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GAF: Would you be OK with a traditional gaming controller forever?

No. Seeing new additions to controllers has always been one of my favorite things about new generations. Whether it was new buttons where they weren't before, new input devices like analog sticks, or new twists on old things like analog triggers. I even enjoyed the experimental things that didn't stick, like the Gamecube's button layout and clicking triggers.

It bums me out that the industry seems to have stopped trying new things with the traditional controller. You either have your experimental controller like the Wiimote, Move, or Kinect, or you have your standardized Dual Shock type controller. The one big exception is the Gamepad. And I hope the rumors about the PS4 controller are true, because I've long felt that a touchpad would be a great addition to controllers.

As for MS, I hope they at least add something next gen. Doesn't even have to be anything crazy. Just add some new buttons where there were not buttons before, like maybe where your middle finger rests on the back of the controller. I'll be super disappointed if they just reuse the 360 controller.
 
Controller evolution usually leads to better controls. The Wiiu had potential but got buried in waggle mini games and lazy efforts.

The thing about Kinect is that literally everything it does is more clunky and slow than a controller, especially interfaces. It's only good for dancing games, sometimes.

I have no problem with an evolution in controls as long as it's actually something better.
 
No. The industry needs variety, not stagnation, even when it comes to controller design.

The results won't always make self-described "hardcore" gamers happy, but so what?
 
I would be totally okay with controllers remaining relatively unchanged. That said, I'm welcoming to new control inputs and such, provided they/the games that implement them don't suck.
 
We've had multiple control options since at least the days of Atari 2600, so no, it would be a terrible regression and an artificial limitation imposed on natural progress just because a certain small percentage of people can't deal with change.
 
You people act like the current "normal" controllers can't be improved lol.

Two clickable sticks, four face buttons, two shoulder buttons, two analog triggers, and one d-pad is a pretty silly place to arbitrarily assume that all meaningful innovation must stop.

The fact that it's a workable setup for games with our current level of abstraction is indicative of absolutely nothing - As games put more things under our control, we'll need input mechanisms that can keep up.
 
Do wheels, Track IRs, flight sticks and mouse and keyboards count as traditional controllers? Because I would never give those up. I'm fine with Kinect and motion stuff being experimented with, and one day when they're precise enough to be a viable alternative to physical controllers I'll try them out, but at the moment I have no interest in them.

I think I would be fine with traditional controllers forever, though, because the kinds of games I like the most are things like DMC3 and Spider-Man 2 - games that are all about the tactile feeling of button presses translating to actions on screen. I can't say whether some space technology in 2018 is going to revolutionise the way I think about games, of course, but the version of me that lives in the present likes values responsiveness and number-of-buttons-at-finger-and-thumb-tips above all else.
 
I don't really like the idea of stick waggling or jumping around in front of a camera. That's not really a fun way to play games to me and it doesn't add anything to the type of games I enjoy.

Pointer controls and the WiiU gamepad are fine though, both are more like enhancements to the tradional experience.

And specialized controllers like flight sticks, wheels, etc are a different thing altogether.
 
Are you saying that an input device can never enable innovation by making it possible or significantly easier to implement a certain type of gameplay?
If I’ve learned anything from past generations it’s that those new types of gameplay are based on the novelty of the hardware, and once that novelty wears off, people will abandon it.

An input device can never initiate innovation, the games have to do that.

With the shift from 2D of 3D games, manufacturers adapted the controller and included analog sticks so that traditional 3D games were more fun to play.
With the rising popularity of shooting and race games, MS included the trigger button. Again, existing (traditional) experiences were enhanced because the hardware adaption served the games.

If it’s the other way around and developers have to shoehorn new gameplay into traditional games to make use of hardware novelties, it won’t last because that new gameplay is not part of the core experience that made the game fun to play in the first place.
 
M°°nblade;47658083 said:
If IÂ’ve learned anything from past generations itÂ’s that those new types of gameplay are based on the novelty of the hardware, and once that novelty wears off, people will abandon it.

An input device can never initiate innovation, the games have to do that.
With the shift from 2D of 3D games, manufacturers adapted the controller and included analog sticks so that 3D games were more fun to play.
With the rising popularity of shooting and race games, MS included the trigger button. Again, existing experiences were enhanced because the hardware adaption served the games.
If itÂ’s the other way around and developers have to shoehorn new gameplay into traditional games to make use of hardware novelties, it wonÂ’t last because that new gameplay is not part of the core experience that made the game fun to play in the first place.

And who asked for clickable sticks to be implemented?

P.S. The Wii wasn't abandoned because of its novelty. There are other factors to consider.
 
I don't really like the idea of stick waggling or jumping around in front of a camera. That's not really a fun way to play games to me and it doesn't add anything to the type of games I enjoy.

