paced and more about tactics and the like instead of who is the quickest shot in games such as CS so that's apples and oranges.

    43. Re:Classic Controllers by Anonymous Coward · · Score: 0

      The comment he was replying to specifically mentioned shooters. Unless you're talking about a very different version of Pacman than the one I am familiar with, your comment is irrelevant.

    44. Re:Classic Controllers by Hatta · · Score: 1

      Ok, replace Pac-Man with Galaga if you like.

      --
      Give me Classic Slashdot or give me death!
    45. Re:Classic Controllers by Dr.+Impossible · · Score: 1

      Pointing at a specific place on the screen (i.e. precision) is kind of important in a FPS game.

    46. Re:Classic Controllers by Dr.+Impossible · · Score: 1

      But that is another matter entirely. You were talking about how quickly you can shoot players in the head. No matter how fast you can do it with a gamepad, you would be annihilated by mouse players.

    47. Re:Classic Controllers by pecosdave · · Score: 1

      I loved the basic design of the SNES control, and in turn I rather like the PlayStation expanded copy of it, but I had one beef with the SNES control. The L & R buttons had a bad habit of breaking, and I'm pretty sure they were designed for Japanese and childrens hands, not the hands of the 17 year old behemoths many of my friends and I were.

      On a positive note, the best joystick made for affordable home use, especially for fighting games, was made for that system. The Fighter Stick SN - there was a Genesis version also. Unlike on the NES where I used my NES Advantage for ALL games, I only used the Fighter Stick SN for certain games, mostly fighting games, as I found the use of the shoulder buttons were actually best placed on the shoulders most of the time.

      --
      The preceding post was not a Slashvertisement.
    48. Re:Classic Controllers by 7Prime · · Score: 1

      I have to agree with you, the GameCube button configuration is wonderful. Having different shapes for every button was a wonderful idea, it makes things much more immediate and intuitive than simply having identical buttons in different places. The big "A" was always primary functionality, the smaller "B" was secondary funcionality, and the X and Y were different auxillery functionality, but even they had their own unique feel. The Shoulder buttons were wonderful too. Sure the "Z" was kinda junky, but it was hardly ever used, and it was mostly used like a menu button or something.

      However, different controllers excel in different areas. The GameCube has my favorite button configuration because of its tactile differentiation. However, the Playstation controller has the most precise D-pad. The XBox has the smoothest analog sticks (though I wish they were differentiated like on the GameCube), and their shoulder button setup is quite nice (though their naming is TERRIBLE... so often I think LT stands for "left top").

      My perfect controller would have tactile differentiation (no matter how people bitch that it looks "kiddy"), would have a split "+" D-pad. The left analog stick would be concave (like an XBox 360 controller), and the right would be convex like a GameCube/PS controller. I think I would opt for an asymettrical shoulder button setup like the GameCube, except the "Z" button would be a lot more robust, probably similar to the RB button on the XBox 360. Asymmetry leads to faster tactile recall time, button 2 shoulder buttons on one side, and 1 on the other greatly speeds up your ability to remember which button does what. On modern day controllers under tight situations, that can be quite difficult. I see myself and see other people make a high percentage of button errors with modern controllers, because their brains can't dilliniate between similarly feeling or positioned buttons.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    49. Re:Classic Controllers by Hatta · · Score: 1

      Which is only one of many, many types of games out there. Being able to move in a specific direction at a known speed, and changing between them instantaneously is important in many other types of games.

      --
      Give me Classic Slashdot or give me death!
    50. Re:Classic Controllers by Hubbell · · Score: 1

      More than likely yes, although I have heard of some crazy good xbox fps players who have dominated highly skilled keyboard + mouse users. It comes down to reaction times when headshots count for everything cause with a controller you can jack up the sensitivity and do swipe across their head and pop one off at the right time, all a amtter of reaction time there. I personally prefer all gaming except PVP'ing in MMO's (Asheron's Call and Darkfall) and RTS games to be on a console

    51. Re:Classic Controllers by Bakkster · · Score: 2, Interesting

      You raise a good point with the curmudgeon angle. I can't stand playing shooters with a console controller, I need a mouse and keyboard. But this does not discount that there are people very, very good with the console controller. You probably can't argue the inherent superiority of one over the other but you can certainly see how personal preference can enter into it.

      Actually, you can. Keyboard and mouse is superior compared to a game pad.

      Let's be fair. The Mouse is better than a thumbstick for aiming, but a thumbstick is better for movement, especially in games involving stealth or other minor movements.

      That said, the keyboard has more buttons and is more configurable, but it's definitely a tradeoff with the analog input on a controller.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    52. Re:Classic Controllers by brkello · · Score: 1

      I disagree, you can very easily argue the superiority of mouse + kb vs. controller. Controllers only allow you to spin around so fast where with a mouse and keyboard you don't have that limitation. Even if you took away that limitation, it is much easier to point and click on something than it is to use an analog stick.

      I'd love if they would have a match with the best console players of an FPS vs the best PC players of the same FPS. It would put this debate to rest.

      --
      Support a great indie game: http://www.abaddon360.com
    53. Re:Classic Controllers by Chabo · · Score: 1

      Digital controls suck for racing. The analog sticks are ok but you really need a wheel for it to feel right.

      Interestingly, I got very used to using D-Pad-style controls for racing games, and I can't stand using the sticks. I can tap the left and right buttons fast enough that the games average out the movement to a turn that's 70% max, or whatever's needed.

      --
      Convert FLACs to a portable format with FlacSquisher
    54. Re:Classic Controllers by KDR_11k · · Score: 1

      It takes a long time of adjustment, I can only aim in the general direction of an enemy within a split second, accurate headhsots require fighting with the deadzone of the stick. Meanwhile I was shooting heads (or glowy bits that are about the same size) like noone's business with the Wiimote on the second game I played (the first was Metroid Prime which doesn't have headshots). CoD4 on the DS is just plain tedious though, lining up the aiming pixel with the head of random goon with a gun #9001 in order to do any real damage was no fun. This whole obsession with headshots in videogames is getting terribly annoying. I'm currently playing Red Faction Guerilla on the 360 and at least that one doesn't seem to care where I hit the enemy with the gun that shoots exploding shurikens.

      You say that console FPSes are slower paced, I found this to be mostly true but then I played Halo 3 which felt like it required the speed of Quake 3 Arena with controls that feel like steering a loaded shopping cart.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    55. Re:Classic Controllers by Pope · · Score: 1

      The fabrication of the N64 controller may have "sucked" as you say, but the design is solid. After many hours of GoldenEye and Mario Kart duels with my old roommate, I can't say I've ever damaged one. YMMV. I still think it's one of the best designed controllers.

      --
      It doesn't mean much now, it's built for the future.
    56. Re:Classic Controllers by Swordsmanus · · Score: 1

      It's true a thumbstick is better for more precise movement, but in FPS generally you can get by well enough with one move speed for running and one for crouching/stealth. At least, I don't know of any competitive (aka PvP) first-person or third-person shooters where stealth or super fine movement is more important than fast and precise aiming.

    57. Re:Classic Controllers by Anonymous Coward · · Score: 0
    58. Re:Classic Controllers by markimusk · · Score: 1

      Agreed 100%, the Sega Saturn pad (2nd revision in NA) is without a doubt the best gamepad ever designed and still is.

      I even bought an adaptor so I could use it on my pc to play Space Taxi 2, MAME, etc...

      And all the Genesis pads rank right behind it, the 'slim' 6 button (I think released with the Genesis 3), then the wireless 6 button, then the Official wired 6 button, and finally the original 3 button.

      Sega nailed these right back to the Master Sytem, the D-pad needed improvement, (and it could still do proper diagonals unlike the NES pad), which they nailed dead on later, but the tactile feel of it's fire buttons was literally a thing to behold.

      PS: yeah, I was the 'Sega' kid...
      PSS: any typos in this are solely the fault of the incredibly bad OLPC keyboard and vodka.
      PSSS: just in case you could'nt infer, I am also a fan of the Dreamcast controllers... Sega is just really good at D-pads...
      PSSSS: I should really get out more often...

    59. Re:Classic Controllers by CronoCloud · · Score: 1

      It's easy, XABY on the SNES are Triangle, Circle, Cross, and Square on the PS1/PS2/PS3. L1 and R1 are the smaller top shoulder buttons on each side. L2 and R2 are the bottom larger ones. L3 and R3 are the buttons you get when you press in the joysticks, easy to remember.

      Triangle is like the top of the tree, pointing up, it's the top button of the four.
      Cross is like a person holding up two things in it's arms, it's on the bottom
      Square and Circle are in between, Square to the left, Circle to the right.

    60. Re:Classic Controllers by Spit · · Score: 2, Interesting

      I've played keyboard/mouse since inception, but I now prefer the dual-stick controls. Extended play is far more ergonomic and the dual-stick feels more natural for FPS. It's just a matter of getting used to it.

      --
      POKE 36879,8
    61. Re:Classic Controllers by Spit · · Score: 1

      Please list games with auto-aim. None of the games I play on 360 have auto-aim.

      --
      POKE 36879,8
    62. Re:Classic Controllers by Anonymous Coward · · Score: 0

      Yeah, it kinda depends.

      For the arcade style games like need for speed, the quick responses of the keyboard work, but if you play more simulation type games it becomes fairly unworkable.

      Just imagine driving your car and only being able to turn if you put full lock on the steering wheel...

    63. Re:Classic Controllers by Anonymous Coward · · Score: 0

      PS stands for post-script, so you should be adding P each time rather than an S.

      Script -> Post-Script -> Post-Post-Script

    64. Re:Classic Controllers by cupantae · · Score: 0

      Seriously, what is wrong with my comment? It's a perfectly valid point. I'm guessing that someone thought that I was knocking the SNES (my favourite console) by saying what I thought Sony's marketing angle is.
      I'm told that it was moderated "overrated". At 0?! Seriously, this is moderation trolling by whoever did it. The underrated and overrated choices are just ways to digg or bury the posts, which is exactly what the /. comment system would do well to avoid.

      --
      --
  2. sigh by cowscows · · Score: 4, Insightful

    Anyone afraid that buttons are going to disappear is just getting upset for no good reason. There's bazillions of hours invested into buttons, programming buttons, and designing game interfaces around buttons. Everyone isn't going to just up and abandon all of that investment and knowledge just because something new has appeared.

    You'll just have to live with the fact that your beloved button based games might have to sit next to some motion control games on the store shelves. But that's not really something worth whining about.

    --

    One time I threw a brick at a duck.

    1. Re:sigh by bwalling · · Score: 1

      You'll just have to live with the fact that your beloved button based games might have to sit next to some motion control games on the store shelves. But that's not really something worth whining about.

      I think their fear is that sales numbers of non-button mashing games might cause a supply shift. Really, though, they're just whining about change. Everyone whines about changing things they're used to. After a while, they look back and say "what was I thinking back then".

    2. Re:sigh by ChefInnocent · · Score: 1

      I pretty much agree. The old button controller isn't going anywhere soon. Some games are much better with the standard button controller. Some games are much better with a keyboard. The Wii-mote and other devices are just adding to the gaming experience by offering another input device. I don't see any need to be concerned about the death of an input device just because it is the cool thing d'jour.

    3. Re:sigh by SQLGuru · · Score: 4, Insightful

      Use the right tool for the job.

      I'm not about to try to play Starcraft 2 using only motion controls. I need a keyboard. A *REAL* keyboard (not even a Chat Pad that has all of the right buttons). There are certain cases where the game lends itself to motion control (bowling or tennis, sure -- flight sim, no). As long as game designers use the right controller for the job, I'll be happy. I don't mind playing a game that makes me expend some energy manipulating a motion controller -- it's very immersive. I also don't mind playing a game that required 40 different buttons and three keyboard overlays to give the right feel. As long as they stick to that, they can be successful.

    4. Re:sigh by Dusthead+Jr. · · Score: 1

      I don't think that the whining is 100% unjustified, as annoying as whining can be. Sometimes the "new and improved" has a tendency to displace the old and traditional. There's the idea that if it's new and popular it must be better than the old so let's slow down with the old stuff and focus on the new. Which is the way it should be, that's how progress works. But sometimes the old works just as well, if not better, for some people.

    5. Re:sigh by Anonymous Coward · · Score: 0

      just as an FYI - it is de jour. The vowel in de only gets dropped if the next word starts with a vowel (e.g. some water = d'eau)

    6. Re:sigh by gzearfoss · · Score: 1

      I also don't mind playing a game that required 40 different buttons and three keyboard overlays to give the right feel.

      The only problem is trying to 'invest' enough time to learn everything you can do in the game - Nethack, anyone? Being able to #rub is useful, but it isn't exactly the most intuitive command.

    7. Re:sigh by Theoboley · · Score: 1

      Frankly i thought it was Du Jour. Then again it took 2 years of Spanish, and didn't learn a damn thing.

