Oh, and the console market is SMALLER then the PC gaming market. Any idiot would realize this as there are FAR more internet connected PC's out there in peoples homes then internetconnected consoles. Be honest, who has an internet connection just for a console?
I personally got broadband with PS2 online gaming in mind. But these days home networks are very very common so a lot of people have their consoles networked. Sure there's a lot of net connected PC's but a lot of them aren't capable of playing much more than Flash games.
Haven't played many console games or know too many console gamers do you. Sure there's the "play Madden for a half an hour" crowd, but there's plenty of console games that people play for hours on end...grinding. God knows how many hours I put into EQOA and FFXI not counting all the single player games.
Requiring a keyboard for an MMORPG isn't a big deal. Everyone knows you'll need a keyboard for it. I encountered a few people in EQOA and FFXI who didn't have one, but would always say: "yeah I'm getting a keyboard soon."
I'll agree that FFXI could have benefitted from HD resolutions. Don't know why it doesn't support it, even 480p would have helped. It was also very grainy with a lot of shimmer, you know what I mean, compared with EQOA.
Maybe you should ask those who played the two console MMORPG's: EQOA and FFXI, how their games handled it, rather than discuss how a glorified Diablo clone did.
EQOA has three hot bars with five slots each, two of which are used for abilities. You never need ALL your abilities ALL the time so you put in what you need for what you're dong at that moment. you control the hotbar with the D-pad, flip between them with right and left d-pad, scroll up and down. You activate the abilities with the circle button.
FFXI uses macro bars. If memory serves me correctly you have 10 of them with 10 abilities each, you have access to two at a time and can quickly scroll between them. You pop them up with the shoulder buttons and switch between abilities with the D-pad, activate with the X key. You can also use Ctrl+ or Alt+ to use abilities in the two macrobars you have swapped in at that moment. You never really need to use a lot of abilities so people often setup up sets of 2 for different job classes. FFXI also uses a modified version of the standard FF menu system which was pretty quick to use, even in combat. I used it for abilities that didn't need macro-ing, Red Mage debuffs for example. Also, even PC players of FFXI used gamepads, movement and generalized gameplay worked best with it. Setting up macros and text chat were what the keyboard was mostly used for.
I know that both support using a keyboard and mouse, but so far there aren't a lot of games that actually allow you to use them.
Any PS3 game that uses the standard PS3 text entry UI (the one also used in XMB) supports keyboard text entry, even if the game itself doesn't use it. PS2 games with online capability use the keyboard, mostly for text entry in setup forms or game chat, but in both of the PS2 MMORPG's it can also used for game control.
Otherwise I'm honestly not sure why so many games on these consoles lack support for using a keyboard and mouse. Most of the top selling games for each console have PC counterparts or will in the near future. You'd think that if they encouraged developers to offer keyboard/mouse support that they might be able to encourage more PC gamers to pick up a console. Is there any good reason for being stuck with just using the regular console controllers?
Analog movement is a big thing. The choice to support mouse+keyboard in addition to the standard controller is a developer decision. Some do, some don't.
Can you press circle and square at the same time, on your PS controller?
Yes. At least one game I have played uses that combination. There's two ways of doing it, "base of thumb on circle + hit square with tip of thumb", or "index + middle finger"
And for sequential key presses a keyboard is obviously much better than a game pad, because you can use multiple fingers instead of getting RSI on your thumbs. With a game pad you use, at best, 3 fingers on each hand, and the thumbs do 90% of the work.
The thumbs SHOULD do 90% of the work, they're your strongest and most capable fingers. In the part of your brain that controls your hands the majority of it is devoted to your thumbs. They're your most important fingers. Your second most capable finger is the index finger. That's why console control pads are designed the way they are. Your pinky is the weakest and least dextrous finger, you don't want to use it much repetitively at all.
Try playing an on-line FPS using your PS controller against a guy with a keyboard and mouse. You'll get owned.
People keep saying that, and I don't really believe that it would be 100% true for every person on every game. The right thumb is generally the most dextrous finger in the body, well capable of extremely fine movements. Besides, I have analog movement too and if I wish, I can combine that analog stick for movement with a mouse. Thus giving me the purported accuracy of PC gamers with smooth analog movement.
If I want to open the map or the inventory, why would I need to keep my hand on WASD? And what's the problem with moving my hand even during gameplay? Will the game crash if I don't have three fingers resting on WAD?