Pointer controls and the WiiU gamepad are fine though, both are more like enhancements to the tradional experience.
And specialized controllers like flight sticks, wheels, etc are a different thing altogether.

Which still countsby the way. I'm talking about any alterations that change the way you play.
 
M°°nblade;47658083 said:
If I’ve learned anything from past generations it’s that those new types of gameplay are based on the novelty of the hardware, and once that novelty wears off, people will abandon it.

An input device can never initiate innovation, the games have to do that.

With the shift from 2D of 3D games, manufacturers adapted the controller and included analog sticks so that traditional 3D games were more fun to play.
With the rising popularity of shooting and race games, MS included the trigger button. Again, existing (traditional) experiences were enhanced because the hardware adaption served the games.

If it’s the other way around and developers have to shoehorn new gameplay into traditional games to make use of hardware novelties, it won’t last because that new gameplay is not part of the core experience that made the game fun to play in the first place.

Okay, so let's say Oculus Rift catches on and immersive first person VR games start gaining some real traction. Would something like a more refined Razer Hydra be a justifiable change, since it would allow for more detailed, precise interaction with objects in a 3D environment?
 
About this:
"Never have seen any gamer claim wanting innovation in regards to controls. What I have seen has always been in regards to gameplay."

I totally disagree. I loved the analog stick when introduced on the N64 pad, I loved the double stick introduced by the Dualshock, I loved the trigger introduced by Dreamcast, but not only this.

I loved the touch screen introduced by the DS and the pointer introduced by the Remote. And considering how it was not a standard that overshadow everything else, I really liked also the motion control of the Remote: it was great to play Sport, but also Red Steel 2 for example, that way.

And about the Gamepad: it is simply great. It keeps intact all the existing classic possibilities (and where it doesn't, as for the trigger, it's not a concret limit of that concept) and adds a lot of additional possibilities (in terms of double indipendent rendering, gyroscope, offtv etc...)
 
No. Eventually we will reach a point where we can jack into video games like in The Matrix. In the future, we won't need controllers.
Yep. We will get stuff that's slightly more accurate and efficient as time goes on (see: Oculus Rift), but once you can plug straight in it won't matter.
 
yeah i truly hope Rift kicks off and we will _need_ better, more comprehensive controllers to play these virtual experiences. two thumbsticks just aint gonna cut it :D But atleast with the Rift you can tilt your head to provide peeking around corners etc.
 
YES! I don't mind it becoming even more ergonomic, and precise, but it's like the qwerty keyboard now, is there really need for change? So far all other controllers have failed or are used by special kind of software or games (like steering wheels) with a very limited audience. While I love innovation, this feels like companies are just trying to reinvent the wheel. Also I like to sit and play in a safe way so I don't accidently hit someone or something.

I also tried the Wii U in store, and thought it was really jarring to look at either the large TV or the small controller screen while playing the Rayman Legends demo.
 
I hope it reaches a point where the typical control method is literally just a conventional controller split into two pieces, held in each hand so that I can genuinely just slouch and play with my arms by my side.

The Wii remote kinda spoiled me with that.
 
YES! I don't mind it becoming even more ergonomic, and precise, but it's like the qwerty keyboard now, is there really need for change? So far all other controllers have failed or are used by special kind of software or games (like steering wheels) with a very limited audience. While I love innovation, this feels like companies are just trying to reinvent the wheel. Also I like to sit and play in a safe way so I don't accidently hit someone or something.

I also tried the Wii U in store, and thought it was really jarring to look at either the large TV or the small controller screen while playing the Rayman Legends demo.

Qwerty keyboards are a funny comparison to make considering they were designed to hamper typing speed :-)

M°°nblade;47658368 said:
It doesn't matter who asks it. It matters who wants it.

And beside the other factors, I do think that the Wii was primary abandoned because the novelty of Wiimote and Wiifit wore off over time.

Orayn posted a fantastic quote on this subject earlier in the thread:

To trot out the tired old Henry Ford quote... "If I had asked people what they wanted, they would have said faster horses."

People don't really know what they want.
 
And who asked for clickable sticks to be implemented?

P.S. The Wii wasn't abandoned because of its novelty. There are other factors to consider.
It doesn't matter who asks it. It matters who wants it.

And beside the other factors, I do think that the Wii was primary abandoned because the novelty of Wiimote and Wiifit wore off over time.
 
No, it would be not! I'm so glad the Wii evolved the interaction between humans and consoles.

Controllers are the link between the user and the gameplay.

Dual analog started to get boring, I swear.

Pointer controls made me like FPS again and motion controls not only improved some games for me, but made one of the best games I ever played possible:

Zelda Skyward Sword.

It's was truly a next gen experience, something that was never done before. It wow'd me.

To me motion controls are just a natural evolution. I hope I see and get to play more games uttilizing them.