      --
      Stupidity only gets you so far, then you've gotta try
    8. Re:sigh by Applekid · · Score: 1

      If old and traditional have any merits beyond simply being old and traditional then it won't get displaced. Time (and sales) will tell.

      --
      More Twoson than Cupertino
    9. Re:sigh by Anonymous Coward · · Score: 0

      Frankly i thought it was Du Jour. Then again it took 2 years of Spanish, and didn't learn a damn thing.

      You probably don't remember it because it's French.

    10. Re:sigh by SQLGuru · · Score: 2, Insightful

      Nethack

      Still one of my favorite games. And you are right that it isn't intuituve because of how many commands there are.....but I'm willing to invest the time if the game is worth the investment. Which goes back to my comment about the right tool for the job....in this case a keyboard (I couldn't imagine all of the "macros" that would be needed to play nethack with a Wii-mote). FYI, a decent Nethack-like game that can be played entirely with a stylus is Powder (http://www.zincland.com/powder/index.php?pagename=about); similar level of complexity and a decent stylus based navigation.

      Even touch games on the iPhone.....some lend themselves very well to a touch interface, others not so much. Luckily, there are other inputs that can be paired with touch (GPS, tilt, now a compass) which can open up more gaming options.....but you still will find that some games just aren't suited for some platforms. (Also why PC gaming will never die...nor will console gaming. They will just find their balance point and co-exist.)

    11. Re:sigh by Darkness404 · · Score: 2, Insightful

      But there are a lot of games released on Wii that use motion controls for no apparent reason. In fact, I'd say that about 85% of the Wii's games use motion control for no real reason and the gameplay suffers because of it.

      --
      Taxation is legalized theft, no more, no less.
    12. Re:sigh by mrchaotica · · Score: 1

      I'm not about to try to play Starcraft 2 using only motion controls. I need a keyboard. A *REAL* keyboard (not even a Chat Pad that has all of the right buttons).

      More importantly, you need a mouse. (Although, I've had an idea bumping around in my head for a RTS that would be controlled using a stylus (circle your troops to select rather than drag diagonally to make a bounding box; giving orders in a way similar to drawing football plays on a chalkboard; etc.).

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    13. Re:sigh by bryan1945 · · Score: 1

      Exactly. I like Descent for the Amiga back in college. At first I was a button smashing fool. Got a descent flight stick much better. Got a better, twisting flight stick, even better.

      I never liked the mouse + keyboard for FPSs, probably because I lack fine motor control or my mouse wasn't very good. My example here is the Marathon series from Bungie. I could never get the vertical back correctly.

      I am not a good gamer; my current favorite (latest) games are the Lego Star Wars/Indiana Jones games. Simple to play, easy controls. I use a Logitech PS2 type controller. I tried playing Halo on my friends box a few years ago, and I think I shot myself in the crotch.

      As for the "40 button" type games, this is where I got left behind long ago. Once a game gets to a certain level of complexity just to play it, I'm done. Like I said, I'm not much of a gamer. I have MAME installed. I have the Namco classics PS1 game pack. Basically, compared to most people here, I suck.

      Back to the main point, trying to play a flight simulator by using body motions such as flapping your arms and nodding your head is not going to cut it. SQLGuru hit it spot on- you need the right controls for how the game is to be played.

      --
      Vote monkeys into Congress. They are cheaper and more trustworthy.
    14. Re:sigh by Steve525 · · Score: 2, Interesting

      Use the right tool for the job.

      I agree -
      2-D Platformers and most classic games -> d-pad, joystick, or keyboard (my preference is joystick, but I'm an old-timer)
      3-D Platformers -> modern console (except Wii)
      First person shooter -> mouse and keyboard
      Real time strategy -> mouse and keyboard
      Flight simulator -> joystick and keyboard (unless you spring for a more involved setup)
      Driving -> steering wheel and pedals.
      Rhythm -> unique controllers - here the controller basically is the game, and the games are differentiated primarily by the controller.
      Wii -> Motion controllers like these are still in their infancy. Wii Sports, etc., hints at what's to come.

      I second another post that comments that modern console controllers (Wii, not withstanding) are jacks of all trades, masters of none. They work reasonable well for a huge gamete of game types, but I think 3-D platformer is the only game type that I think they are the best choice for.

      I also think that for most games, simpler controls are better. Fewer buttons, less complicated maneuvers all allow the game to picked up quickly by a large number of people. Some people really enjoy mastering complicated controls, and that's fine. I just don't think that complicated controls make games fun for the majority of people.

    15. Re:sigh by KDR_11k · · Score: 1

      Who said anything about buttons vs motion controls, except Microsoft with their Natal vaporware? The Wiimote has buttons on it yet also uses motion controls. Since motion controls still let you keep your fingers on the buttons there's really no reason to put that as a dichtomy. A game design can decide to use one or the other for a certain action but it should pick whichever is more useful for the action. Sometimes precision is not desirable, golf for example isn't improved by letting the player input angle and power in numbers despite the increased precision of that. Many games have at least one action that can safely be mapped to motion controls (I include the pointing functionality in that term BTW). The market on the HD consoles is dominated by games that would be better with the Wiimote. More accurate aiming, better analog range for driving, probably some way to make melee based games better, RTSes on a traditional controller are a freaking joke anyway, etc.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:sigh by pizzach · · Score: 1

      I'm not about to try to play Starcraft 2 using only motion controls. I need a keyboard. A *REAL* keyboard (not even a Chat Pad that has all of the right buttons).

      What about a Wiimote with a keyboard? The Wiimote isn't restricted to motion controls. There are pointer controls too which would at least be worlds better than dual analog for a game like Starcraft...

      --
      Once you start despising the jerks, you become one.
    17. Re:sigh by SQLGuru · · Score: 1

      That keyboard has potential, but I'm not sure the keyboard + Wiimote would be the best combination because one is flat surface focused and the other is air focused. Imagine typing with one hand while pointing at the screen with the other......it would be like patting your head and rubbing your belly. It's possible, but the extra focus required to keep the right motion going with the correct hand would take away from your ability to play the game as well......

    18. Re:sigh by plague3106 · · Score: 0

      No, I don't think its whining for the sake of whining. I have a Wii and PS3. Sometimes, I really just want to veg and play a game, without getting off the couch. The PS3 controller is perfect for that. The Wii is fun if I actually want to move around to play the game. Sometimes I feel more active... it hurts though that even for games like Zelda, where there's SOME movement, I can't just sit back... because I need to keep the damn thing pointed at the screen. The PS3 controller doesn't care how I'm holding it, which is nice.

    19. Re:sigh by pizzach · · Score: 1

      Just playing devils advocate. It's an interesting idea though, isn't it? I never used a keyboard with a console so I have no idea how useful it would be in-game.

      --
      Once you start despising the jerks, you become one.
    20. Re:sigh by TuringTest · · Score: 1

      3-D Platformers -> modern console (except Wii)

      What's wrong with platformers on the Wii? Zelda had some levels that were pure hardcore 3D platformer, and they where played extremely well with the nunchuck to walk and wiimote to aim and move camera.

      Nintento put *a lot* of thought into their motion sensing controler, they didn't abandon the clasic gameplay - just improved it.

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
    21. Re:sigh by Theoboley · · Score: 1

      HENCE the joke, you idiot.

      --
      Stupidity only gets you so far, then you've gotta try
    22. Re:sigh by Waccoon · · Score: 1

      Everyone isn't going to just up and abandon all of that investment and knowledge just because something new has appeared.

      Yes, they will, because that is the "old", and that doesn't sell, anymore. The "new" is the only thing that needs to be included with the machine. Of course, the "old" will always be available separately as a mandatory option, along with the new new which is what the new should have been in the first place (like MotionPlus).

      I'll never understand why just because a controller has 12 buttons means every single one needs to be used in a game, strengthening the whole argument that games are too complicated. That probably follows the same logic where you can only choose a limited set of control layout for almost all console games, rather than doing things the PC way by mapping a button to whatever function you want. It's all image and marketing (with a dash of stupidity and a whole lot of arrogance).

      I love console games, but really... I don't need to be forced to use a gimped controller for my own good. Some companies make a huge business out of forcing people to use gimped controls because "that's all you need".

  3. Mouse and keyboard by Engeekneer · · Score: 4, Insightful

    For most non-simulator games, I'd stick with mouse and keyboard any day! Try to sniping someone in the head in a fast-paced game with a traditional controller without any auto aims, and then talk about "precision".

    1. Re:Mouse and keyboard by tverbeek · · Score: 1

      I always found games that actually took full advantage of having a whole keyboard were the most satisfying.

      --
      http://alternatives.rzero.com/
    2. Re:Mouse and keyboard by drsquare · · Score: 1

      On the contrary, the best games are those that don't use a button just because it's there. I still don't see why a controller needs four shoulder buttons.

    3. Re:Mouse and keyboard by Hatta · · Score: 1

      You know, there are other games besides simulators and first person shooters. Try playing Street Fighter, Ikaruga, or MegaMan with a mouse and keyboard and let me know how that works.

      --
      Give me Classic Slashdot or give me death!
    4. Re:Mouse and keyboard by Draek · · Score: 2, Insightful

      Pretty well, actually. Its easier, in my experience, to input those long chains of commands for special moves with a keyboard, 2D platformers like Megaman work just as well with an "old-school" keyboard setup (read: arrow keys instead of WASD), and if you want to see how incredible playing a vertical shooter is with a mouse you should go and play Chromium B.S.U., available at your nearest Ubuntu repository.

      About the only genre I can think of where a controller is noticeably superior to a keyboard and/or mouse are platformers, but even then I had no problem finishing Assassin's Creed with my trusty keyb+mouse combo. And, of course, simulations but for those you want a specialized controller anyways.

      --
      No problem is insoluble in all conceivable circumstances.
    5. Re:Mouse and keyboard by Fallingcow · · Score: 1

      Yeah, I tagged the story "keyboardandmouse"

      I recently picked up Armored Core 4 for the 360, and if I can't figure out a better way to map the buttons, I don't think I'll be playing much of it.

      You've got auto-targetting (makes sense, you're in a high-tech mech thingy) but it gets knocked out all the damn time by one thing or another. You're left trying to aim and fire with the same finger (right thumb). If the the target is moving at all, you're pretty much fucked unless you get lucky. Worse, I'm not sure there's a good way to fix the problem, since the trigger buttons are very important to movement and need to be available at all times.

      This would be a non-issue with a keyboard+mouse on the PC, which is where a game this complex really, really needs to be. It's got the opposite problem of the dumbed-down consolized games that end up on the PC so often recently--it's trying to be almost as complex as Mechwarrior 2 (maybe more so in it customization screens, which are also awkward with a controller) but it's just too much for the interface (360 controller) to comfortably handle.

    6. Re:Mouse and keyboard by Lockblade · · Score: 1

      I have Armored Core 4: Answer (PS3), and I'm not seeing the same problems you are. The game has a more arcade feel to it than Mechwarrior, and definitely isn't as complicated. IIRC, there actually was a button or three that WASN'T mapped on the PS3 controller.

    7. Re:Mouse and keyboard by sznupi · · Score: 1

      Just because joypad isn't good for mecha game, doesn't make keyboard + mouse that much better...

      Behold the perfection: http://en.wikipedia.org/wiki/Steel_Battalion (the only downside of that game was Xbox 1...) There was also a bit less extreme dual joystick for PS1.

      PS. And pleeeease, cut out the "console games are dumbing our games" crap, you elitist #$%&. Those games you are mumbling about are hybrids, aiming for middle ground (it's "sensible" since the times MS made developing for consoles very close to developing for Win...), missing out the strenghts of BOTH types of platform; not good also on consoles from the point of view of older gamers (that's what we get for games becoming mainstream...but OTOH we still have more than enough of the more "hardcore" ones)

      --
      One that hath name thou can not otter
    8. Re:Mouse and keyboard by Fallingcow · · Score: 1

      IIRC, there actually was a button or three that WASN'T mapped on the PS3 controller.

      How can that be? The only thing that doesn't do anything on the 360 (AFAIK) is the d-pad.

      On the 360, you look with the right stick and shoot with the buttons on the face of the controller (that is, x, a, and b, while y does over-boost) which means that you're stuck with Doom 3-type frustrations when (not if) your auto-targeting gets knocked out by god-knows-what: you can aim or shoot, but not both at the same time. It becomes impossible to hit anything unless you can get it to stand in one spot and let you run right up to it.

      Is it different on the PS3? I've considered moving the shoulder weapons (which are usually unguided something-or-other) and my left weapon to the shoulder (not trigger) buttons, and moving weapon switching to the two buttons those are on now, but I can't find a place to customize the control scheme.

      I've only had it a day, but it seems pretty damn broken. Hope the devs saw fit to let me (try to) fix it. It's not so bad in the single player (so far) but it means that the first person to lose auto-targeting in multiplayer (which can happen very early in the fight) might as well forfeit.