Suppose you're in combat in Oblivion and want to use an inventory item not hotkeyed. I can bring up the menu while moving or while still attacking or while still blocking. because the menu button is circle. You have to use your pinky on tab, something you will not want to do repetitively. I'd lay odds that PS3/Xbox Oblivion players can play longer without finger/hand fatigue than the PC Oblivion players. I found that was the case with the PC and PS1 version of Diablo. I simply can't play the PC version as long as the PS1 version before hand/wrist/finger fatigue tells me to quit.
Walk diagonally: W + D (left middle finger and left index) or W + A (left ring finger) Slow: Shift (left pinky) Jump: Spacebar (left thumb)
Here's how it's done on the PS3 Walk slowly diagonally: analog stick (left thumb) Jump: triangle (right thumb)
Notice how it uses the strongest fingers and doesn't use the weakest, and it leaves index and middle fingers free. I also notice that "Cast" is on the "c" key, which means that a PC Oblivion player cannot effectively move right and cast at the same time without shifting fingers from the standard "home" position.
Looks like you've never used a keyboard or have mutant hands.
I have thumbs, and enjoy fast intuitive D-pad or analog stick movement with my thumb. Keyboards are for text entry, not for playing games requiring. The fact that you can control a game with the keyboard is a kludge, and not a very good one, it's not optimal for comfort.
With 90% of games these days letting people bind any action to any key or controller button, Oblivion's interface is simply prehistoric. Defending it (let alone considering it "superior" because it can't be configured) is just clueless.
Guess what, the real world is also complex and 3D, and - amazingly - normal human beings (above the age of 8, at least) seem to have no problem navigating it, given reasonable instructions.
Those skills don't translate to the computer screen, because in the real world we have more input, on the screen we're limited to what the devs show to us, which is limited by the hardware. And as you say, we have things like extremely detailed maps of places we have never been, GPS's, and can ask directions of anyone.
There are roads and signposts leading to the main destinations and when you're "exploring the wilderness", well, then you're exploring the wilderness and should feel as if you are exploring the wilderness, not staring at a green arrow. An arrow that doesn't even point (just) at places on the map, mind you. If your next objective is "talk to person X", then the arrow will point to person X even as that person moves around the game world (maybe every NPC in Oblivion has a satellite tracker?)
I play games to have fun, I want to do as little tedious drudgery in the game as possible, especially when the game is very very long. Taking out the compass, arrows, etc would have increased the drudgery quotient of Oblivion. I know there are people who like stupidly realistic fantasy games that are too complex for their own good (see the Realms of Arkania series), I don't. My time is finite, and I actually want to finish games, so anything that cuts down on excessively time consuming realism is a good thing.
Did the Ultima games or System Shock or even previous Elder Scrolls games have "full time magical GPS navigation"? No, they did not. Did anyone complain about "getting lost all the time"? No, they did not.
Ken Rolston Lead Designer What stands out in my mind about Morrowind? Apart from the Ten Divine Design Principles of Morrowind that I repeat as a mantra every day, in every way, as I toil ceaselessly with Puritanical fanaticism upon this Labor of Love? Well. I love getting lost.
I have never been so completely and hopelessly lost in any game environment. Oh. Well. Maybe as a new-born troll in the swamps of EverQuest. But that was different. I was fighting the interface as much as anything else. In Morrowind, it is a huge, completely plausible landscape. I decide to go from this place to that place, and take off cross-country, bushwhacking. And I get completely, hopelessly lost. And I DESIGNED the damn game. I DESIGNED the map.
Well. Not HOPELESSLY. I always feel like, if I just persist, I'll find a river or some other feature and follow it to civilization. But I spend a LOOOOONG time industriously and futilely exercising my wilderness pathfinding skills. "Here. I'll just follow this ridgeline until I see something familiar. Oh. Look. A Dwemer ruin! Hooray! I'm saved. Oh. 'Gruheelingtheft'? I don't remember any 'Gruheelingtheft'. Where the hell am I?"
Here I am, rigorously testing elements of the Main Quest, Act II, and I am STILL spending long periods of time wandering around looking for places. And because I'm in a hurry, I constantly have to suppress the impulse to climb over that high range of mountains, or swim out to those distant islands, or poke around in that swamp, or pop down the door to that mine, or sneak around in those ruins. When I come back this way, I'll STILL have plenty of opportunities to get thoroughly and gratifyingly lost.