Same goes for pointer controls. They should be starndard for every FPS.
 
Orayn posted a fantastic quote on this subject earlier in the thread:


People don't really know what they want.
Ford doesn't say people don't know what they want.
He explains that people have problems discerning means from goals, and thus problems explaining exactly what they want by eg. asking for 'faster horses' (means) wen they actually mean 'faster transport' (goal).
 
Never heard that they were designed for that, any source? I just meant that the form factor and features though.

http://www.ideafinder.com/history/inventions/qwerty.htm

But Sholes had a problem. On his first model, his "ABC" key arrangement caused the keys to jam when the typist worked quickly. Sholes didn't know how to keep the keys from sticking, so his solution was to keep the typist from typing too fast.

He did this using a study of letter-pair frequency prepared by educator Amos Densmore, brother of James Densmore, who was Sholes' chief financial backer. The QWERTY keyboard itself was determined by the existing mechanical linkages of the typebars inside the machine to the keys on the outside. Sholes' solution did not eliminate the problem completely, but it was greatly reduced.

The only efficiency it added was to slow the typist down, since almost any word in the English language required the typist's fingers to cover more distance on the keyboard.

Its kind of debated if the whole story is true or not, but afaik its still the widely accepted explanation for our screwed up key layout. However, very OT.
 
not a shitty touch screen, a capacitive touch pad. Like on my macbook. And also is easy to reach.

I still think it's hard to play an FPS like that there is nothing to stop your finger from going too far, other games probably wouldn't suffer as much, but I still don't like that idea.
 
M°°nblade;47658550 said:
People do know what they want.
Ford explains that people have problems discerning means from goals, saying stupid things like 'faster horses' wen they actually mean 'faster transport'.

So when you say "better gameplay", you're 100% sure that it cannot possibly come from a different control scheme/method?

Edit: In other words, how do you know that "better gameplay" doesn't equal "faster horses"? Maybe you want better means of playing the game.
 
So where do you draw the line between the two?

When it actually elevates the experience and not feel like an add on that can be done without, a good example is Dance Central for Kinect, you guys can complain about Kinect all you want but Dance Central gave me a new experience that I never had before, even if It arguably the only functional Kinect game.

Edit : I am not saying that Kinect is superior to regular controls, my point is that I am all for a new input that gives me a new and exciting experience like never before.
 
Tough to say. There's always the chance that something will come in the future that is way more enjoyable than a traditional gamepad. So I'll say no, not forever.

I can say that alternative stuff available now is of zero interest to me. Touch controls like on iOS, motion controls, Kinect: it's all garbage compared to a regular controller.
 
Traditional gaming controller 4 life, son! (Jeff Gerstmann's voice)

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I think the overall problem is that the input device has to function with pretty much all genres. So far only the game pad and keyboard + mouse combination that truly works. The rest of these innovations only work for some of these genres. As long as an input device cannot cater to to all genres or hinders the experience in any way, it just won't work.
 
So when you say "better gameplay", you're 100% sure that it cannot possibly come from a different control scheme/method?

Edit: In other words, how do you know that "better gameplay" doesn't equal "faster horses"? Maybe you want better means of playing the game.

Because 'better gameplay/experience' describes a goal and not 'how' it should be achieved. It's up to manufacturerers and developers to come up with the best possible means because they have the engineers and knowledge to make things possible consumers didn't know were possible or didn't think of.

People seem to interpretate what I said the wrong way. I'm not saying current controllers should stay exactly the way they are. I'm saying they should serve the needs of the application and not the other way around.
 
I'm perfectly fine with the current traditional controllers being the status quo on consoles. They can continue to refine them, but we don't need a dramatic shift in controls unless there's a dramatic movement away from playing video games in the living room - nobody has provided a compelling reason to do such a thing.

PC already nailed the nearly ideal setup ages ago. Mouse & keyboard, there's nothing better.
 
When it actually elevates the experience and not feel like an add on that can be done without, a good example is Dance Central for Kinect, you guys can complain about Kinect all you want but Dance Central gave me a new experience that I never had before, even if It arguably the only functional Kinect game.

Edit : I am not saying that Kinect is superior to regular controls, my point is that I am all for a new input that gives me a new and exciting experience like never before.

I don't think it was "new", but it was certainly "better" than any other dance game, and that's where Kinect won. Just Dance on the Wii was similar, but the wiimote wasn't very good at detecting movements, Kinect is better, and of course both are better than pressing buttons on a controller. I don't think many people will make scoring runs in Dance Central, but it doesn't matter. It's a better interface between the player and the game, that's the important part.
 
I honestly think it's depressing that people exist who actually think this.

I honestly expected more responses along these lines. I think that it is perfectly acceptable and a reasonable opinion to hold, I would just like for people to provide an explanation if possible.
 
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