    9. Re:Mouse and keyboard by KDR_11k · · Score: 1

      No real problem with the Wiimote, at least not moreso than with KB+mouse (I'm not a big headshotter, I prefer slamming rockets exactly into the pieces of the scenery the enemy will be next to when they hit and I find the realistic gun games where enemies can take half a clip unless you hit their head tedious). Works fine with the DS as well. Granted, these aren't what people call traditional controllers but they're console controllers.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    10. Re:Mouse and keyboard by sznupi · · Score: 1

      sniping someone in the head in a fast-paced game
      You're thinking here "Quake-style FPP" only, not "fast-paced game". That you consider this style of game as representative of "most non-simulator games" shows only how you limit your horizons

      Mouse is appriopriate only in two types of games: those that have GUI-style controls (and that includes, surprise, some simulators. Of cities, for example) and those that are build around pointing things (not shooting; lightgun games do that)

      --
      One that hath name thou can not otter
    11. Re:Mouse and keyboard by Hatta · · Score: 1

      2D platformers like Megaman work just as well with an "old-school" keyboard setup

      I dunno, I just can't do it. Rocking my thumb slightly back and forth across a D-pad is much easier for me than using the arrow keys. I even grew up playing Sierra AGI games where the arrow keys were the only way to move around.

      --
      Give me Classic Slashdot or give me death!
    12. Re:Mouse and keyboard by sznupi · · Score: 1

      You experience is quite off from typical gamer, then - as evidenced by disappearance of vertical/horizontal/walking shooters that tried to use the keyboard as it were just another type of pad (when PC devs figured out that PC gamers don't have a device for twitch keypresses, but have one to point at things; that's why Abuse works on a PC, and Megaman/Castlevania/Metal Slug doesn't)

      Same thing with Chromium B.S.U. - it's a different kind of game (though, IMHO, using analogue stick for the kind of movement from Chromium would be better - with mouse you end up either with unrealistically quick movements (after all..."pointing"; so why have the ship in there at all?) or the feel of disconnect between the movement of mouse and onscreen object). One that is built around good pointing device, and lack of twitch-keypresses one.

      --
      One that hath name thou can not otter
    13. Re:Mouse and keyboard by Fallingcow · · Score: 1

      cut out the "console games are dumbing our games" crap

      But... they are.

      Mind you, console games are fine, but I wish more dev time were spent on true PC games. I feel that gaming as a whole is suffering a bit right now, between the shift of focus to primarily console-style games and (especially) the cancer that is DLC. In the long run it'll probably be fine, but I'd love to see what would happen with more (not all, just more) titles being aimed at the platform that brought us so many amazing, deep games.

      I know it's a futile wish, but it's what thing would be like in the world in my head where we all ride unicorns that fart rainbows and shit gold. Anyway, like I said, I'm not worried about consoles killing deeper gaming long-term (hell, my recent purchase of a 360 has shown me first-hand that consoles and PCs aren't so different any more--I had to plug the fucker in to the 'net to patch it to get my sound working!)--DLC might do it, but consoles themselves won't.

    14. Re:Mouse and keyboard by Fallingcow · · Score: 1

      I always found games that actually took full advantage of having a whole keyboard were the most satisfying.

      X-Wing/Tie Fighter/X-Wing Alliance for the win!

      Also the Mechwarrior series.

    15. Re:Mouse and keyboard by Anonymous Coward · · Score: 0

      So on your recommendation I tried Chromium B.S.U.. The control was mediocre but usable.

      Unfortunately, the same cannot be said for the game itself. Allowing enemy ships by costs a life? Large numbers of straight-firing, non-horizontally-moving enemies? Gah, this is why we shouldn't let people who don't play shooters design them.

    16. Re:Mouse and keyboard by Burning1 · · Score: 1

      Good point on mouse & keyboard platforming. Abuse is the oldest KB/M platformer I can think of, and anyone who hasn't played it really owes it to themselves to give it a try. (Do it. The game is free these days.)

      I imagine there are other games which would benefit from this control scheme. The SNES classic Cybernator comes to mind.

    17. Re:Mouse and keyboard by Anonymous Coward · · Score: 0

      Precision isn't about the mouse & keyboard per se, it's about having a fixed reference surface. Handhelds will always be at a disadvantage in high-movement precision gaming compared to fixed-surface controls. be they K&M, traditional arcade, or sim cockpits. It's the core delinating factor in control design.

      That's a challenge for gaming companies because the greater mass market wants a handheld to operate from the couch -- there's a primary pressure to make handheld gaming as fun as fixed-surface. The size of the fixed-surface market is a demonstration of just how hard that is to do, and the greater size of the handheld market is a demostration of the strength of the pressure and how well game development has responded so far.

    18. Re:Mouse and keyboard by Anonymous Coward · · Score: 0

      nethack

  4. Punch Out is a good example by Anonymous Coward · · Score: 2, Insightful

    Punch Out for the Wii has both motion based and button based control schemes. Very few people use the motion based controls after the first few levels, because, let's face it, we're not real boxers and most of have no desire to be.

    1. Re:Punch Out is a good example by cflannagan · · Score: 3, Interesting

      Very few people use motion based controls after the first few levels? I'm in the middle of title defense series and am still using motion based controls, and don't see any issues with it (yes I'm familiar that motion recognition can and do suck for other games, but not this one for me at least). How did you determine that very few people were using it after the first few levels? Not doubting you, I just wanted to make sure you reached that conclusion through some polls or some scientific means.

  5. Best controller, you ask? by Spyware23 · · Score: 3, Insightful

    D-pad: SNES
    Analog: Gamecube.

    Why? Go play some SNES/Cube games. I'm not sure which guys in Nintendo are developing the controllers, but they used to do a very, very good job. Too bad they kind of screwed up the Classic Controller for the Wii. They should have gone with the SNES controller, without editing too much, just new start and select buttons.

    1. Re:Best controller, you ask? by Jesterace · · Score: 1

      I as well found the gamecube controller very functional, even without too many buttons you can hit a combo of X+A or Y+A very easily. And I do agree the SNES controller was very comfortable.

    2. Re:Best controller, you ask? by Logical+Zebra · · Score: 3, Insightful

      To this day, I think of the buttons on my PlayStation or XBOX in terms of the SNES layout. "Hit the Y button! I mean the Square one!"

      --
      I have a bad feeling about this...
    3. Re:Best controller, you ask? by Anonymous Coward · · Score: 0

      D-pad: Sega Saturn

      Analog: Gamecube

    4. Re:Best controller, you ask? by Darkness404 · · Score: 1

      I think that the classic controller feels very much like a slightly thicker version of the SNES controller. And if you want a SNES controller for the Wii Nintendo made some in Japan and you can probably get them on e-bay or similar.

      --
      Taxation is legalized theft, no more, no less.
    5. Re:Best controller, you ask? by _xeno_ · · Score: 1

      I find that the symbols on the PlayStation controller prevent me from confusing it with the SNES controller. It's the Xbox controller that kills me, because it uses the same letters the SNES controller uses, just backwards.

      "OK, so now I just need to press A... oops, that was B because B is A and A is B and X is Y and Y is X and ... AAAAAGH!"

      --
      You are in a maze of twisty little relative jumps, all alike.
    6. Re:Best controller, you ask? by mrchaotica · · Score: 1

      I wonder if there's an SNES-like controller for the Wii that plugs directly into the console instead of into the back of a Wii remote (which is just stupid). Know of one?

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    7. Re:Best controller, you ask? by Darkness404 · · Score: 2, Informative
      --
      Taxation is legalized theft, no more, no less.
    8. Re:Best controller, you ask? by KDR_11k · · Score: 1

      I like the classic controller except for the lack of handles. Some games use the analog sticks (e.g. Majora's Mask) and you really need handles to counteract the greater force necessary to move those sticks.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:Best controller, you ask? by Anonymous Coward · · Score: 0
    10. Re:Best controller, you ask? by mrchaotica · · Score: 1

      That plugs into the Wii Remote, just like a "Classic Controller." I want one that plugs straight into the Gamecube port on the console. After all, it's got a wire anyway -- why not just avoid wear and tear on the batteries entirely?

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    11. Re:Best controller, you ask? by brkello · · Score: 4, Interesting

      I wonder if I am the only one in here that thinks the 360 controller is great. It fits comfortably to where I never have had a cramp or pain after extended play, it has analog sticks in the right place, and plenty of buttons that are all intuitive and easy to reach. Plus, I like that it is wireless and has the ability to shut down itself and the console. Really, they did a fantastic job with it. If there was a standard controller for all consoles, I'd much rather it be the 360's than any previous gen consoles or a Wii-mote.

      --
      Support a great indie game: http://www.abaddon360.com
  6. I said that by Chrisq · · Score: 4, Funny

    Making something 'more accessible' doesn't necessarily make it better.

    I said that when they paved over paradise and put up a parking lot.

    1. Re:I said that by Anonymous Coward · · Score: 0

      You miss the "Paradise strip club" too!!!

  7. For short by 4D6963 · · Score: 2, Insightful

    For short : diversity is good, no one size fits all solution, to each his own, etc...

    --
    You just got troll'd!
  8. Best controller ever: Gamecube controller by j0nb0y · · Score: 4, Insightful

    The gamecube controller is the best ever, imo.

    The stick is in the upper left and not in the odd uncomfortable position of the dual shock stick.

    The right button placement is great. Large A button in the middle. Small B button to the left. X is above the A and Y is to the right of the A. The buttons all have different shapes so you can feel what button your thumb is on without having to look.

    And of course, the *epic* analog shoulder buttons. The buttons have a huge range of motion; I'm pretty sure they depress over half an inch, and they 'lock' at the bottom. I've never seen another controller with such awesome analog buttons.

    --
    If you had super powers, would you use them for good, or for awesome?
    1. Re:Best controller ever: Gamecube controller by HaZardman27 · · Score: 1

      My only gripe in regards to the Gamecube controller is its tiny d-pad. Seriously, what am I supposed to do with this? But yes, other than that, the Gamecube controller was amazing. I wouldn't use any other analog stick for playing F-Zero GX.

      --
      Apparently wizard is not a legitimate career path, so I chose programmer instead.
    2. Re:Best controller ever: Gamecube controller by Anonymous Coward · · Score: 0

      I just got a GC controller for my Wii and yeah, the d-pad is a piece of shit. Just put buttons there, it's unusable in that position anyway (which is why Sony put the stick in the opposite place, I suppose).

    3. Re:Best controller ever: Gamecube controller by JCholewa · · Score: 1

      Gamecube's Z button is horrible, you have to keep your hands close together when using the controller. That last one is sort of a PC/Wii thing, but it's turning into a game breaker for me lately. A controller feels annoying to me nowadays if I can't just dangle my hands at my side or have them both resting on the arms of my chair.

      But that aside ... yeah, the Z button. Breaks easily (on some controllers I've had, you have to press the fuck out of the button to get it to register, set on a weird hinge that feels awkward. N64's Z button was genius, but this implementation of it was a poor afterthought.

      (other than that, it's a pretty great controller!)

    4. Re:Best controller ever: Gamecube controller by Reapy · · Score: 1

      Gamecube is decent, but the game really has to be tailored to the controller to work well. Combos like b + x or y or the z button really become awkward. I also disliked the huge shoulder buttons as they took a lot of weight to push in, and usually resulted in cramped fingers for me after playing games like rogue squadron where I had to keep the button depressed for a long while.

      I liked the dual shock ones when they came along, just for having the analog sticks there, but later came to like the xbox's analog stick placement.

      The 360 controller has come to be my favorite (though i have yet to touch the ps3 one), though I would prefer that they flatten the tops of the buttons a bit so they don't hurt my fingers during long play sessions where you might be aggressively pressing them. The dpad gets the job done too, though I do like the playstation style d pad a lot.

      I like having the bumper buttons available to hit with a different feel then the trigger in addition to the standard buttons and the analog sticks. Another big selling feature for me is how easily it works on the pc without having to go out and get anything funky to plug it in (I assume ps3 works this way as well?)

      Either way, gamecube was nice, but only because most of the better games on it uses few of the buttons. It was a nice system for its games, but it was not as versatile as the other controllers.

    5. Re:Best controller ever: Gamecube controller by LazyBoot · · Score: 1

      I assume ps3 works this way as well?

      nope, the ps3 controller needs 3rd party (read: homegrown) drivers to work with the pc.

    6. Re:Best controller ever: Gamecube controller by andy9701 · · Score: 1

      The 360 controller has come to be my favorite (though i have yet to touch the ps3 one), though I would prefer that they flatten the tops of the buttons a bit so they don't hurt my fingers during long play sessions where you might be aggressively pressing them. The dpad gets the job done too, though I do like the playstation style d pad a lot.

      The 360 controller's dpad is awful - probably the worst I've ever used. Any 2D game (fighters especially) aren't playable with the default controller due to the dpad. I tried playing Street Fighter II Turbo HD Remix with the controller, and I just couldn't do it.