Some people like getting lost, and while I do like exploring Oblivion, the map and arrows let me easily get back to any quest I might want to do without having to do an 80's style notebook full of graph paper maps and notes like: "ziggywiggy the wizard is at X12 Y3 between the hours of 8am and 1pm, but is at
Excessive bloom? Are you talking about the PC version, because the PS3 version uses a toned down version HDR. It's a fine game, though I can see why the graybearded RPG grognards don't much care for it.
Let's see, maybe it's the fact that, through 99% of the quests, you have a great big arrow pointing at your next objective, and can basically complete it without even looking at the game world (except to kill monsters).
Complex 3D worlds, especially those with lots of scenery, are easy to get turned around/lost in. It was either have a compass with objectives and fast travel or have players constantly complaining about getting lost trying to find tiny little dungeon entrances. I'm glad the feature is there, because I hated getting turned around/lost in games without maps/waypoints, some people might consider map making with graph paper fun, I consider it drudgery.
Maybe it's the fact that, each time you complete an intermediate objective, a dialog box pops up with your thoughts ("I have found the door that leads to the secret base." - How the hell do "I" know that? The door looks like any other door! Shouldn't I have to actually explore to see if the secret base is there or not?).
Well if an NPC tells you they think the Bandits have a secret base somewhere NW of town and if you head NW of town and find bandits and a cave/fort, wouldn't you think that was the secret base?
Because I already have a "103-tab interface" sitting in front of me (called a keyboard),
Yes, but you cannot use them all effectively. If your left hand is on WASD and your right on your mouse, can you hit "\" or "=" without taking moving a hand from either position? Can you easily walk slowly, in a diagonal direction, and then jump, or do you run out of fingers or find the position required cramps your hand.
I have more than one finger, and would like to be able to get to the screen I want without having to move the cursor, look at several virtually identical icons, and click 4 or 5 times each time I want to change a spell or look at the map.
Hell, the game won't even let you add a description to your saved games or add comments to the map (even Ultima Underworld let you do that, and UU came out in 1992), that's how "anti-keyboard" it is.
Perhaps you should play it with a dual analog controller, as the Nine Divines intended. The keyboard is optimized for text entry, not as a game controller. The keyboard sucked as an action game controller back in '83 and it sucks now. Sure, they had to put keyboard controls in because all those cheap-ass PC gamers (meaning not just DOS/Windows, but Apple, Commodore, and Atari as well) without joysticks, but it's not optimal.
Oh, if it's a "greatest hit" it must be good.
On the PS3, a game has to be on the shelves for 11 months and sell 500000 copies to be considered for Greatest Hit status. Now that's not a 100% guarantee of a non-sucky game, but in my personal experience, PS1/PS2/PS3 games that reach Greatest Hits tend to be pretty good games.
And thanks to the auto-levelling enemies and loot, you can be sure that the experience you're having now will be exactly the same experience you'll have through the next 400 identical quests of the game. Never too easy, never too hard. Why feel vastly superior to an enemy or why feel afraid of a big monster when they can all feel exactly the same? There's nothing quite like improving your magical abilities by 10% and knowing that all the enemies just had their magic resistance increased by 10%, too.
If they didn't scale the enemies, it wouldn't be so free-form. And then you'd hear other people complaining about the linearity. "Even if you can walk there, You can't truly go to the fortress of brouhaha right away because there's high level Daedra there" They made a valid design decision to make the game as free-form and non-linear as possible: Any quest at any time. That said, perhaps a bit more testing was in order.
Your thinking is limited, instead of thinking that Fallout must equal 2D isometric 1990's style RPG, think of Fallout as a "universe" that supports many different styles of gameplay. Like Square-Enix's Ivalice (FF Tactics, FFXI), or TSR's Forgotten Realms, or SOE's Tunaria.
Only the PS3 version got the shaft in the additional content department it has only Shivering Isles and Knights of the Nine.
But I must say that I am not overly fond of the existence of the mod community. Why? Because it gives professional developers the justification to slack off! Think about it, if there weren't any amateur modders and patchers the pro's would have more incentive to get it right and bug free the first time, just like they do on consoles. And they'd also have more incentive to release new games more often, just like console devs do. There's no incentive for them to do new games if everyone is playing a mod of a five year old game and doesn't buy new games.
As far as save-and-redo, that's endemic of the RPGs of that time- again, you had to be there then.
