Where do i find the start button?
Oh, I think you know!
Where do i find the start button?
Awesome!Dedicated Facebook button.
Analog sticks are only as precise as developers want them to be, unfortunately.Super high precision analog sticks please!
So for years, i can't figure out why no manufacturer has incorporated a way for the controller to detect the grip applied to a its handles by the fingers. Middle finger, ring finger, and little finger are much of the time inactive interaction wise, serving just as support.
I think a gripping input method could become the main interaction button in games. It's a really natural interface method that the user can relate to, while maintaining control of movement and camera positioning. See a weapon, box or switch to interact with and just squeeze the controller with the those 3 fingers that most of the time remain idle.
Customizable weight:
couldnt you argue that there are already TOO MANY features on a normal console controller? I dont think detecting your grip would be good at all since people grip their controllers in different ways and i can see someone breaking them after a while.
also, being able to control a thumbstick while pressing face buttons is cheating, you should be ashamed that you should want to be able to do that.
I always thought this was a waste. I tried adjustable weight mice but always ended up taking all the weights out to have the lightest possible mouse. I want light controllers too.
How are those options better? They both require wading through menus to select your profile. The first option also takes up a USB slot, so if you want to have wired controllers or if you have more than two people bringing their profiles, you're out of luck. Plus it makes you carry around an extra USB stick instead of just your controller. The second option makes you wait as it syncs to the internet. Even if it's less than a minute, that's still a much longer wait than syncing your controller and having it instantly ready to go.
Versus just bringing your favorite controller with you, syncing it, and being ready to go. Much quicker and simpler.
Now whether that convenience is worth the cost of built-in storage is a fair question, but I don't see how you could possibly say any of the existing solutions are simpler than that.
There's one thing the Saitek Cyborg Rumble got right:
Sadly the d-pad and the analog "sinks" are awful.
A de-sync button, especially for Microsoft's console. It's such a bitch to switch out controllers on the 360 for, say, fighting games where everyone has their own preferred controller.
That's not such a big problem. Developers could filter that through software. The program could be set to detect important increases of grip from the current treshhold. The tactile preassure sensors can detect many states applied. So no, i don't think that would be a big hurdle to overcome.couldnt you argue that there are already TOO MANY features on a normal console controller? I dont think detecting your grip would be good at all since people grip their controllers in different ways and i can see someone breaking them after a while.
also, being able to control a thumbstick while pressing face buttons is cheating, you should be ashamed that you should want to be able to do that.
But the user can and gets educated or conditioned through experience. So you could learn to control that conduct. Users got trained to use dual analog set up for shooters, when it pales in comparison to the Wii remote set up in terms of accesability.Honestly, I think TC made this topic for his brainchild, the grip sensor.
I just don't see it working. When I get in high-tensions moments in games, I am gripping the shit out of the controller.
More or less. And there are ways for developers to distinguish between slight accidental squeezes and intended ones. There's lot of accumulated knowledge with similar issues in the space of motion controllers.So something like this custom modded controller.
But instead of actual buttons, it would have something similar to Apple's old buttonless Mighty Mouse that you could squeeze?
Though, I think both the button and buttonless versions would both be prone to too many accidental button presses from just holding the controller.
No jokes, that should be standard along with the click-able thumbsticks.I have no idea why no one else has added clickable shoulder buttons like the Gamecube had. Those are awesome.
I have no idea why no one else has added clickable shoulder buttons like the Gamecube had. Those are awesome.
Always on vibration.
More or less. And there are ways for developers to distinguish between slight accidental squeezes and intended ones. There's lot of accumulated knowledge with similar issues in the space of motion controllers.
My controller should also be able to double as my memory card when bringing my profile to a friend's house.
I just upload my profile to my controller and bring it over, we start playing a game, and it automatically detects my name and all my customized options and we just get going.
LMAO. the "FPS MASTER" that thing was such a cheap piece of crap.
Speaking of the GC analog trigger clicks.Liked the idea, but the implementation was uncomfortable. You needed to push the shoulder buttons like a mile inward before getting to the "click" part. Worse yet, several games would only ever use the "click" as the form of input, meaning the rest of the analog button was completely useless save for the click. Made using those buttons a huge pain in the ass.
Hi evilchicken let me try to adress your comments.I gotta say, I think you're way off on all the pressure sensitive grip stuff. Even pressurse sensitive buttons were for the most part frusturating (assaulting people when I meant to grab them in MGS3 comes to mind, so does having a sore thumb due to cranking down on "X" in GTA to be sure I was getting maximum acceleration), and those are easier to make accurate than grips. How do you know if the controller was just being lifted up? What if you are shifting how you are sitting? What if you squeeze the controller out of frustration or because something made you laugh? What if your palms are getting sweaty and you adjust them a bit.