    7. Re:Best controller ever: Gamecube controller by Chris+Burke · · Score: 2, Informative

      which is why Sony put the stick in the opposite place, I suppose

      No, Sony put the stick there because when they made the Dual Shock for the PSX it was an add-on for a console that had already been out two years and had a huge library of games that assumed only a D-Pad. They didn't know if analog controls would take off, both from the standpoint of popularity and from the standpoint of developers supporting it. So they deliberately placed it in a sub-optimal position, leaving the D-Pad where it is so that it wouldn't hinder playing any existing games. A pretty rational choice given the context, even though with hindsight we know that analog was going to dominate practically overnight.

      However over the years Sony Fanboys and eventually Sony themselves deluded themselves into thinking that this was actually the ideal design for an analog-centric controller. So here they are two generations later still using a controller based around the D-Pad.

      Anyway, yeah, the GC d-pad sucks. So does the Z-button. The face buttons are good, except for in games like Soul Calibur where you need to hit multiple at once. Otherwise it's a good controller.

      --

      The enemies of Democracy are
    8. Re:Best controller ever: Gamecube controller by brkello · · Score: 1

      I think the Gamecube controller is probably my least favorite. It was just strange...like Picasso designed it...things were just all over the place. It was just too small and felt awkward to play with. (Queue the "that's what she said" jokes)

      --
      Support a great indie game: http://www.abaddon360.com
    9. Re:Best controller ever: Gamecube controller by sesshomaru · · Score: 1

      I remember my brother told me that the z button was included against the wishes of the joystick designers on orders from higher up...

      Of course [citation needed]

      --
      "MIT betrayed all of its basic principles."
    10. Re:Best controller ever: Gamecube controller by Chris+Burke · · Score: 1

      Huh. Is there a 'why' to this conspiracy? I could never imagine any reason for the Z button to even exist, except for that the N64 controller had a Z button also, except that one was a trigger under the handle with the analog stick that worked really well. The GC controller had handles that could have had a trigger, maybe, but I don't know of any reason why N64 compatibility would have mattered, other than some GC games were ports from in-development N64 games, but that still doesn't make a lot of sense.

      --

      The enemies of Democracy are
    11. Re:Best controller ever: Gamecube controller by j0nb0y · · Score: 1

      the game really has to be tailored to the controller to work well.

      That's very true. I have a Wii but no classic controller. I plugged in a gamecube controller to play Super Mario World. The game was unplayable. The Y button was run and the B button was jump. It was impossible to hit running jumps.

      --
      If you had super powers, would you use them for good, or for awesome?
  9. No by sesshomaru · · Score: 2, Insightful


    Gamers may suffer some kind of identity crisis as the familiar markers of their beloved niche evolve or disappear entirely. The solution to that one's easy: Get over it.

    You know, I always think it's great when people say this, but they always forget the alternative... I don't have to play video games if I don't think they are fun. There are tons of other things to do in this world. In fact, I'm actually not going to play video games if I don't think they are fun. I have something called a job for when I want to do things that aren't fun.

    More importantly for the people who say, "Get over it," if I find that the new video games aren't fun, I'll stop buying them and wait until someone produces some that are worthy. Heck, since I'll likely fill my leisure time with alternative activities I might just forget that games exist entirely....

    --
    "MIT betrayed all of its basic principles."
    1. Re:No by Hatta · · Score: 1

      More importantly for the people who say, "Get over it," if I find that the new video games aren't fun, I'll stop buying them and wait until someone produces some that are worthy

      There are enough great classic games available that you should never need to wait. If they stopped making video games today, I don't think I'd even notice.

      --
      Give me Classic Slashdot or give me death!
    2. Re:No by GMFTatsujin · · Score: 1

      Amen to that. The tsunami of new releases eventually recedes back into the ocean, leaving the best of past games waiting for anyone to pick up and play with, and there are *tons* of great games.

      If they stopped making video games today, about five years from now, I'd notice. On the flip side, I'd finally be all caught up.

    3. Re:No by Fallingcow · · Score: 1

      Yeah, at my rate of playing through games (which is moderately quick) I think I could be satisfied playing my massive to-play back-log of console RPGs, re-playing my favorite games, and playing mods to games I like for upward of a decade before I started to really need new content.

      That's not even considering the existing material in other media I'd like to get through--using movies as my sole source of entertainment, I could probably stay busy watching classics and foreign films that I haven't seen for 5+ years. Then there are books... god, I rarely even look at new books, as my list of existing ones I want to read would easily last me 15+ years (again, if that was the only form of entertainment I used--as it is, I'm not certain I'll get through the whole thing in my lifetime!)

      Point is, if everyone everywhere stopped producing new media of all sorts, I'm not sure I'd even care for 25-30 years.

  10. Better is relative by brennanw · · Score: 1

    "Making something 'more accessible' doesn't necessarily make it better."

    Well... it does make it better for people who previously found it less accessible.

    It's interesting, though, what you can acclimate yourself to. Back in the day, when I was a young buck, I had no trouble memorizing the completely keyboard-driven controls for PC games like the Ultimas I-V, and I found the simplified, mouse friendly interface of Ultima VI maddening. That said, despite my familiarity with not necessarily user-accessible controls, a console gaming controller renders me utterly helpless.

    --
    Eviscerati.Org: All Hail the Eviscerati
  11. Half the appeal? by MojoRilla · · Score: 0

    Having a game controller was half the appeal? Tell that to PC gamers, who by and large still use the keyboard.

    Also, who is going to miss the arcane key combinations required to pull off a chain of combos? I for one won't miss Up, Up, Down, Down, Left, Right, Left, Right, B, A one bit.

    1. Re:Half the appeal? by geminidomino · · Score: 5, Insightful

      That's not a chain of combos, it's a cheat code, and if putting it in takes any effort on your part (enough effort for you to "not miss it") then you've got no business talking about classic controllers.

      Now get off my 30-liv^W lawn!

  12. Motion control in portables by Anonymous Coward · · Score: 3, Funny

    Give me motion control on my portable systems. I want to look like a complete idiot in the waiting room. "Sir, Mental Health is down the hall."

  13. Seperate the hands by Anonymous Coward · · Score: 2, Interesting

    If there is one thing I wish all consoles would adopt from the Wii it's not the motion controlls but the ability to hold your hands independently.

    Playing Zelda on the Wii was the most relaxing way to play a game I've experienced to date. I could just sit back, put one hand behind my head while the other rests comfortably on the couch. I want to do that on the other consoles, too.

  14. Bah; kinesophobia by Millennium · · Score: 2, Interesting

    The alleged "greater precision" of button-mashers is imaginary; a side effect of someone afraid to learn a new skill. People said exactly the same thing about analog sticks, and D-pads before them, and both times they were wrong. They are wrong again.

    As for gratuitous complexity, which the author (like many others) have mistaken for "depth," this is a harmful thing. It has driven far more people away from gaming than it ever attracted, creating shallow and unrewarding experiences for most with very little actual gain in game quality: a childish domination fantasy, nothing more. This is just someone who wants to keep people out of gaming, and like other kinesophobes he deserves exactly two options: take the plunge or don't play. His attitude is harmful to the industry and ultimately, it's unhealthy to himself. He doesn't need more games; he needs professional help.

    1. Re:Bah; kinesophobia by Nemyst · · Score: 1

      Um... No. Let's do a test: you grab that Wii MotionPlus over there. I grab my mouse and keyboard over here. We do a deathmatch for a bit and see who wins, mkay?

      Seriously, there IS a difference, it is not an imaginary fallacy like you seem to think. Controllers let you do actions that would otherwise be impossible to do. Try playing God of War and tell me if you can pull out every single move in the game (otherwise what's the point of motion control?). Sure, it can work for golfing, bowling, tennis and a few things like that, but actual, physical controllers with buttons all over are far from dead.

    2. Re:Bah; kinesophobia by nine-times · · Score: 0, Troll

      Yeah, my first thought was "Great, one of those freaks who could actually pull off every single move and combination in Street Fighter at will is whining because he might have an unreasonable edge in new games." For games like FPS, game controllers aren't anywhere near as precise as keyboard/mouse or using the wiimote as a pointing device. Button-mashing mechanics will only be missed by those who had an over-reliance on it for winning.

    3. Re:Bah; kinesophobia by Hatta · · Score: 1

      The alleged "greater precision" of button-mashers is imaginary; a side effect of someone afraid to learn a new skill. People said exactly the same thing about analog sticks, and D-pads before them, and both times they were wrong.

      No, they had a point. Some games just don't fit with analog sticks. I know I can't play shmups with an analog stick, and it's not for lack of trying. A d-pan is better but the precise click of a good arcade joystick is superior for many types of games. Analog sticks have their places (3d platformers, flight sims, etc) but they don't replace the arcade joystick by any means.

      For the most obvious example, try playing Pacman with your playstation controller and an arcade stick. The superiority of the arcade stick (in that contest) is obvious.

      --
      Give me Classic Slashdot or give me death!
    4. Re:Bah; kinesophobia by KDR_11k · · Score: 1

      The article is about the gamepad, not the keyboard and mouse (which are already necessitated by applicatons so no matter what gaming interfaces do those devices won't go away). I dare you to play a deathmatch using dual analogs against a Wiimote user.

      I think pointing at GoW is wrong here too, the game was designed for buttons. Instead of having a consistent ruleset for swinging the chains you have a set of canned movements that are triggered via a combo tree. This is like pointing out that Tron isn't improved by a steering wheel. The games simply aren't designed for different control paradigms.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    5. Re:Bah; kinesophobia by CorporateSuit · · Score: 2, Insightful

      Button-mashing mechanics will only be missed by those who had an over-reliance on it for winning.

      I don't know what you envision your victory over, here. Button mashers are people who CAN'T complete combos or DON'T know the moves, so they simply mash the buttons and try to beat you that way... like a chimp would. Do you think motion controls make that any different? Instead, they'll be flinging their arms this way and that, rapid-punching and still "button mashing" as far as the input is concerned.

      If you were referring to leveling the playing field so a skilled player is just as bad off as a terrible player, then a competitive game is no fun. What possible joy could come when the input is so shoddy that the game shows you no skill progress and winners may as well be picked at random? Yes, the mentally incapable might pull some joy out of "beating someone" because they rolled a higher number than the other person at dice, but such joys are short-lived and the game will end up being played once and then forgotten, because you can't get any better at it than you started.

      Incapacitating everyone's avatars in the spirit of "equality" is NOT a step forward in video games.

      --
      I am the richest astronaut ever to win the superbowl.
    6. Re:Bah; kinesophobia by nine-times · · Score: 1

      I'm not saying that "a skilled player [should be] just as bad off as a terrible player," but rather that good game design, IMO, makes the game challenging by allowing strategy to take precedence over "who has practiced this particular random sequence of button pressing the most."

      There are exceptions, but it had better be as creative as Guitar Hero. Having a fighter where the main skill to learn is "how to pull off the move" or a FPS where the big challenge is "learning to aim," then I find that to be pretty lame. You may as well have a RTS where the main challenge of the game is, "how to figure out what the hell is going on with the control scheme," or a RPG where the only determination of who wins is "who has spent more time grinding."

      The only reason to prefer that games are hard to control is if you sit around playing them all day and then get off on proving your superiority to those who have other things to do.

    7. Re:Bah; kinesophobia by tepples · · Score: 1

      Um... No. Let's do a test: you grab that Wii MotionPlus over there. I grab my mouse and keyboard over here. We do a deathmatch for a bit and see who wins, mkay?

      So what do players 3 and 4 use? PC operating systems, even those with "media center" features, typically aren't designed for multiple mice and keyboards through USB hubs.

    8. Re:Bah; kinesophobia by brkello · · Score: 1

      So you are saying the Wii-mote is inherently better than all the other controllers? I think you are wrong. It isn't about people being afraid to learn new skills. Everything new isn't better. I think the Wii-mote is great for party games. But for regular gaming, I would take a normal controller over the Wii-mote. I play soccer to exercise. I play games to kick back and relax on my recliner.

      --
      Support a great indie game: http://www.abaddon360.com
    9. Re:Bah; kinesophobia by Anonymous Coward · · Score: 0

      You miss the point. It's a matter of dept of control, not how hard it is to control. This is important to competive games. It helps keep them interesting, as you can execute a wider range of complex controls.

      Physical controls offer far more dept of control than any motion controller scheme I've yet seen. Maybe this will change, but I doubt it. Small movements with your fingers on an ergonomic controller just allows for quicker reaction than gross body movements.

      Some games are just far deeper than others, and they are the games I and most of my friends like.
      Room to develop both in physical skill, but also in stragegy, tactics, and understand the phsyics of the game.

      You state it's about proving "superiority" - nah. I just like games that have dept and legs longer than 6-15 hours of play time. "Accessible" games tend to be shallow and quickly become boring, and motion controlled games tend to be "accessible" by their very nature.

      They have their place, but it's hardly the end-all be-all. It's more of a fad.

      It's like saying casual games such as Popcap games are the only things that should exist because everyone can pick them up quickly.... no thanks.

      And speaking to your other point:

      "but rather that good game design, IMO, makes the game challenging by allowing strategy to take precedence over "who has practiced this particular random sequence of button pressing the most.""

