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Should the PS4/xbox3 controllers have more buttons?

I was thinking about this earlier, more actions for the player like how in some games two actions are on one button like in uncharted you could have a button for picking up ammo and a button for picking up a weapon instead of fucking up. idk, your thoughts?
 
Yes. When using two sticks and four top buttons, you have lots of free fingers to use buttons on the back of the pad.
 
I think this is more of a game design issue than a controller issue. In Bad Company 2, picking up kits and arming the m-com were the same button, which caused tons of issues since the m-com is usually littered with bodies. This issue was fixed in BF3, even though it's being played on the same controllers the previous game was.
 
Maybe take two shoulders buttons off and put them on the face, which would be nice for a lot of fighting games.

But really, too many more buttons and you may as well start trying to use a keyboard as a controller.
 
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Less buttons. Want a small VMU/touchscreen to replace start - select and a Vita-esque touchpad on the back of the next Sony controller. Like the DS design so would prefer that to stay (except for the horrific shoulder buttons) but I'm open to change.
 
Yes. When using two sticks and four top buttons, you have lots of free fingers to use buttons on the back of the pad.
Yes. At the very least duplicate the four face buttons in more accessible locations. The Avenger controller is an inelegant solution with the right idea.
 
I haven't really encountered any issues with controllers not having enough buttons myself. Any more buttons would only make it more difficult to control, I think. If there's a need for more buttons, perhaps the devs need to make controlling a character less complicated. The only games that I can imagine would truly need it are simulations or strategy games, and the best way to play those is with a mouse anyway.

I would rather see more inventive use of buttons like the triggers of the GCN. The way they used that extra 'click' at the end of the push in Super Mario Sunshine to make Mario stand still instead of run while using FLUDD was brilliant. Also, better D-Pads. I'm looking at you, Microsoft.
 
I don't feel like I need any more buttons, but I'm sure there's something interesting that could be done with the back of pad or the grips where my idle fingers are.

The OP's suggestion about separate buttons for the same action taken on different kinds of objects sounds like a step in the wrong direction, design wise. There has to be a programming solution to that problem that doesn't burden the player with additional cognitive strain. The more similar two gameplay functions are, the more difficult it will be to distinguish the buttons for those functions when learning a game.
 
They just need 1, maybe 2 more buttons. Smaller then the regular buttons an not meant for gameplay purposes. Instead these new buttons would be purely for snapshots & video recording of games! Of course this'll never happen but its fun ta dream!
 
Microsoft should add in a Gyroscope to get some basic motion controlles in the standard controller, I don't think there is much need for more buttons
 
They just need 1, maybe 2 more buttons. Smaller then the regular buttons an not meant for gameplay purposes. Instead these new buttons would be purely for snapshots & video recording of games! Of course this'll never happen but its fun ta dream!

I hadn't even thought of that. Pretty good idea, if you ask me. First thing that came to mind were the black and white buttons on the original Xbox controller.
 
The Razer Onza worked fine with three shoulder buttons. A lot of games, even something like Dark Souls, want you to have both thumbs on the analog stick. It's one case where motion control work better since your wrist/arm is doing the aiming and your thumb is free to press buttons (Infamous 2 on move has better controls than with a regular pad imo).

I think adding a screen would help a lot. The Wii U screen is too large for simply benefiting playing on a big screen (which is fine there, since you can play games on controller screen). But something smaller, maybe around smartphone size (3.5 to 4 inches) in the middle would be great for inventory and move a lot of actions off the face buttons.

more buttons could get cumbersome, as much as I'd like a 6 button layout for fighting games.
 
There are already too many buttons, I don't like the two sets of shoulder buttons.
I liked the Genesis/Saturn 6 buttons pads for some arcade games, but as it turned out most games can be played perfectly with 4 face buttons as long as they're designed for it.
 
I was thinking about this earlier, more actions for the player like how in some games two actions are on one button like in uncharted you could have a button for picking up ammo and a button for picking up a weapon instead of fucking up. idk, your thoughts?

Halo handles this fine. Short tap to reload, hold to interact. You could even reload a single gun while dual wielding in Halo 2 by how you pressed the button.
 
The only button the next gen controllers need is one additional one called a multi-touch screen. I (like many others) recognize the benefits of a touch interface and physical buttons and believe there's no reason why they can't coexist.
 
Add a mini touch screen on the front of the controller and voilà, you can have as many additional buttons as you want.

Except touch screens make a horrible replacement for buttons because they offer no tactile feedback. Works okay for menu/map interaction, though.
 
No, the barrier to entry for new gamers is great enough as it is. Gamers who grew up playing video games in the 90s and 00s would have no difficulties adapting, but those without prior video game experience would be left even more intimidated than they are already are.
 
Except touch screens make a horrible replacement for buttons because they offer no tactile feedback. Works okay for menu/map interaction, though.

Additional buttons. It's not there to replace real buttons. Everything you do doesn't require you to maintain your line of sight with the screen or have tactile feedback. The use of the touch screen is much as an output device as it is input so what you might lose in one form of feedback, you gain in another. The kind of mechanics a private visual feedback can facilitate is far more valuable than any physical button can provide.
 
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