Sorry no, im not implying all the problems have been fixed with motion controllers, however significant improvements have been made. Ironically, your argument gives more strength to my point. Look how motion controllers, even with some issues, have been embraced by the industry to the point that the most recent and succeful product is the least accurate one. So the moral of the story here is, that if the feature is compelling enough to have it could be applied even with some deficiencies. It's about weighting the pros and cons.You also imply that motion controllers have 'fixed' this issue and I can tell you soundly that they have not.
What i suggest could work as a button depending on what the developer wants. It could be programed in a way that an increase of grip force generates a digital result even if the data being collected is analog.There is not a single motion controlled video game where you can always say "Yeah, it does exactly what I want it to 100% of the time". With buttons, there's no guessing. You pressed it or you didn't.
Maybe someone could incorporate thumbsticks with screw-able heads and sell different ones in a variety of materials and shapes.A trackball is an intriguing idea, but I think it would need to compliment dual thumbsticks and the d-pad. Put a trackball where the controller power-on button is on the 360 pad.
Thumbsticks made out of a better "feeling" material. The material used in Jim Dunlop Tortex or Gator guitar picks.
I have no idea why no one else has added clickable shoulder buttons like the Gamecube had. Those are awesome.
The industry and it's biggest market specially (America) it's in an action game oriented phase with the dominant genre at the moment being shooters. The more or less established control method is dual analog for movement and camera control, this forces the player to invest most of the "thumb time" in the sticks, so the more time the game doesn't force the player to move from that default position the better.
In the default controller option, this amounts to thousands of times in a playthrough. Not game braking at all but not optimal either.
We have been playing like this for long and i think that's precisely the problem. So for years, i can't figure out why no manufacturer has incorporated a way for the controller to detect the grip applied to a its handles by the fingers. ring finger, and little finger are much of the time inactive interaction wise, serving just as support.
The problem with trackballs apart from durability is that it's uses are more specific. The thumb stick while not as precise cover a lot more of possible necessities and keeps things a bit more symmetrical. That's why it has cached on, is such a convenient input method.
That's a terrific Ucon shot to explain a bit more the feature. Imagine making a more curved surface for the middle, anular and small finger to hold and a cover it with tactile pressure sensor. If you were playing Halo instead of press and hold "X" to pick a weapon, the user will need only to do a slight increase of grip to do the same action. It's a more human interface method and the index and thumb fingers would remain in their more optimal position, that is, resting in the sticks and triggers.
Another feature i would love for manufacturers to implement are low profile thumb-sticks. Having the thumbs so raised feels unnatural and bothersome when pressing the stick for a click.
It suits the thread fine. I always wanted fully customizable control schemes in games also.
But i would like this to be taken a step further. Make it an OS feature and universally applied by every developer. What i mean is that say for example... Nintendo developed a simple programing language that every developer will use for mapping the controller input but at the same time made available to the user in the OS level so he could experiment with alternative mappings. For the user that don't want to get so involved the traditional presets would still be an option.
This begins to make a hell of a lot more sense since today we have controllers that support motions as an input method besides buttons, so the possible combinations have increased. Imagine if you wanted to assign crouching to a downward motion and jump to an upward motion in a shooter, creating one sweet and natural control scheme that even developers couldn't implement and sharing it with other users.
This is not exactly a Steam Controller oriented thread. The post was due to the fact that the Steam controller took into it's design considerations and suggestions made in this thread years ago. i think it deserves recognition for trying to come with a setup more in order with the necessities of the most popular game genres of today, something that Sony and MS have failed to do for the longest time.Honestly I think the Steam controller looks like shit and will "feel" like shit in comparison to a lot of my many other controllers for the games I love.