      I call BS on this. It's not binary, you can have both good game design that makes it challenging, and the game can reward you for having developed skills in the game. Why take away that level of dept of a game away for people who play it more? It is simply dumbing it down.

      Isn't it true in other areas of life that people who practice something more - a sport, playing an instrument, sex, writing, whatever, tend to be better than those that don't? Why should this be different with games?

      Frankly you just sound like you aren't very good at competitive games and are annoyed at those who are.

  15. A Classic, button-rich controller by wjousts · · Score: 2, Insightful
  16. New controllers opens new doors, but... by jfbilodeau · · Score: 2, Interesting

    I've enjoyed Wii Sports, Warioware Smooth Moves and the likes. They are a lot of fun and burn calories. However, I find I spend more time on the couch playing games like Metroid Prime 3 or Resident Evil 4 which make great use of the Wii Remote, but don't require to turn a game session into aerobics. This is why I don't see classic controllers being replaced by the likes of Natal anytime soon.

    There will be a lot of impressive tech demos with Natal and probably a couple of fun games with the Sony controller, but I'm of the opinion that Nintendo achieved the best balance of motion vs classic controller.

    --
    Goodbye Slashdot. You've changed.
    1. Re:New controllers opens new doors, but... by Anonymous Coward · · Score: 0

      I really feel the pointer is the greater advantage of the Wii Controller. I'm really surprised at the number of games that ignore it, even for things like menu selection (Smash Brothers, I'm looking at you)

  17. Soon button games will be like 2d platform games.. by NukeDoggie · · Score: 1

    But really isn't motion control really about MORE granularity of control? There are 360 degrees of freedom in all 3 axes giving you MUCH more control really. Also, there will still be some buttons. Instead of doing an actual action (uppercut to the left) they have made it a tight series of button presses.

    The worst example of this is Guitar Hero, where it is really NOTHING like playing guitar really.

    Button based games are like 2D platform Games vs 3D First Person Shooters, they will always be beloved, but I bet you they will feel 10 years ago pretty soon...

    What if you have 6 buttons and 4 motion controllers?? 2 feet, 2 hands and 3 buttons in each hand?!?

  18. And a shout out to... by hotdiggity · · Score: 3, Funny
    The original Atari 2600 joystick. Which, I believe, was also the de facto default joystick of the Commodore 64. One button. One stick.

    And did anyone else take it apart to press the "left" and "right" contact points simultaneously? Jiggling the joystick back and forth in the track events of Summer Games was for suckers.

    Good times.

    1. Re:And a shout out to... by Trunklebob · · Score: 1

      Not only did I test the whole "2 opposite directions at the same time", I rewired the joysticks. The Atari family, the TI 99/4A, and the Odyssey2 all used the same DB-9 connector, but with different pinouts. As our systems aged and joysticks died, we had to shuffle them from system to system.

      My father taught me to use a multimeter to map out the different pinouts when I was 10 or 11. Radio Shack sold imitation Atari joysticks for like $5; with no eBay or Google, finding a replacement joystick for a dead console was a weeks or months long proposition. My friends with less technical upbringings would be shocked to find me playing Parsec or Munch Man with a 2600 controller.

    2. Re:And a shout out to... by Minwee · · Score: 1

      Screw that. If you were serious about gaming you would have had the Epyx 500XJ. And you would use it until the red plastic stick broke off and your left hand curled up into a ball from the painful cramps, and then you would keep on going -- pushing the steel rod around with your right hand and pushing your knee against the button until your power supply overheated and you just couldn't play any more.

  19. Gimme back my joystick! by Angstroem · · Score: 1

    I never grew fond of these so-called controllers where I have to use my left thumb for steering because someone thought, hey, screw those righthanders by putting the movement control on the controller's left side.

    I was perfectly happy with the old (digital) joysticks like the Competition Pro or some more robust joyboards which could be fixed to the desk using suction cups, and also offered automatic fire triggering.

    Where I can see a use of the WiiMote for more lifelike gameplaying (e.g. Golf, Swordfight, Tennis), I never found these weird "let's replace the joystick by buttons or just a small thumbstick" controls really useful...

    1. Re:Gimme back my joystick! by Anonymous Coward · · Score: 0

      I second this. I never realized how much I missed the good ole stick until I picked up one of those plug-n-play namco joystick games and played Ms. Pac Man.

  20. You mean Keyboard and Mouse? by vertinox · · Score: 1

    ;)

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  21. No, gamepads suck by Tridus · · Score: 2, Insightful

    Gamepads, or the "classic" controllers he's whining about, actually suck quite a lot. They have terrible precision when compared to a mouse, don't work that well for things like Flight Sims when compared to a flightstick, and don't offer accessability over motion controls.

    I've never understood the appeal. Playing console shooters is like steering a drunk camel compared to on the PC. Good RTS with large numbers of units is pretty much a joke. Trying to explain to a non gamer how to play is an exercise in futility compared to the thirty seconds it takes to understand the Wiimote.

    The only real upside to the things is that they're generic. You can shoehorn a lot of game types to work on the thing, no matter how badly it works for most of them.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    1. Re:No, gamepads suck by Anonymous Coward · · Score: 0

      Different controllers for different genres. Most any actiony 2D game feels better with a gamepad. So do games like GTA and Overlord, which were admittedly designed for consoles. Though steering a car with mouse + keyboard is going to suck regardless.

      And I say this as someone who hasn't owned a console since the N64. But a $20 PS2-style gamepad for the PC makes a lot of games (not to mention an SNES emulator wit a stack of ROMs) much more fun.

    2. Re:No, gamepads suck by Hatta · · Score: 1

      Gamepads, or the "classic" controllers he's whining about, actually suck quite a lot. They have terrible precision when compared to a mouse, don't work that well for things like Flight Sims when compared to a flightstick, and don't offer accessability over motion controls.

      Gamepads suck for first person shooters and flight sims, obviously. But mouse and keyboard sucks just as badly for 2d platformers, shmups, fighting games, etc. Go play Sonic 2, Marvel vs. Capcom, Radiant Silvergun, Metal Slug, Double Dragon, etc. etc. and you'll be begging for a gamepad (or arcade stick :)).

      --
      Give me Classic Slashdot or give me death!
    3. Re:No, gamepads suck by Fumus · · Score: 2, Informative

      Try playing a fighting game with a keyboard and mouse. As much as I like that combo for shooters, I cannot imagine playing a game like Devil May Cry 4 or even Prototype without a gamepad. The xbox360 one is rather clumsy and doesn't fit my hands, so maybe try some other ones if that's the only one you tried? My Thrustmaster Dual Trigger 3-in-1 is stunning compared to how the xbox one feels.

    4. Re:No, gamepads suck by Anonymous Coward · · Score: 0

      I guess if "most of them" are FPS and RTS games, then you'd be right. I agree complete that the mouse is better for FPS than a pad, though I'm not so convinced on WASD VS analog joystick. In RTS games, a keyboard mouse combo is unquestionably better.

      Fortunately, there are far more genres than FPS and RTS, for which, a joypad is a much better fit.

    5. Re:No, gamepads suck by mrchaotica · · Score: 1

      Gamepads, or the "classic" controllers he's whining about, actually suck quite a lot. They have terrible precision when compared to a mouse, don't work that well for things like Flight Sims when compared to a flightstick...

      You need to make a distinction between thumb-joystick controllers and actual "classic" (non-analog) controllers. Regarding thumb joysticks, I agree with you: they're simply too small (and therefore too sensitive) to even begin to compete with a mouse/full-size joystick/whatever. But classic D-pad controllers, on the other hand, are different. Yes, they're not suited for flight sims in the same way a joystick is, in the sense of making smooth turns and such. However, flying (or in my forthcoming example, racing) games designed for D-pads can have their own other sort of appeal. Take F-Zero (and SNES racing game), for instance. It wasn't a realistic racing experience by any stretch of the imagination, but it was surprisingly satisfying when you (for example) hit the left or right buttons for exactly the right duration to aim your car exactly parallel to the straightaway barrier. It had it's own kind of precision that way -- different than the experience using a wheel or joystick, but just as worthwhile!

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    6. Re:No, gamepads suck by BobMcD · · Score: 1

      Playing console shooters is like steering a drunk camel compared to on the PC.

      I'm a camel jockey for a brewery, you insensitive clod!

      But serious, who has EVER attempted to steer a drunk camel? For all I know, it could be easier...

    7. Re:No, gamepads suck by KDR_11k · · Score: 1

      The keyboard works great for games that use an arcade stick since it has the same kind of palms-down operation.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:No, gamepads suck by grumbel · · Score: 1

      Gamepads suck for first person shooters and flight sims, obviously.

      They actually work quite fine for flightsims, as todays controller have more then enough axis, precision and even enough buttons when you throw a chatpad into the mix, the only trouble is that you won't find a flightsim optimized for them. As the flightsim genre is pretty dead on PC and never existed for consoles in the first place.

    9. Re:No, gamepads suck by CronoCloud · · Score: 1

      Colony Wars and the Ace Combat Series are probably the closest thing. Colony Wars 1 and 2 both supported the big-ass PS1 Dual Analog Joystick, while latter Ace Combats support USB Joystick and Throttle combos.

    10. Re:No, gamepads suck by CronoCloud · · Score: 1

      I've actually played RTS's with a gamepad, how it works is that the pad or stick controls the pointer like a mouse would, including dragging over units. Most RTS's on the consoles have mouse support though, but it doesn't actually improve control enough to make much of a difference.

      It does make a difference with aiming in FPS's, so if I can, I play console FPS's with a mouse in the right hand and Dual Shock in the left. Having analog movement is a godsend in FPS's with stealth elements. Tried playing the PC version of Deus Ex to compare it with the PS2 version (which also supports keyboard too in addition to the mouse), movement sucked with WASD, but with that analog stick it was great.

  22. Atari Jaguar Pro Controller by ssjx · · Score: 1

    Now there's a giant controller for those that like buttons! The key overlays are cool too...

    --
    Visit ssjx.co.uk
    1. Re:Atari Jaguar Pro Controller by clickclickdrone · · Score: 1

      i.e. the Intellivision reinvented - that too had overlays and a keypad. The main control 'disc' sucked though.

      --
      I want a list of atrocities done in your name - Recoil
  23. I think it is incredibly short-sighted by holychicken · · Score: 1

    to not only not see the end of button controllers coming soon, but to see that as a bad thing.

    Unless something drastic happens that makes us believe that we can't control games well with natural human movements, the controller is going to die.

    Games are just so much more fun for so many more people when the input is intuitive rather than requiring you to learn what every buttons does. For those of us who grew up doing so AND kept practicing, it is not so hard, but for most people that is not true. And even for those of us who can do it, I wouldn't believe you if you said that you didn't find picking up the Wii controller "refreshing" the first time you did so.

    1. Re:I think it is incredibly short-sighted by KDR_11k · · Score: 1

      I think some buttons will always remain and if it's just the pause button. Some abstract things will probably need buttons no matter how much direct control we have.

      Also I don't think full body controls can work unconditionally since many games have protagonists with superhuman abilities that would obviously be hard to replicate for your average beer-bellied person and that's in the cases where you actually play as a human.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  24. Yo motherf***** Wii by tepples · · Score: 0

    I think of this when I hear the phrase "classic controller".

    And I immediately think of a Wii accessory, as does Google.

  25. No "Perfect" Controller by Blixinator · · Score: 1

    Honestly, I've never had a controller that I couldn't get into. Controllers may differ greatly from one system to the next, but it's rather easy to get acustomed to the feel of it. You can even find your own ways of using it. My friend thought I was nuts when he saw me holding the N64 controller by the right and the middle protrusions for certain parts of games, but that was the easiest way for me at the time and it worked. I don't think there has ever been or will there ever be a "perfect" controller because each one can be adapted to.

    --
    "The Y chromosome is genetic. The odds are very good that if you are male then your father was too." -Internet Commenter
  26. Controller Luddite Alert ! by gonzoxl5 · · Score: 1

    I think this is just an example of someone who is exhibiting the natural human trait of 'resistance to change', we do however have an even stronger trait and that's the desire to evolve.

    The first console I ever played with was an old Binatone machine, it played ping pong and had a light gun, the second was the Atari VCS, it had a joystick, this was better at doing somethings as it allowed you to move in more dimensions, I don't think it was any better at Tennis.

    Thereafter, down the years I have used many controllers, I play a lot of PC games and have both an old fashioned Sidewinder for playing some sims (I loved the SW FF btw) and a Thrustmaster FCS for playing some sims more properly, both are great at sims but would be rubbish at Tennis.

    The only console I own is a Wii, the Wiimote is great at Tennis and with the nunchuk and the Zelda Crossbow plastic extension it also makes a great gun. If you make a Wiimote look like a wheel with another bit of plastic then that works fine as well.

