> I wish this classic controller design would just die. it sucks.
How is it a classic controller design? No one else would put all 4 font buttons and provide a larger area for the 2nd stick.
In the overall picture of the controller it's the same controller. In a small bits and bobs there some good and bad stuff. So let's start.
1. Ergonomics
The human body is capable, but not designed to hold the current standard controller design for long periods of time. In comparison notice how the mouse is moveable and not attached to the keyboard. We have seen track pads and bound pointer input to keyboards and laptops. but people still buy mice. Why? the input is separate and more in a natural relaxed shape for long use. In fact I'm in a reclining chair with the keyboard on my lap, and the mouse on a small side table. Is it work productive no, but damnd am I comfy :D But the classic controller is not a Keyboard and Mouse. that is very true.
While companies create well rounded shapes, padding and as comfortable that doesn't change the flaw in the inherent design.
The reason the controller design hasn't changed is because the design they use now for the button count is efficient. A controller has to have grips, and the thumbs are the main tools we use for controllers (because fingers grip). Buttons are placed at comfortable grip points (shoulder, back), while the front controls are placed based on use and more comfortable position for that common use.
2. Intuitive
An intuitive device lends a natural use that requires little instruction. Or is capable of using knowledge of prior devices to be applied to the current device. The PSOne increased mass appeal to game sales, but that was an increase of a smaller demographic range, but the content appealed to a larger market. What happened was that many older or very younger games were not in the same fold. There are always though who pushed through like my daughter, but overall it was less effective.
The SNES seemed to be the pinnacle of console broadest of range of age. Enough buttons used efficiently.
Before dual analog, the right area was used for buttons only, and no one has wanted to upset that because it works great. They added a 2nd set of shoulder buttons because they could not comfortably add them elsewhere. Same with pressing the thumbsticks down to get a button as well.
3. Efficiency
more does not make efficient. 18 buttons does not mean better.
The Wiiremote has a far larger range of input, intuitive when smartly used, yet less buttons. More potential game types, less input. That's effecient. Your use of Effecient is incorrect with the context of XBox, PS1/2/3, Steam controller and the entire ilk.
The Wii-remote and sixense.com/razerhydrapage are miles above the prior controller designs. They are both Intuitive and Efficient. Theya re capable of playing all genre of games, with out requiring 18 buttons.
I will list a side by side comparison the Wii-remote a common controller and the PS3 Core controller at the end.
The Steam Controller upsets the standard by making it's "thumbsticks" take up more valuable real estate on the controller front, moved the front buttons to the middle because of their use in modern games, added another button to the back. If this was all it would be rather mediocre, but thankfully you can map the hell out of the track-pads for multiple functions to basically get a regular controller.
Actually I'm re-evaluating the Steam controller. I think it's going to be apex of the design model. i just know that the design model is old and we need to drop the entire thing. But I will agree with this. It's the best of the of the same bunch.
Weeeee-Remote+ vs PS3 input comparison and it's potential and effectiveness of games they can and can't do.
]---- PS3 Sixaxis
3 system buttons
3 Distinct analogue control input
1(6) velocity(6 direction)
1 dpad
4 face buttons
2 analogue clicks
2 shoulder buttons
2 shoulder linear analogue
2 shoulder click
* using the dpad or buttons swaps active use of 2 analogue
20 values of input
Games it can't or will do poorly
everything that is based around pointers.
RTS, Point and Click, Touch based games
Games of note it can't do in categories
Elite Beat Agents, Trauma Center, Warcraft, Starcraft, Sam and Max...
Games that the controller does well
Fighting games like Street Fighter. FPS are significantly better with Keyboard and mouse. Controller doesn't get credit.
]---- Wii-Remote+(I would use Sixence, but it's not as common)
3 system buttons
1 POINTER < DING DING DING
1 XY analogue(left hand, no conflict with the XYZ Analogue)
2 XYZ analogue(no conflict to use)
2(12) velocity analogue(6 direction each)
2 shoulder buttons on left(admit there is no analogue :( )
1 dpad(right conflict with 1 button)
2 primary buttons(A conflicts with the dpad)
2 secondary buttons(conflict with A and dpad)
--------
1 speaker
1 expansion port
16 values of input
Games it can do
All pointer games effectively, FPS only a little worse than Mouse(mouse is king), Trauma centre. Then there is the entire new genre of gaming potential that is being missed. Driving, Flying, 3D space.
For simple games it can detach the chuck for convenience of simpler games. The wand shape with the pointer lend itself very well for user media interface witch the classic controller design does not. Pointers just work better for media and interface control.
what the controller is weak at
Street Fighter with it's 6 button style. nothing else.
broad taste of immersive gaming
youtube.com/watch
game made better by WR+ more tactical and deep
youtube.com/watch
one of the best and surprisingly immersion fist fighting games I have ever played. looks simple, but when your playing it's fantastic.
youtube.com/watch
Now if Valve based there controller design on the Wii-remote or Sixence. It would be accessible, intuitive, get all the awesome bits that SteamController is coming out with, fix up the wii-remotes weak spots and bingo. APEX of game controllers. But nope. It's mired in poor ergonmic design, over complication of input.
However I do love the touch based audio haptic pads. I think those by far are some of the best input ever.
So on a game application comparison Shooters are pretty simple to map. However probably one of the more complicated movement are space flight sims.
So just doing the space flight controls
360 and Steambox
Left Analog XY(Pitch/Yaw)
Right Analog XY (roll, face)
sacrifice face buttons for motion input(if needed)
PS3
Tilt control(pitch/roll/yaw)
Left face
right camera
sacrifice face buttons for motion input(if needed)
Wii-remote
Left Tilt(pitch/roll/yaw)
Left XY camera
Right Analogue face
let alone we still have an analogue pointer to use for accurate shooting
no sacrifice of buttons for motion input.
So my professional opinion based on experiences of controller models. Companies are barking up the wrong tree as new consoles come out.