Anal RPG geeks who had to have MAX stat boosts at every level up, saved before and after every combat, and re-rolled their characters until ALL their stats were perfect are NOT the kind of people who should be catered too in game design. BAD designers, bad bad! What was worse was when they began designing the games with the expectation that the players would do that.
I wanted to play something what at least remotely resembles original Fallout game, hard core RPG game with multitude of gameplays, with one of the best RPG mechanics ever developed outside of WotC.
Not going to happen, because unlike the old days, hard core RPG gamers (the kind that used to save before level ups so they'd get max hit points, save before and after EVERY combat, etc), are a much smaller part of the market. Bethesda wants to make money, unlike the original Fallout devs who made a well regarded game that simply didn't sell enough to keep them going.
Oblivion is STILL on the shelves for all three platforms it's available for, that should tell you something.
Sigh.. hate seing the best strategy games in the world turn into FPS nightmares. Even if it mkaes for a great FPS game.. its sure as shit no turn based strategy game anymore. (I would kill 5 children and eat 3 live skunks for one of those).
See, Bethesda wants to actually "make lots of money". Turn based games are niche games and don't "make lots of money" It's 2008, do you really want it to be exactly like 1997's Fallout 1 which didn't really sell well?
Considering that Bethesda already had a homerun with Oblivion, wasn't it smart they based Fallout 3 on it. You have to remember, that although the original Fallout was well regarded, it didn't actually sell all that well. Which is why that are no games like that anymore.
When it comes to UI, simpler is better. Why have one button for character stats, another button for quest log, another button for inventory when you can have ONE button and use a tabbed interface. That also lets the developer port it to other platforms, more platforms more sales. I'm playing the PS3 version myself, which is a "Greatest Hit" now, it's a fine game. Reminds me a bit of the PS2 Drakan game.
The easiest way to get WiFi working in Linux, as long as it's a desktop? Ethernet bridge/game adapter. I had one with my PS2 with a Linux install, don't need any binary blobs, works great. And even though the PS3's built in WiFi does work in Linux (with some effort) I never even bothered and just use my bridge.
I'll grant you the mouse, it's analog, but never WASD (or other keyboard control for action games). Keyboard controls sucked for action games in 1983 and they still suck now. WASD is a kludge that is still used out of tradition and the fact that PC gamers refuse to use analog joysticks for movement, although they did do so, back in the old days.
I personally got broadband with PS2 online gaming in mind. But these days home networks are very very common so a lot of people have their consoles networked. Sure there's a lot of net connected PC's but a lot of them aren't capable of playing much more than Flash games.
Haven't played many console games or know too many console gamers do you. Sure there's the "play Madden for a half an hour" crowd, but there's plenty of console games that people play for hours on end...grinding. God knows how many hours I put into EQOA and FFXI not counting all the single player games.
Requiring a keyboard for an MMORPG isn't a big deal. Everyone knows you'll need a keyboard for it. I encountered a few people in EQOA and FFXI who didn't have one, but would always say: "yeah I'm getting a keyboard soon."
I'll agree that FFXI could have benefitted from HD resolutions. Don't know why it doesn't support it, even 480p would have helped. It was also very grainy with a lot of shimmer, you know what I mean, compared with EQOA.
Maybe you should ask those who played the two console MMORPG's: EQOA and FFXI, how their games handled it, rather than discuss how a glorified Diablo clone did.
EQOA has three hot bars with five slots each, two of which are used for abilities. You never need ALL your abilities ALL the time so you put in what you need for what you're dong at that moment. you control the hotbar with the D-pad, flip between them with right and left d-pad, scroll up and down. You activate the abilities with the circle button.
FFXI uses macro bars. If memory serves me correctly you have 10 of them with 10 abilities each, you have access to two at a time and can quickly scroll between them. You pop them up with the shoulder buttons and switch between abilities with the D-pad, activate with the X key. You can also use Ctrl+ or Alt+ to use abilities in the two macrobars you have swapped in at that moment. You never really need to use a lot of abilities so people often setup up sets of 2 for different job classes. FFXI also uses a modified version of the standard FF menu system which was pretty quick to use, even in combat. I used it for abilities that didn't need macro-ing, Red Mage debuffs for example. Also, even PC players of FFXI used gamepads, movement and generalized gameplay worked best with it. Setting up macros and text chat were what the keyboard was mostly used for.