    I'm not sure we'll ever see one true controller as I think the controller is part of the immersive gameplay experience so it needs to have a character that matches what you are trying to achieve, both in order to feel right and also in order to work well. The wiimote is good at achieving this as it's different sleeves allow it to very effectively bridge the gap between what it is and what you want it to be like for a particular game.

    I'm afraid I've never really been into fighting games so can't empathise with the loss of being able to make your favourite combo, I did really like my MS FF though and I've not found anything which felt quite as good since for the purpose of flying helicopters in BF1942 so I guess that's kind of similar. It was rubbish at Tennis though.

  27. I think we're missing the point a bit... by hal2814 · · Score: 2, Informative

    Motion control is useful in and of itself but more importantly, it has the potential to be a universal control system. Ideally any sort of control scheme could be emulated through a sufficiently sophisticated motion control system. Analog controllers, steering wheels, fishing poles, even d-pads and buttons. Are we there yet. Hell no. It's even still easier to use an old-fashioned controller than it is to use the steering wheel option in Mario Kart. But it's not exactly an impossible dream. Right now, there are several forms of control that can be successfully emulated by the Wiimote. I don't think the Wiimote will carry us to the end game of motion controls but it's not like the PS3 uses a one-button digital joystick made for left-handed people.

  28. The problem isn't the controller. by Delusion_ · · Score: 2, Insightful

    It's the interface. A controller is only half the story, and usually a lot less than that.

    I'm not suggesting we go back to the Atari 2600/C64 era joystick, but it does have some lessons we should learn from. Some of the best interface design comes from embracing the limitations in the format. There were many C64 era games that, if they didn't use the keyboard at all, had to be somewhat creative on the control side. Four directions, one button, make it happen. Now, the trend seems to be that we need a discrete, separate button for every function a game has, and button combinations that are completely unobvious and arbitrary are a good thing.

    As the Atari 2600 was my last console, after which I got on the 8-bit computer bandwagon, I say the following without any platform bias: The Sega Genesis system had it right in the first generation: stick and three buttons. http://www.thosewerethedays.de/items/joysticks/sega_genesis/fighter_stick_md-6_asciiware.JPG is similar, but is the 6 button version. I used this on the Amiga (which only supported one button, but very few games were programmed to use three, since the Atari and Sega joysticks had compatible connectors and pin layouts). It had heft, it was accurate, it was solid. With three buttons, you had to create a control mechanism, but you couldn't go down the road of arbitrary button hell. That's what the modern console controller feels like to me: hell, and inaccurate to boot.

    1. Re:The problem isn't the controller. by Hatta · · Score: 1

      Now, the trend seems to be that we need a discrete, separate button for every function a game has, and button combinations that are completely unobvious and arbitrary are a good thing.

      I don't think that's really new. I'm playing Wing Commander in DOSBOX recently, and there are functions smattered all over the keyboard. And if anything, fighting games are trending away from the long ass unintuitive combos that are impossible for the average person to pull off.

      --
      Give me Classic Slashdot or give me death!
  29. Ahhh.... Disruption by Slithe · · Score: 1

    Everyone nodding their heads in agreement should read Malstrom's articles. Pre-1985 everyone knew the standard controller was a joystick. Then Nintendo released the button controller, and it became the standard. The joystick is still around for some specialist games like flight simulators, but new games have replaced it. Ironically, buttonpad games may soon be confined to the PC.

    --
    ---- "XML is like violence. If it doesn't fix the problem, you aren't using enough."
  30. GamePads don't suck - you do? by Laebshade · · Score: 1

    Like any tool, the more you use, the better you get at using it. I too had your same skepticism when it came to playing console FPSers after playing computer FPSers for so long. It takes a while, but after a few months, you get good at using the analog sticks to aim. Really good. Then you realize you have a lot more fun playing on your couch, reclined, with one controller in hand than you ever did sitting at your computer, back straight, staring at the comparatively tiny screen, using a few keys on one instruments to move around while the other controls your Z axis and firing. You're stuck to that computer. If I'm playing Call of Duty on my couch, and I want to switch to the other couch, or recline on my couch, lay down on my couch, or use my recliner, I can. I can stand while playing. My once gamer PC now sits in my room; I've since ditched windows on it in favor of Ubuntu, but I still only use it a few times a week. Most of my time is spent in my living room on my Xbox or using my MPC. But I do agree with you on one point: RTS on a console just doesn't work.

    1. Re:GamePads don't suck - you do? by Moridineas · · Score: 1

      So wouldn't the solution be to get a wireless mouse and keyboard, hook your computer up the TV, and enjoy your couch that way?

      I'm a big fan...

    2. Re:GamePads don't suck - you do? by Hatta · · Score: 1

      Does Call of Duty allow you to play networked games with players on both consoles and PCs? That's the real test. IIRC, every time this has been tried, PC players slaughter the console players. So mouse & keyboard are demonstrably better than a gamepad for playing FPS. There's a lot more to gaming than FPSs however, and many types of game are better served by a digital gamepad than mouse or keyboard.

      --
      Give me Classic Slashdot or give me death!
    3. Re:GamePads don't suck - you do? by Laebshade · · Score: 1

      No, but that isn't the point. When everyone is using the same tool, it's a level playing field. Yeah, you can aim a lot faster with a keyboard and mouse, but it just isn't as much fun.

    4. Re:GamePads don't suck - you do? by Laebshade · · Score: 1

      And have a mouse/keyboard tied to your lap/table while you play? How much different is that compared to sitting down at a PC?

    5. Re:GamePads don't suck - you do? by Moridineas · · Score: 1

      Sorry, I thought it was self-evident...

      To go back to what you said--that I was responding too--"have a lot more fun playing on your couch, reclined, with one controller in hand than you ever did sitting at your computer, back straight, staring at the comparatively tiny screen, using a few keys on one instruments to move around while the other controls your Z axis and firing"

      Yes, I agree. I get every single benefit of that with my wireless mouse and keyboard.

      The only thing in your whole post that DOESN'T work for a mouse/keyboard is standing up. A sacrifice I'm more than willing to make for the flexibility and greater useability of a mouse/keyboard.

  31. That is not a classic controller by geekoid · · Score: 1
    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  32. I agree, however by geekoid · · Score: 1

    I can see one with a built in motion pointer like the Wii. That's would be kick ass.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  33. Button loss anxiety is justifialble. by BetterSense · · Score: 4, Insightful

    It's a legitimate worry. People keep assuring gamers that the two control systems will exist side-by side. They have a right to be skeptical.

    Once upon a time, all movies were silent, and then someone invented the talkie. Great, now we can have silent movies AND talking movies! No, the reality is we only have talking movies. Eventually nobody makes silent movies anymore.

    Same thing with black and white. Someone invents color film, and people thing WOW, great more options! Now we will have black and white and color movies! But the reality is we only have color movies after all. If you want to see a black and white movie you have to watch on old one or an independently produced one. Nobody makes them because nobody thinks they will sell, and only weird hardcore artsy people would value such an obsolete aesthetic on purpose.

    Same thing with 2D sprite-based games. 3D comes along, and people at first thing Great! This 3D stuff is neat, now we can have 3D and 2D games. And good thing, because entire genres of games and styles of art are built around 2D graphics. There's no way people will just stop making 2D games. But the reality is that they do. After a while we only have 3D games after all, and 2D games are not taken seriously anymore.

    I think that gamers are entirely justified in worrying about losing button-based gameplay when they see the hoards of casual gamers and advertising hype around motion-based control. In technology as soon as something is viewed as old-fashioned the perception is that it won't sell, whether it's black-and-white film or 2D graphics or button-based gameplay.

    1. Re:Button loss anxiety is justifialble. by Ironchew · · Score: 1

      We still have 2D interfaces and 2D display outputs. 3D games are enormously more complex to make than 2D games. Until these things change, 2D games (in some form or another) aren't going anywhere.

    2. Re:Button loss anxiety is justifialble. by rxan · · Score: 1

      I like the movie analogy but there's a problem. All of the changes you mentioned about movies were actually taken by everyone or nearly everyone to be an improvement -- no question about it.

      Once upon a time, all movies were silent, and then someone invented the talkie.

      Same thing with black and white. Someone invents color film, and people thing WOW, great more options!

      Same thing with 2D sprite-based games. 3D comes along, and people at first thing Great!

      Yes, everyone wanted sound and colours in their movies. Yes, everyone wanted 3D games. They made the experience wholly better. The only nay-sayers were due to the experimental state of the technologies when they were first introduced. But these problems were gradually fixed.

      Then motion control comes along and we don't have the same reaction that we did to the other technologies. Not everyone likes it. Right now it's sluggish, inaccurate, and often difficult to learn to play and develop for. So at this point it's not a improvement over button games.

      Even if motion control is perfected, it still has drawbacks compared to button controls. It requires more effort than button mashers, and is slower to execute actions than with buttons.

      So I think they will continue to coexist with one another for quite a long time.

    3. Re:Button loss anxiety is justifialble. by brkello · · Score: 1

      The use of an analogy is to make a problem that is complex and hard to understand more simple. Your analogies fail to draw a proper comparison. They aren't even accurate because people still do make 2D games. The other examples you use are just stupid. Color TV is inherently better than black and white. "Talkies" are inherently better than silent movies. Is motion control inherently better than other ways of gaming? No, it is different and both can exist in parallel (and have been for awhile).

      We have had game gloves, eye toys, etc for years. The Wii is the first that has made it the main controller. But to think that the future is just Wii-mote and spasm games in front of the TV isn't realistic. If anything, controllers might integrate some motion control in to the current controller (like six axis tried and failed to do well), but button-ful controllers are still going to have a place in gaming.

      --
      Support a great indie game: http://www.abaddon360.com
    4. Re:Button loss anxiety is justifialble. by TuringTest · · Score: 1

      All of the changes you mentioned about movies were actually taken by everyone or nearly everyone to be an improvement -- no question about it.

      Except for the naysayers that considered sound in movies as "gimmicky" or "just a fad"?

      Right now it's sluggish, inaccurate, and often difficult to learn to play and develop for.

      ...and the studios and theaters that should adopt a too complicated technology. And (oh yes) movie stars that thought their public would appreciate their mime, and wouldn't want them to talk and sing!

      --
      Singularity: a belief in the "God" idea with the "demiurge" relation inverted.
  34. Re:Classic Controllers & the power of nostalgi by sznupi · · Score: 1

    I have always maintained that people have unrealistically positive judgment about artifacts of their youth. Like you with the flat brick, too few buttons and purely digital goodness of the SNES controller.

    Like me with Dual Shock. Though in this case...for some reason every next generation of classic controllers from competing manufacturers were becoming closer to Dual Shock, even though they really tried to be different at first. DS otoh - virtually unchanged since...1996? (Dual Analogue Controller, Japanese version with rumble) There is a reason for that...

    You might love Nintendo more than SCE, but there were sound reasons why the latter kicked N ass for almost a decade. I'd say SCE had indeed created the best "classic" console to date with the driving concepts behind PS1 (and PS2 to a lesser degree). That includes the controller.

    --
    One that hath name thou can not otter
  35. Re:Soon button games will be like 2d platform game by mrchaotica · · Score: 1

    Button based games are like 2D platform Games vs 3D First Person Shooters, they will always be beloved, but I bet you they will feel 10 years ago pretty soon...

    Nintendo is coming out with New Super Mario Bros. Wii, a brand new side-scroller (3D graphics, but 2D gameplay). They're also coming out with Super Mario Galaxy 2. Personally, I'm much more excited about the former.

    That's one major "innovation" I see the Wii bringing to gaming: we're finally getting past the point where the game designed to suit the technology available (i.e., "we've just come out with 3D, so everything must be 3d!") and to the point where the technology is designed to suit the game. And that's something to be happy about!

    --

    "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

  36. Abstract controllers for abstract gameplay by GMFTatsujin · · Score: 1

    I appreciated one argument that was made in the article: that the human mind is very good at abstracting the actions of the game onto a generic controller: many controls make for multiple applications. Having an action-specific controller might actually limit the development of games that experiment with more bizarre modes of play.

    Specific controllers bog down the gaming impulse, too. It would suck if, to play the baseball game, I had to break out the Baseball-o-tron, to play the racing game I need the Steeringwheel-o-tron... I guess it's a good way for companies to sell more accessories. And crap: if I wanted that much exercise, I'd just go play frisbee. I actually *like* the big blue room.

    The Wii controller strikes a nice balance and is a flexible piece of tech for what it's called on to do. Motion sensing is great in the sports games since it can emulate just about anything you can swing or throw, but it *also* acts as a classic pad for the abstracted "jump, punch, run" sorts of action games.

  37. Watch a kid play Mario for the first time... by cwiegmann24 · · Score: 1

    I remember laughing watching my friends and sister play Super Mario for NES for the first time. Every time they wanted to jump, they'd press A and pull up on the entire controller. Like they were trying to use motion controls when they weren't even part of the game! I understand that buttons will never go away, but motion controls can provide some nice additions to gaming.

