NeoGAFs Kent Brockman
In a recent interview with IGN, SIE Product Director explains how the early experiments influenced the two most notable features of the DualSense controller.
As the first anniversary of the controller draws near, Sony has shared new information with IGN on the creation of the DualSense and how its notables features were always intended in the controller's final design.
Sony Interactive Entertainment Product Director Toshi Aoki told IGN that it was always part of the product team's plan to include both haptic feedback and adaptive triggers in the DualSense, noting how they saw haptics being used in mobile technology and decided to create "their own experiments to see how we can bring this into gameplay."
When creating the first prototype, Aoki says that the product team was using haptics and motion sensors with a demo that featured a metal ball and a plastic ball rolling in a box, which he told us "worked really well." The next prototype included a DualShock 4 with haptic feedback and found the same demo provided a similar experience.
When the product team shared the prototype with the PlayStation Studio teams, "everyone who experienced it said they wanted it in the next controller," Aoki tells IGN.
As far as the adaptive triggers go, Aoki says that the L2 and R2 trigger buttons were the most used buttons on previous PlayStation controllers, and the team "wanted to find ways to leverage the buttons to add to the sense of touch."
During early testing, the product team tested early demos using adaptive triggers with a motion controller in VR and were impressed with the results. "It felt amazing," Aoki said. "Especially because you can see yourself pulling the triggers in a gun simultaneously with what you were doing with your hands."