Why do you think the Pro is a 360 rip off? They do share a similar aesthetic possibly as a concesion for gamers to feel more conforable or familiar with the controller, since there's a good portion of the user base that is really sensitive to change. As features go, is not like the 360 controller introduced anything new. Great controller still.In reality I think Nintendo made a terrible decision to make the "Pro controller" a 360 ripoff with the right stick in a dumb awkward position (same for the Gamepad)
i think with the Scuf the idea is in the right place but the execution is not the best it could be, maybe because they are trying to adpat the functionality to existing controllers. In that sense the Steam controller has a better execution of the underside buttons i think.What they should have done is make a true next gen Gamecube controller with a proper right stick in place of the C-Stick (could still call it the C-Stick, but make it identical to the left), make it wired+wireless+PC drivers, adopt the Scuff idea with pressure sensitive pads on the back of the controller, make all the buttons/triggers microswitch as well as the D-Pad/Analogs to make wear a lessened issue. Adopt two remappable inputs on the pressure sensitive areas and adopt the Onza idea for adjustable tension on the analog sticks. Finally buy the rights to the Saturn Model 2 D-pad and slap that on there ergonomically. This would have made the Wii U Adapter unnecessary and no worries for upcoming Smash plus support for all games that support the Pro controller, plus PC-enabled. They would have easily sold many more of these and not just to Wii U owners. Also make it easy to buy new parts ala the MLG controller and put them on, so no need to buy a whole new controller. Add the ZL button and done = best controller ever.
Super high precision analog sticks please!
The first page of this thread confused the fuck out of me. Stupid old bump.
Not exactly the same Badwolf. Vita rear touch pad is kind of a spin of the DS dual screen, so the interaction works like a track pad, pushing or swiping it and not actually squeezing it. What i purpose is basically introducing a very natural gesture like grabbing as interaction method that fits perfectly an ample variety of actions in games.
Well this is too general of a question and withouth a proper scenario it can't be answered satisfactorily, but here are some things you should consider:What happens when you face a boss for the first time and you're sweating / gripping the controller harder though?
What relevance does the thread age has on what's been discussed? How many cuarrent threads are treating the issue right now?You're trying rather hard to keep alive your three year old thread. IT'S DEAD, JIM.
refreshment.01 said:It comes with a peripheral. A grip sensing stylus with gyros, so basically sword combat will be an evolution of skyward Sword.
So there's a dual system. Draw with the stylus in the touch screen to perform spells and make small sword like movements with the stylus in the air to do sword swings. Apply pressure to the stylus to say, grab objects and manipulate them in 3D space using the built in gyro.
Also the grip sensing can function as a commuter, so it doubles the amount of input availables for the touch screen. There's really a lot you could do with it.
i think there's a place for what you describe but not for every button. In that way the use would fall in the "neat" category but using this type of tech in say the 4 face buttons would be kind of wasted. i could totally see players not even noticing it much after long extended play sessions.Not sure if it's been discussed in this thread before but for a long time I've been wanting controllers with dynamic button resistance, meaning that the game can change the force it takes the player to push a button on the controller. This would be a great solution for stamina or health systems (the more exhausted/wounded the character becomes, the more button resistance there is), for levelling systems (the more experienced/trained your character becomes in a certain discipline, the easier it gets to press the respective button) for grabbing/carrying mechanics (the heavier the object you're carrying, the more button resistance there is) and so on. I doubt that no one's ever had this idea before, though, so maybe it's simply too complicated or expensive to implement? Or too few game designers are interested in utilising it (which I'd find hard to believe TBH).
We have talked about this but most of the time as a tangent in other threads. But my recent experience with a game impelled me to create this thread and dissipate some what.
The industry and it's biggest market specially (America) it's in an action game oriented phase with the dominant genre at the moment being shooters. The more or less established control method is dual analog for movement and camera control, this forces the player to invest most of the "thumb time" in the sticks, so the more time the game doesn't force the player to move from that default position the better.
The specific game case that triggered this topic is in Human Revolution. The designers set in a vast amount of boxes that can be pick up and interacted by the player. In the default controller option, i had to take away the thumb from the stick to push the interaction button, this amounts to thousands of times in a playthrough. Not game braking at all but not optimal either.
We have been playing like this for long and i think that's precisely the problem. So for years, i can't figure out why no manufacturer has incorporated a way for the controller to detect the grip applied to a its handles by the fingers. Middle finger, ring finger, and little finger are much of the time inactive interaction wise, serving just as support.
I think a gripping input method could become the main interaction button in games. It's a really natural interface method that the user can relate to, while maintaining control of movement and camera positioning. See a weapon, box or switch to interact with and just squeeze the controller with the those 3 fingers that most of the time remain idle.
Nintendo had a moment of illumination when they splitted the controller in two, the other piece of the puzzle was coming up with a way to detect pressure in the handle surface. Kind of disappointing seeing them pursue other ventures with the WiiU controller and ignored the evolution path for the Wii Remote.
There are other neglected features that with might discuss in this thread but this first post is long enough already.