    I swear that Mario jumped farther when you flailed about madly when he was in the air. (at least my 5-year old mind thought so) When I first played Super Paper Mario for the Wii, and you used motion controls to combo hits on enemies, I laughed out loud. I remembered my first experience with Mario and how it had all come full circle.

    It's not that motion controls are better, that isn't my argument. They're just much more intuitive.

    1. Re:Watch a kid play Mario for the first time... by Anonymous Coward · · Score: 0

      It was risky to sit near my mother during the rare time she'd play with us on the NES. It's downright DANGEROUS to be anywhere near her when she's playing the Wii. It's nice to finally see all that "wasted" motion put to good use.

  38. Shooters: FPS vs. shoot-em-ups by tepples · · Score: 1

    I can't stand playing shooters with a console controller, I need a mouse and keyboard.

    By "shooter" do you mean only first-person shooters, or do you also mean shmups like Galaga, Zero Wing, and Ikaruga?

  39. Why not games with simpler controllers... by Anonymous Coward · · Score: 0

    Like Steel Battalion: http://en.wikipedia.org/wiki/Steel_Battalion

  40. I never thought I'd see the day... by Spike15 · · Score: 1

    ...when people talked about controllers having "precision". I mean what happened to the good old keyboard and mouse? The de facto bastions of input precision? Did we forget about them?

  41. reminds me of a classic mainstream vs connoisseur by Anonymous Coward · · Score: 0

    Michael Bay/Transformers vs. Pixar/Up

    .

    Enough said.

  42. In with the New. . . by Fantastic+Lad · · Score: 2, Insightful

    Here's how it works. . .

    The system you grew up with has a life span which will end at some point and you will be left feeling either bitter or so old you just don't care. --Either that, or evolution will reach a plateau of suitable perfect-ness in bio-feedback device and stay there for 20 million years. I doubt even the Mouse, Screen & Keyboard will manage this, though as of yet, nothing seems to match it for getting yourself from one end of an Operating System to the other.

    For games. . . Any controller which has a limit to its usefulness in moving stuff around on screen, and all controllers seem to, will irritate some engineer/designer somewhere enough to spawn some new brand of tool. The kids new to video games will be more than willing to train themselves on whatever cool new system is offered so long as it activates all their happy circuits, and whatever solution you were content (ecstatic) with while growing up will have to shuffle over to make room, and will eventually find itself relegated to a niche market. And you won't understand what your kids are talking about half the time. Welcome to parenthood. You're not cool anymore. Laugh at it. The other option is to wear leather pants and buy a sports car and look really sad and desperate.

    Best to age with a little grace. Let the Nintendo button thingy go. You don't want to be the old guy saying, "When I was young, we had to play our games with a STICK! In 8 bits! And we LIKED it!"

    Hm. Actually, it might be kind of fun to be that guy.

    -FL

  43. Player 2 in a keyboard game? by tepples · · Score: 1

    I'll accept for the moment that you find it easy to use a keyboard to play Mega Man or Street Fighter. But PC operating systems make it hard for games to figure out which keyboard a particular keypress came from. So if you're playing with two keyboards through your USB hub, you have to come up with non-overlapping keymaps, which can be a pain, and players can cheat by pressing a key mapped to the other player, which can also be a pain.

  44. What will players 2, 3, and 4 stick with? by tepples · · Score: 1, Interesting

    For most non-simulator games, I'd stick with mouse and keyboard any day!

    Then what will players 2, 3, and 4 stick with? Yelling at you to finish playing already so that they can have a turn? That's why the kids I babysit prefer my Wii game console over my PC.

  45. 2D games "not taken seriously"? by H0NGK0NGPH00EY · · Score: 2, Informative

    Same thing with 2D sprite-based games. 3D comes along, and people at first thing Great! This 3D stuff is neat, now we can have 3D and 2D games. And good thing, because entire genres of games and styles of art are built around 2D graphics. There's no way people will just stop making 2D games. But the reality is that they do. After a while we only have 3D games after all, and 2D games are not taken seriously anymore.

    Gotta disagree with you on the point of 2D vs. 3D games. Just off the top of my head...

    I could go on and on, but the point is that there are still plenty of great 2D games being made in recent years. 2D games most certainly are "taken seriously" (whatever that means—I mean, we are talking about games here).

    --
    Do not read this sig.
  46. Press X. Which button is that? They're *all* X. by tepples · · Score: 2, Insightful

    To this day, I think of the buttons on my PlayStation or XBOX in terms of the SNES layout. "Hit the Y button! I mean the Square one!"

    Some of my friends have played games on PlayStation, Xbox, GameCube, and Super NES. The X button is in a different place on every controller. In fact, it has shown up in all four positions. So when I tell them what button to hit, and it's not the one on the bottom, I tend to say triangle, square, or O because they're less ambiguous than A, B, and Y.

  47. Controllers... by MaWeiTao · · Score: 1

    Having tried various control pads over the years I personally think the PS2/PS3 controller is among the best. I generally find the placement of controls to be quite comfortable. The biggest problem I've encountered with control pads stems from poor game design, specifically function overload. Developers will overdo it with buttons having multiple functions in different scenarios, too many actions using too many buttons, and no thought given to how a gamer will interact with the controller.

    However, as others have mentioned, it really comes down to the game. On the PC I primarily use the keyboard/mouse combination and find it to be excellent for FPSs, RTSs and many RPGs. Control pads are extremely imprecise and suck the fun from any FPS.

    As for motion controllers, including the Wiimote and Guitar Hero/Rockband instruments, they can be great fun. The Wiimote has issues with precision, but I don't count that against it because the technology is in its infancy. The problem is, however, that these controllers clearly don't work for many games and sometimes I just want to sit and relax. I don't want the nuisance of having to wave my arms every time I play a game.

    As for racing games, obviously wheels and pedals are ideal. However, a few years ago I had this controller for the PC that was reminiscent of controllers for RC cars. The wheel sat on top of the controller and the trigger moved both forwards and back. I thought it was one of the most precise controllers I've ever used for racing games. Certainly, it's not quite the same as a full steering wheel, but it made it easy to be precise and react quickly and it had the advantage of being compact.

    Still, if I were to choose a controller that was the best all-around for the widest variety of games it would have to be the traditional control pad. The mouse and keyboard combination is close behind and surpasses everything else in certain genres. Motion controllers are great for only a limited set of games.

  48. Back in my day... by Anonymous Coward · · Score: 0

    Back in my day we'd punch out the actions we wanted on a punch card!

    And get off my lawn!!

  49. STOP THE ELITIST CRAP by sznupi · · Score: 2, Interesting

    Have you really read what I wrote?

    Console games are not dumbing down your PC games. The things you talk about are hybrids. They are also awfull from the point of view of old console gamers - they might just as well call them "PC games", because their awfullness stems directly from the fact that they are targeted for the simultaneus release on a PC. But you wouldn't agree that's an accurate description of reality, right?

    Just so it will be more clear, let me rephrase what you wrote from the point of view of consoles:

    Mind you, PC games are fine, but I wish more dev time were spent on true console games. I feel that gaming as a whole is suffering a bit right now, between the shift of focus to primarily PC-style games, casual games, Peggle, and (especially) the cancer that is DLC (//FFS, MAN, YOU REALLY THINK THAT CONSOLES BROUGHT MODS/DOWNLOADS/PATCHES TO GAMES?! REALLY?!?!). In the long run it'll probably be fine, but I'd love to see what would happen with more (not all, just more) titles being aimed at the platform that brought us so many amazing, deep games.

    I know it's a futile wish, but it's what thing would be like in the world in my head where we all ride unicorns that fart rainbows and shit gold. Anyway, like I said, I'm not worried about PCs killing deeper gaming long-term (hell, my recent purchase of gaming PC has shown me first-hand that consoles and PCs aren't so different any more--I had to put the fucking DVD into the drive each time I wanted to play!)--DLC might do it, but PCs themselves won't.

    ...and it's still BS

    Games have become less "hardcore" (whatever that means...) simply because they are not driven anymore by wishes of early adopters - they've become mainstream on both consoles and PCs (because the platforms themselves have become mainstream), so the gameplays is obviously also more mainstream...

    Plus, thank MS for bringing development of games for both platforms much, much closer - PHBs running game publishing companies think it's "obvious" to target both platforms. When in reality it's a horrible idea. You end up with...hybrids that are a product of compromise, that loose strong points of both platforms.

    Speaking as a long time gamer on both types of systems (I care about the game, not so much about on what it runs), so I might have a better grip on reality... (if you wonder - nowadays, on PC, mostly Galciv2 and Stalker, also constant addiction to Fallouts, Diablos, *shocks)

    --
    One that hath name thou can not otter
    1. Re:STOP THE ELITIST CRAP by Fallingcow · · Score: 1

      Wow, you seem really emotionally invested in this. OK, you win. I think we sort-of agree anyway.

      I would like to note, just so we're clear on this, that when I said DLC I didn't mean "MODS/DOWNLOADS/PATCHES" as those things existed long before the term DLC and aren't what people usually mean by it--rather, they mean micro-content-addons and patches that must be paid for separately from the base game. I also didn't say that consoles were to blame for DLC, but listed it as a separate problem for modern gaming (IMO).

    2. Re:STOP THE ELITIST CRAP by sznupi · · Score: 1

      Yes I am, I hear that BS far too often, and in much too blunt way (I guess because "pure" PC-gamers I interact with assume (as always - that's quite close to "ass") that speaking such BS around me will only further their circle of mutual adoration - after all, I also play "hardcore" PC games, I couldn't possibly be one of those dumb console owners...)

      And yeah, we sorta agree. We both see the "problem" (personally I think we'll be fine - you just have to learn that since now you will not like every major game that "fits" your genre/topic...as is already the case with movies, books, music, ...). The thing is - you see it only from one perspective which leads you to incorrect interpretation of causes (one which makes you look not exactly better than supposedly "dumb" console users...). That might actually worsen the problem - by not seeing few existing underlying factors:

      1) Xbox-style consoles (BTW, for some reason, only MS-consoles were ever cheerished by "PC magazines", at least here...what a mistake that was). PCs and consoles must be separate to considerable degree, so publishers won't toy with the idea of hybrid games.

      2) cheap bling. Just, for once, put you money where your mouth is and don't let games which are only tech-demos get good reviews. Boycott them, completelly. OTOH promote real artism, which is extremelly rare now (and one of the reasons is, on gfx side of things...MS, with homogenising (how's that "one market, one company" works in practice?...) influence of DirectX libs; but Larabee with its promise of fully custom pipeline has the potential of improving that a bit; also, some consoles don't fare bad, with devs writing on the metal)

      When we as consumers will remember about those two factors, perhaps we might improve things a bit. But don't hope for too much, because #3 is most important:

      3) games are mainstream (again...). Which means that majority of players (on BOTH types of platforms) won't mind #1 & #2, just as typical consumers don't mind such things in movies or music.

      And you know what? That's fine. You will still have games you like anyway. Perhaps, perhaps, broader appeal of games will even bring some real new talent...

      Or you might just continue to marvel at your elitism far more than is healthy.

      --
      One that hath name thou can not otter
    3. Re:STOP THE ELITIST CRAP by Fallingcow · · Score: 1

      I don't think I'm being elitist. Console games tend to be simpler than PC games (due to the controller+TV interface, if nothing else) and consoles have very different strengths from PCs. That's fine--I like both. I play PC games but I also play Mario games, Zelda games, jRPGs, party-friendly games (like fighting games), Metal Gear Solid, etc. on consoles.

      However, genres that I like have had releases that, had they been PC-only, probably would have been much, much better than they were. Some of these games would never have been made without the money from the console market so it's silly to complain about those, but many probably would have been.

      A simple shorthand for this phenomenon is to say that (at least some) PC games are being "dumbed down". I consider that to be unfortunate, but don't expect it to change any time soon. That's it.

  50. weeee by Tyrannicsupremacy · · Score: 1

    So now Console gamers can bitch about the same thing that PC gamers have been bitching about for years!

    --
    http://i.cubeupload.com/T6cyLu.png
  51. Re:Soon button games will be like 2d platform game by KDR_11k · · Score: 1

    There's still a massive demand for 2d jump & runs, IIRC New Super Mario Bros sold 18 million units so far and is still selling years after its release. It's successful enough to make Nintendo admit that there might be some demand for a 2D Mario on the Wii too.

    Either way I do think the Wiimote has the potential to greatly improve many genres provided their designs are adjusted to actually utilize the ability to freely move the controller instead of still thinking in a simple FSE with transitions triggered by motions instead of buttons. Motion controls are analog, that can be used for many things (e.g. in sports games the whole inaccuracy in your movement).

