Oxigen_Waste
Banned
*sigh*
In that case, I've simply never noticed you before. Perhaps you should go back to being uncontroversial?
I can see the difference but here's the rub - it had literally no effect on how the game played for me. I didn't die because of hitting the wrong button. I didn't fall off the world. I got first prize in all the weapon challenges. I am fully used to vbuttons, it's not an issue. I completed GTA3 and CW on this thing, I played 50 hours of Mission Europa ffs, I can do this. Same as with Gunman Clive - the game was very hard in places but I did not feel it was because of the controls, it was just a challenging game. I very rarely have to double check thumb placement. After a little while, my thumb knows where the directions are and I barely give it a second thought.
You're extending how you feel about these controls and making it an objective fact and it's not. This whole argument has echoes of MKB vs controllers back in the day. Yes, there are degrees of accuracy but a competent player can adjust to this, and a good developer can find the perfect controls for their game. Take Bastion for example. If that game had a static circular pad it would have been a nightmare. Instead they use a small, dynamic and responsive 'stick' that works perfectly. No needing to centre, no pressing the wrong direction. It's all about implimentation.
And polling the rest of GAF would be an exercise in futility since most people, like you, are plain wrong on how these controls work. There is skill involved and it's a skill most can't be bothered to develop and so they just bitch obnoxiously about it, thinking that what applies to one applies to all.
But by this logic, what's the point in any portable game system having long games? Before I had an iPad I took my DS on the bus, and I would also play it at home. Same deal. And I would play a DQ game on my iPad rather than DS in a heartbeat. Bigger, nicer screen? Yeah, thanks!
In fact, I'm playing FF6 on my iPad at the moment both on my commute and at home (having completed Earthbound a little while ago too). I have a wiimote to play with if I want it but on the bus it's easier to use the dpad. These 2D RPGS are perfect portable games. You totally can play them for five minutes or an hour, the controls are simple as hell and could very easily be adapted to a touch interface (see Dragon Fantasy) and the pixel art looks lovely on the big screen. The DS used to be a purely JRPG machine for me, and I would very happily move that title over to my iPad if more games were released on it.
So really, if you're comfortable with DQ games on DS, then there should be no issue with them on the iPad. It's not like they're particularly dextrous in what you have to do with the buttons at all. I can see a Mario game not working (I tried it, holding run and jump is almost impossible), but JRPGs are almost designed for these devices.
Also, DQ iOS would certainly be a lot cheaper than a DS version.
It's from the comic WE3 by Morrison/Quitely. A must read.
You know what, I like you.
Only 2 things:
- the whole "why would anyone play on portables" thing doesn't apply, as the ONE AND ONLY reason this even started was because of having to use virtual buttons if one uses the pad, which isnt an issue with the DSs/PSPs of this world.
- "most people, like you, are plain wrong on how these controls work" how is your attitude any different than mine if you claim we're all wrong because you've found a way to make it work? I/we don't like it and I don't want to get used to it. Ever. Analog controls are beyond reproach. Nobody's ever complained about them, because there is no possible complaint. Movement and touch interfaces, however... work perfectly in some cases and not so well in others, and as such will forever be viewed as an option, as opposed to a standard.
If we're being honest, Apple not releasing a controller is the only thing that's stopping the iPad/Phone from completely beating the 3DS/Vita and dominating the market.