Any PS3 game that uses the standard PS3 text entry UI (the one also used in XMB) supports keyboard text entry, even if the game itself doesn't use it. PS2 games with online capability use the keyboard, mostly for text entry in setup forms or game chat, but in both of the PS2 MMORPG's it can also used for game control.
Analog movement is a big thing. The choice to support mouse+keyboard in addition to the standard controller is a developer decision. Some do, some don't.
Where have you been since the year 2003? Ever hear of Everquest Online Adventures or Final Fantasy XI? The PS2 and PS3 have USB ports for a reason.
Auto-saving in Oblivion is not arbitrary, it can be set to happen when you: fast travel, sleep, or open a door.
Yes. At least one game I have played uses that combination. There's two ways of doing it, "base of thumb on circle + hit square with tip of thumb", or "index + middle finger"
The thumbs SHOULD do 90% of the work, they're your strongest and most capable fingers. In the part of your brain that controls your hands the majority of it is devoted to your thumbs. They're your most important fingers. Your second most capable finger is the index finger. That's why console control pads are designed the way they are. Your pinky is the weakest and least dextrous finger, you don't want to use it much repetitively at all.
People keep saying that, and I don't really believe that it would be 100% true for every person on every game. The right thumb is generally the most dextrous finger in the body, well capable of extremely fine movements. Besides, I have analog movement too and if I wish, I can combine that analog stick for movement with a mouse. Thus giving me the purported accuracy of PC gamers with smooth analog movement.
Suppose you're in combat in Oblivion and want to use an inventory item not hotkeyed. I can bring up the menu while moving or while still attacking or while still blocking. because the menu button is circle. You have to use your pinky on tab, something you will not want to do repetitively. I'd lay odds that PS3/Xbox Oblivion players can play longer without finger/hand fatigue than the PC Oblivion players. I found that was the case with the PC and PS1 version of Diablo. I simply can't play the PC version as long as the PS1 version before hand/wrist/finger fatigue tells me to quit.
Here's how it's done on the PS3
Walk slowly diagonally: analog stick (left thumb)
Jump: triangle (right thumb)
Notice how it uses the strongest fingers and doesn't use the weakest, and it leaves index and middle fingers free. I also notice that "Cast" is on the "c" key, which means that a PC Oblivion player cannot effectively move right and cast at the same time without shifting fingers from the standard "home" position.
I have thumbs, and enjoy fast intuitive D-pad or analog stick movement with my thumb. Keyboards are for text entry, not for playing games requiring. The fact that you can control a game with the keyboard is a kludge, and not a very good one, it's not optimal for comfort.
The UESPWiki says that the controls can be configured, on all platforms: http://www.uesp.net/wiki/Oblivion:Controls#Remapping_Controls But I'm telling you that analog stick movement beats WASD any day of the week. Try it, with the Xbox/Wind
Those skills don't translate to the computer screen, because in the real world we have more input, on the screen we're limited to what the devs show to us, which is limited by the hardware. And as you say, we have things like extremely detailed maps of places we have never been, GPS's, and can ask directions of anyone.
I play games to have fun, I want to do as little tedious drudgery in the game as possible, especially when the game is very very long. Taking out the compass, arrows, etc would have increased the drudgery quotient of Oblivion. I know there are people who like stupidly realistic fantasy games that are too complex for their own good (see the Realms of Arkania series), I don't. My time is finite, and I actually want to finish games, so anything that cuts down on excessively time consuming realism is a good thing.
Here's a quote from Ken Rolston, a Morrowind dev http://rpgvault.ign.com/articles/357/357248p1.html
Some people like getting lost, and while I do like exploring Oblivion, the map and arrows let me easily get back to any quest I might want to do without having to do an 80's style notebook full of graph paper maps and notes like: "ziggywiggy the wizard is at X12 Y3 between the hours of 8am and 1pm, but is at
Excessive bloom? Are you talking about the PC version, because the PS3 version uses a toned down version HDR. It's a fine game, though I can see why the graybearded RPG grognards don't much care for it.
Complex 3D worlds, especially those with lots of scenery, are easy to get turned around/lost in. It was either have a compass with objectives and fast travel or have players constantly complaining about getting lost trying to find tiny little dungeon entrances. I'm glad the feature is there, because I hated getting turned around/lost in games without maps/waypoints, some people might consider map making with graph paper fun, I consider it drudgery.
Well if an NPC tells you they think the Bandits have a secret base somewhere NW of town and if you head NW of town and find bandits and a cave/fort, wouldn't you think that was the secret base?