    Come to think of it, sports games were the most improved by it. That's because they're based on real lifeactivities that involve motions too. Many other genres are about made-up actions which seem to be made up around the old control paradigm. Sports games had a design that was based around motion control right away and only worked around with buttons, other games have a design that's intended for buttons. In my oppinion games need to be redesigned to really utilize motion controls because they have to get rid of all the things that were added to make them work on buttons.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  52. I quote by KneelBeforeZod · · Score: 2, Insightful

    To quote Yahtzee of Zero Punctuation about motion controllers: "People plays games to unwind and no one unwinds by coming home and waving their arms like air traffic controllers covered in beetles." And that said it all

  53. You call that "plenty"!? by PeanutButterBreath · · Score: 2, Interesting

    I think GP was referring to the period when 3D console games first reared their blocky heads (circa Playstation 1, IIRC). 2D graphics still hadn't reached their peak, but ugly, gimmicky 3D junk flooded the market and (a paltry few exceptions notwithstanding) 2D was relatively done.

    And it wasn't as though it was just a graphical shift. Compare Street Fighter EX Plus alpha to contemporary 2D versions, for example. Whereas it took stunning graphics and tight gameplay to make a standout 2D game at the time, people seemed willing to suffer through awful looking and playing 3D games because their very 3D-ness was novel.

    Moreover, 2D and 3D are suited to different types of games -- hence the popularity of simulators and then FPS over platformers and arcade style fighters (possible chicken v. egg there, but that's my opinion anyway).

    If you think that 2D games are taken seriously, you probably weren't seriously gaming 15 years ago. Nothing wrong with that -- just sayin'.

    3D games have more than come into their own at this point, but I have to agree that they came at the expense of 2D gaming.

    1. Re:You call that "plenty"!? by H0NGK0NGPH00EY · · Score: 1

      1) My list was not intended to be comprehensive, it was just off the top of my head in 30 seconds. Yes, there are plenty of great 2D games out there, and still coming out today.

      2) I've been "seriously" gaming since the NES (and before I saved up for my NES I played plenty of Atari 2600), so I've certainly got plenty of perspective. I still disagree with the original commenter's claims that "they" "just stop[ped] making 2D games" and that "2D games are not taken seriously."

      You feel free to go ahead and keep complaining about the death of 2D games. If you don't mind, I'll just keep playing and enjoying the new ones that continue to come out. Thanks!

      --
      Do not read this sig.
  54. Stick in upper left is unnatural by sznupi · · Score: 1

    And you can check that yourself - just relax your hand (holding arm in the same orientation like when playing on a pad). Your thumb won't be in the place of GC/Xbox/Dreamcast stick. It will be in the place of DS stick.

    OTOH when in upper left you can supply greater force with your thumb more easily, so that's a good place for d-pad.

    But you don't have to believe me, just look at how all joypad vendors gravitate slowly towards the layout which DualShock holds for almost 13 years...

    --
    One that hath name thou can not otter
    1. Re:Stick in upper left is unnatural by Chris+Burke · · Score: 1

      Bullshit. The upper location, where every controller ever put the primary inputs including the DS because when made the D-Pad was still considered the primary input, is the natural position. When relaxed, a person's thumb is in line with the first two joins of their index finger, such that if your index finger was on the outside of a controller facing up, your thumb would be in line with it and ~1 inch in. I.e. where the primary inputs are on non-DS controllers. Not angled 45 degrees away. This is also why the primary inputs for the right hand, the buttons, are in that location on every controller ever, including the DS.

      This notion that every controller maker, including Sony, misjudged the shape of the relaxed hand and put the primary inputs in the wrong spot, only to accidentally put the analog sticks in a superior position in what was a deliberate attempt to not disturb the ideal placement of the D-Pad, is ridiculous.

      Dual Shock fans are like people with a terrible task chair -- they get used to the extra strain, and eventually forget that it's actually unecessary strain and think it's how things are supposed to be. And in the particular case of Sony controllers, they retro-actively take what was a deliberate decision to de-emphasize the analog sticks when D-Pad and buttons were still the primary inputs, and try to make it sound like it is a marvel of controller design for the era of analog-only input. And thus 3rd party vendors make DS-like joypads to appeal to this market of deliberately-bad-placement-is-actually-awesome folks.

      --

      The enemies of Democracy are
    2. Re:Stick in upper left is unnatural by sznupi · · Score: 1

      Why Nintendo put it like that in new classic controller then? They are suddenly "misjudged"? Try to appeal? Sony?... Or didn't you notice direct succesion Saturn analog -> Dreamcast -> Xbox as the real reason behind current layout of X360? (and they've still made it quite close to DS...)

      Most importantly, if you read my post more carefully, you'll see that it's mostly about in which positions the thumb is able to make particular types of movement. When close to relaxed, when not in line with palm, when close to DS sticks (if you hold it properly, two fingers on triggers; most people don't, that's the most major fault of DS) you're unable to use that much strenght, but fine movements work great. When inline - a bit the other way around.

      --
      One that hath name thou can not otter
    3. Re:Stick in upper left is unnatural by Chris+Burke · · Score: 1

      Why Nintendo put it like that in new classic controller then? They are suddenly "misjudged"?

      Nintendo put it like that for the classic controller because it had to bridge the gap between NES, SNES, and N64 games, so the analog stick is not necessarily the primary input. When they are designing a controller where the analog input is primary, like the nunchuck, it's still in the same ol' analog-stick-where-your-thumb-lays-naturally position. Not down and to the right like the DS.

      This is similar to how when the DS was created, the D-Pad was the primary input (because there was no other at the time), and thus the analog stick was put in the deliberately inferior position. That this was actually the ideal position for the primary input would have been a surprise to the designers of the DS.

      Both are examples of how history and context affect controller design. When neither is a factor in where the analog stick goes, and the designer can put it where optimal, it goes where the D-Pad used to go, and where the face buttons still go.

      Or didn't you notice direct succesion Saturn analog -> Dreamcast -> Xbox as the real reason behind current layout of X360? (and they've still made it quite close to DS...)

      I'm not sure how you think that's a 'direct succession' other than that the Xbox controller design was similar to the Dreamcast in terms of left analog and button placements, though it was equally similar to the GC controller modulo the GC's weird face buttons. Direct succession, or convergent design when multiple companies, not hampered by history, tried to design good a controller?

      (if you hold it properly, two fingers on triggers; most people don't, that's the most major fault of DS) you're unable to use that much strenght, but fine movements work great. When inline - a bit the other way around.

      Held properly, the DS requires flexing the thumb outward which causes muscle strain. Both strength and fine control are reduced when you aren't flexing muscles just to hold your thumb in position. You can move your thumb faster, easier, and with more precision when you start from the relaxed position.

      I still find it funny that people attribute all these advantages to the DS design as though they were deliberate, rather than at best an accident and more likely an artifact of familiarity.

      --

      The enemies of Democracy are
    4. Re:Stick in upper left is unnatural by grumbel · · Score: 1

      Why Nintendo put it like that in new classic controller then? They are suddenly "misjudged"?

      The Classic Controller is focused on SNES games, thus all the dpad and buttons are in the location where they where on the SNES, leaving only the button two spots for the analogsticks.

    5. Re:Stick in upper left is unnatural by Chris+Burke · · Score: 1

      The Classic Controller is focused on SNES games, thus all the dpad and buttons are in the location where they where on the SNES, leaving only the button two spots for the analogsticks.

      Yeah, exactly. The Classic Controller is a SNES controller with analog sticks hacked on, just like the original DS was a PSX controller with analog sticks hacked on.

      The fact that neither is ideal for analog-focused games (though I think the DS is the better of the two) is no surprise.

      --

      The enemies of Democracy are
    6. Re:Stick in upper left is unnatural by sesshomaru · · Score: 1

      I have to say, that it finally dawned on me that DS stands for Dual Shock... it was a strange thread up until now.

      --
      "MIT betrayed all of its basic principles."
  55. Atari 2600 joystick by Estanislao+Mart�nez · · Score: 1

    So this quote doesn't fully address the One True Controller debate, but I think it's important to realize that we were all children when this equipment came out and we may have a bad case of rose-colored glasses.

    Indeed. My family had an Atari 2600 when I was a kid, but we never had a NES. I hate those NES pads. And the world hates me, because DSLR cameras now have those.

  56. But it still has an X by tepples · · Score: 1

    I find that the symbols on the PlayStation controller prevent me from confusing it with the SNES controller.

    Then is X on the top or the bottom?

    1. Re:But it still has an X by _xeno_ · · Score: 1

      It has a cross or a times symbol or something - it's not an "X" unless you really want it to be an X. I guess.

      I dunno, I never had problems with it since it was the only common control.

      --
      You are in a maze of twisty little relative jumps, all alike.
  57. Epyx Joystick for the Amiga by Anonymous Coward · · Score: 0

    the Epyx was my favourite gaming controller of all time. Very short throw, accurate and easy to hold. Oh..... the memories.......

  58. keyboard and mouse still best by Dan667 · · Score: 1

    With all the advances, a keyboard and mouse are still the best way to play most games.

    1. Re:keyboard and mouse still best by rxan · · Score: 1

      Personally I like the mouse, just not the keyboard. To me the keyboard is so unnatural to play games on. I'd rather have a controller I could hold in my left hand and a mouse in the right, or vice versa.

      I usually end up playing PC games with an Xbox 360 controller. It's pretty sweet for the games that support it.

    2. Re:keyboard and mouse still best by CronoCloud · · Score: 1

      I'm with you there and do use that control scheme you mention in games that support it. In fact, that's the only way to effectively play the PSone FPS Alien Resurrection.

  59. Casual games just a new market by rxan · · Score: 2, Interesting

    There is room in the gaming market for both casual and hardcore players right now. It's probably not going to change anytime soon. The casual market is still being saturated, so there's plenty of room for growth. But that doesn't mean hardcore button gamers will be out of the loop. The game makers know that hardcore players simply buy more games on average than causal players. I would cite that but I can't remember the link I read it from.

  60. The right tool for the job... by 2obvious4u · · Score: 1
  61. Best controller ever devised. by Jane+Q.+Public · · Score: 1

    The Logitech Cyberman was the best game controller ever devised. 6 degrees of freedom (the equivalent of 2 joysticks + 4 buttons) on one control in the right hand, and 10 buttons on the left. And, unlike those Microsoft monstrosities, it was very intuitive to use.

  62. I Play Games, Not Controllers by adavies42 · · Score: 2, Interesting

    Combo-memorization is the antithesis of my ideal gaming experience. To me, the ideal game is one where I never have to think about the control system, only about the content. The Myst games are probably the best example--they'd be wonderful if I could actually spend time solving puzzles, instead of rastering the mouse across the screen, checking for cursor changes, trying to find puzzles.

    --
    Media that can be recorded and distributed can be recorded and distributed.
    -kfg
  63. My Brute! by Anonymous Coward · · Score: 0

    UUDDLRLRBASelSta

    For Real Ultimate Power, Can You Face Might?

    http://rockhardest.mybrute.com

  64. X Square Circle: you can't unsee it by tepples · · Score: 1

    It has a cross or a times symbol or something - it's not an "X" unless you really want it to be an X.

    Well, Sony wants it to be an X. This support page talks about the "X button" and the "Triangle button".

    On that note: Rejected Xbox 360 logo

  65. players 2, 3, and 4: I will tell you by jonaskoelker · · Score: 1

    Then what will players 2, 3, and 4 stick with?


    ] connect 192.168.1.2
    connected, now playing on de_dust
    ] votekick babysitter

  66. On "making something more accessible" by jonaskoelker · · Score: 1

    Making something 'more accessible' doesn't necessarily make it better.

    I disagree. More accessible is better.

    However, more accessible at the expense of some other valuable quality is not (always) better.

    Whether or not it is really depends on what you value. Out of curiousness, I went out and bought an FPS for my wii; Metroid Prime 3: Corruption to be particular.

    By pointing the wiimote, you both reorient your view-frustum in 3D space and move your aim-point on a 2D screen. The reorientation works (as best I can tell) by adding some acceleration which dies out over time due to "rotational friction". That means that if you point the aim-point to an (x, y)-coordinate on the screen, you aim at the corresponding point in 3D space for a very short time; then, due to the acceleration introduced by moving the wiimote your character yaws and pitches elsewhere, making it hard to aim.

    To compensate for this, you can lock on to targets, meaning you always yaw and pitch in the target's direction, and can point in 2D space without affecting 3D space, making it easier to aim straight.

    I think that makes the business of aiming easier than in, say, quake (or any PC FPS game I've ever played, really). Does the game suffer from this? Well, given than Metroid Prime is really a first-person action-adventure, it doesn't detract from what the game tries to be, so no. But if you hope for a twitch-based FPS, you'll be disappointed (as I was, although I learned to love MP3:C for what it is rather than what I wanted it to be).

    How well does this generalize? Meh, I don't know... but always consider what the core challenge is; making other things easier to do is often a win (listen hard to this, people who "designed" the GH3 user interface and menu structure).

  67. Where do they type "connect 192.168.1.2"? by tepples · · Score: 1

    DirectX combines the keypress and movement count data from all physical keyboards and pointing devices and presents them to applications as one virtual keyboard and one virtual pointing device. So how does the game running on a given PC know on which keyboard connect 192.168.1.2 was typed and who typed it? If you meant "on a separate PC", it's not likely that the children being babysat have brought their own PCs.