Forum Discussion
Anonymous
12 years agoI am concerned about the reliance on 360 controllers..
I've noticed in a great many demos and games that the primary controller support is the 360. Some demos even have commands and instructions that involve hitting "Y", for example, when there is no cont...
dghost
12 years agoHonored Guest
"raidho36" wrote:
Good points. Half of them are what I said though. But I can't just pass by without noting that #4 is completely irrelevant, adding or removing feature is only a matter of consideration of end user experience, not your programmer experience.
Also, the Hydra went out of sale, and STEM is much more expensive and isn't even on the market yet, so yeah.
Yeah, I had a similar opinion. I figured it was worth weighing in another vote for them.
But yeah - #4 is almost entirely user experience oriented. But to say that it is irrelevant is fool hearty for two reasons:
-Consistant API/feature exposure means that I can have a truly plug-and-play solution and implement consistent control schemes. I don't have to try to identify the game controller and auto-configure the input device, nor do I have to get the user to go through a potentially complicated configuration process. Because the API accurately reflects the controller and not some janky abstraction meant for joysticks, I can deliver a very polished, consistent out of box experience.
-Having a guaranteed, consistent feature set that is directly exposed by an API allows me to craft a good gameplay experience around it. If I know that a controller has to support, say, two analog triggers it allows me to do things like the Left-Trigger-Cover system from Rainbow Six: Vegas. Guaranteeing that the controllers had two bumper buttons, for instance, allowed Gears of War to do the active-reload system, or left-bumper to sprint. Or Halo's super-optimized FPS control scheme (and two weapon inventory system, grenade usage, etc). A lot of the more interesting control schemes in the last decade have come from consoles, and it's primarily because they have a fixed input system that they can use as a foundation.
Both of these can greatly enhance the user experience.
And I threw Hydra under the bus, but the reality is the STEM system will have a lot of the same ergonomic issues when it comes out. Motion controls are cool, but automatically exclude a lot people with physical disabilities. If accessibility is one of your goals, it makes sense to either prioritize a gamepad or at least ensure full support for one.
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