Yes, but you cannot use them all effectively. If your left hand is on WASD and your right on your mouse, can you hit "\" or "=" without taking moving a hand from either position? Can you easily walk slowly, in a diagonal direction, and then jump, or do you run out of fingers or find the position required cramps your hand.
Perhaps you should play it with a dual analog controller, as the Nine Divines intended. The keyboard is optimized for text entry, not as a game controller. The keyboard sucked as an action game controller back in '83 and it sucks now. Sure, they had to put keyboard controls in because all those cheap-ass PC gamers (meaning not just DOS/Windows, but Apple, Commodore, and Atari as well) without joysticks, but it's not optimal.
On the PS3, a game has to be on the shelves for 11 months and sell 500000 copies to be considered for Greatest Hit status. Now that's not a 100% guarantee of a non-sucky game, but in my personal experience, PS1/PS2/PS3 games that reach Greatest Hits tend to be pretty good games.
If they didn't scale the enemies, it wouldn't be so free-form. And then you'd hear other people complaining about the linearity. "Even if you can walk there, You can't truly go to the fortress of brouhaha right away because there's high level Daedra there" They made a valid design decision to make the game as free-form and non-linear as possible: Any quest at any time. That said, perhaps a bit more testing was in order.
Your thinking is limited, instead of thinking that Fallout must equal 2D isometric 1990's style RPG, think of Fallout as a "universe" that supports many different styles of gameplay. Like Square-Enix's Ivalice (FF Tactics, FFXI), or TSR's Forgotten Realms, or SOE's Tunaria.
Only the PS3 version got the shaft in the additional content department it has only Shivering Isles and Knights of the Nine.
But I must say that I am not overly fond of the existence of the mod community. Why? Because it gives professional developers the justification to slack off! Think about it, if there weren't any amateur modders and patchers the pro's would have more incentive to get it right and bug free the first time, just like they do on consoles. And they'd also have more incentive to release new games more often, just like console devs do. There's no incentive for them to do new games if everyone is playing a mod of a five year old game and doesn't buy new games.
Anal RPG geeks who had to have MAX stat boosts at every level up, saved before and after every combat, and re-rolled their characters until ALL their stats were perfect are NOT the kind of people who should be catered too in game design. BAD designers, bad bad! What was worse was when they began designing the games with the expectation that the players would do that.
Not going to happen, because unlike the old days, hard core RPG gamers (the kind that used to save before level ups so they'd get max hit points, save before and after EVERY combat, etc), are a much smaller part of the market. Bethesda wants to make money, unlike the original Fallout devs who made a well regarded game that simply didn't sell enough to keep them going.
Oblivion is STILL on the shelves for all three platforms it's available for, that should tell you something.
See, Bethesda wants to actually "make lots of money". Turn based games are niche games and don't "make lots of money" It's 2008, do you really want it to be exactly like 1997's Fallout 1 which didn't really sell well?
But it probably has lots of what made Oblivion such a great long-lasting experience.
Considering that Bethesda already had a homerun with Oblivion, wasn't it smart they based Fallout 3 on it. You have to remember, that although the original Fallout was well regarded, it didn't actually sell all that well. Which is why that are no games like that anymore.
Could you explain that reasoning?
When it comes to UI, simpler is better. Why have one button for character stats, another button for quest log, another button for inventory when you can have ONE button and use a tabbed interface. That also lets the developer port it to other platforms, more platforms more sales. I'm playing the PS3 version myself, which is a "Greatest Hit" now, it's a fine game. Reminds me a bit of the PS2 Drakan game.
The easiest way to get WiFi working in Linux, as long as it's a desktop? Ethernet bridge/game adapter. I had one with my PS2 with a Linux install, don't need any binary blobs, works great. And even though the PS3's built in WiFi does work in Linux (with some effort) I never even bothered and just use my bridge.
I love that thing, using it you can even watch youtube on a Playstation 2 with a Linux install on it via ffplay.
What, you don't play Nethack on public servers over telnet? :-)
I'll grant you the mouse, it's analog, but never WASD (or other keyboard control for action games). Keyboard controls sucked for action games in 1983 and they still suck now. WASD is a kludge that is still used out of tradition and the fact that PC gamers refuse to use analog joysticks for movement, although they did do so, back in the old days.
Yep, scripted beds/poseballs with custom animations, sometimes with scripted genitalia/attachments as well.