The Game Controllers That Shaped the Way We Play
An anonymous reader writes "Neal Stephenson's ambitious sword fighting Kickstarter Clang has run into financial troubles, and part of the reason is down to new controller that was required — the extra investment reportedly scared away investors. Sometimes though, games can help usher in a whole new type of controller, and create new ways to play. From Pong's easy dials, which helped bring the video game into the home, to Ape Escape's twin thumbsticks and Doodle's Jump savvy use of the accelerometer on the iPhone, some games have hit the critical mass necessary to establish a new input as a way to play. So what's next?"
when a friend was playing some adventure game and at some point he got stuck because he was looking for a "mouse" and for a "stick of joy". That is because one of the F-keys allowed him to select mouse for example and then it said "mouse not found".
Apparently we have 3D printers that let us make anything at all at the merest whim. Why would a new controller scare away anyone?
Short term, I think Valve is next. http://hardware.slashdot.org/story/13/10/12/0013251/valve-shows-how-steam-controller-works-in-real-life Innovative, versatile, cheap and open.
Long term, I think we will go controller-less before too much longer. Between touch and "connect-like" systems, they will go away.
As somebody who grew up in the early to mid 80's I was raised on the joystick. When the industry moved to gamepads I simply could not play as effectively anymore (and rarely play consoles as a result).
Wrist coordination and speed is fundamentally different from thumb coordination. I suppose many people are better at fine finger coordination then wrist, but for me the switch from wrist to thumb controllers ruined consoles for me.
What is wrong with Wii as a controller? Or a kinect and youse a real sword (wooden sword)?
As someone who has kenjutsu experience I really wonder how a sword fighting 'game' should work at all.
E.g. without something that has the weight and feel of a sword in your hands, and nothing to actuall block your blow etc.
To have a sword fighting game you would need a robot, at least with a sword arm and a torso to hit at.
Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
NES Max
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The article is bullshit. Ape Escape was nothing new. SM64 had camera control with right thumb (C buttons) and movement with left thumb (analog stick). Ape Escape just used a stick for the cameras. Doodle Jump? Seriously? What a load of fluff.
In the future, we'll all be playing with anal sticks...! The vibration will make it a real pleasure!
Ape Escape just used a stick for the cameras
Wrong. The shoulder buttons controlled the camera, and the right analog stick was used to control gadgets; this was pretty damn innovative at the time.
Neal Stephenson is just working his way up to building the metaverse. Soon.
In a word: Voice.
1.) Playing sudoku on my pc, it would be nice (and faster) if I could just SAY "one" or "seven", instead of trying to select it from a menu or scroll my trackwheel until that number is selected.
2.) One step further, though, instead of just "words" use custom sounds. Make the initial sound of saying the letter "T". Each time that sound is "heard" fire the (currently selected) gun.
3) I'm sure that even a small vocabulary of sounds could provide rapid access to select and use different armaments. "Boom", "Bam", "Pow", "Pop", "Pip" could, for example, select andor fire decreasingly destructive arms. Use your imagination.
Cues campy 70's Batman and Robin TV fight scenes and munches popcorn.. ;^)
and im not talking about the lame "force feedback" where it shakes a little when you hit the curb.
Im talking about REAL force feedback that pulls back against you.
Like the MS sidewinders had.
Why did that go away?!?
1) The Nintendo N64 controller was the first to introduce the analog joystick. This was a huge stage of controller evolution. This should have had its own section before PlayStations dual shock. And this goes into my second point.
2) The environment that was mentioned for Ape Escape was already introduced in the super Mario world for the N64. The dual shock control did raise the bar for thumb sticks by having two, but the N64 controller already was doing the environment the dual shock was allowing. Nintendo did this with the combination of the thumb sticks and the four directional butons. Play golden eye for N64 and you will see Nintendo forced PlayStations hand in creating the dual-shock controller
IMO
When it comes to controller ergonomics the dual shock was a step backwards in controller design. The thumb sticks do not sit in a place where you thumbs would natural rest. Making the thumb sticks awkward to use. The 2nd generation Xbox controllers perfected the dual thumb stick controller.
my 2 cents
...showed the evolution of game controllers.
Nintendo was already doing this environment with the directional buttons and the thumb sticks. Play golden eye on the N64
That's funny...
The Legend of Zelda: Ocarina of Time - released 1998.
Camera is controlled using a shoulder button (or Z, which is more or less equivalent to L on the N64 controller), while the 4 C-buttons (somewhat equivalent to a right analog stick) were assigned to items (plus the first person look mode).
Ape Escape: Released 1999.
Camera is controlled using shoulder buttons, while the right analog stick controlled items.
Innovative, you say?
So the article didn't get it right, either.
Yes, innovative, unless you're thick enough to claim there's no difference between an analog stick and digital buttons. The C-buttons are not equivalent to an analog stick; try playing GoldenEye or Perfect Dark after getting used to dual-stick FPSes (TimeSplitters 2 seems apt), using the C-buttons for aiming (no dual-controllers or setting the C-buttons to movement/strafing)
Ape Escape would be better compared to Skyward Sword's item system, where there were several different ways that items would utilize the motion controller/analog stick. OoT's item system was essentially an updated version that appeared in the first LoZ, and was used in most of the main-series games.
There is a clear difference between the C-buttons and a thumb stick no one is disputing that. The point is the 3D environment was already created and the dual shock just made it better. The article makes the reader believe the dual shocked created the environment rather than enhancing it.
Is someone getting paid to post ads for Steam disguised as articles????
I rarely read replies, it's my opinion and if you thought about your opinion a little more, I'm OK with that.
Kickstarter investors are just as much investors as anyone else. There's no way Clang would have reached the goal they did without proposing the custom hardware.
I've written off Clang as a loss, which is fine - the more ambitious a project is, the more that is possible. But in the future I'm not sure I'd back a game project with custom hardware asking for less than a million or so, or with a very clear plan on how they are delivering on the hardware.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
What is this with joysticks, touch pads, etc.
You want to control the action the way the military does, with a teletype machine.
After punching down on those beefy electromechanical systems for a few hours a day, you'll have finger strength like superman. And the chunka,chunka,chunka sound as the new map prints out is as close as you're going to get.
The PS3 already has the move controller - basically a microphone shaped device with several sensors in it that does a pretty good job of imitating a sword pommel. Gaffer tape a stick to the end of one of those and you have a sword made with tape, legacy controllers and a fucking stick! :p Seriously, it's do-able.
All those moments will be lost in time, like tears in rain.
The Negcon for PS1 was great for racing games
arteaga candela
eagerly waiting for it...