Gaming Forums => Nintendo Gaming => Topic started by: nemo_83 on February 06, 2006, 03:51:51 PM
Title: New Revolution Remote Peripherals
Post by: nemo_83 on February 06, 2006, 03:51:51 PM
visor
gamepad shell
Edit: pick a flavor
I think you guys can tell which ones have face buttons.
The second one on the first row has a circular scroll wheel around a small trackball.
Title: RE: New Revolution Remote Peripherals
Post by: Bill Aurion on February 06, 2006, 03:54:39 PM
So, uh, you basically make the visor worthless by having it an attachment for the Revmote? Okay!
Title: RE:New Revolution Remote Peripherals
Post by: kirby_killer_dedede on February 06, 2006, 03:55:07 PM
What?
Title: RE: New Revolution Remote Peripherals
Post by: Dirk Temporo on February 06, 2006, 03:58:39 PM
Trackball is nothx.
Title: RE: New Revolution Remote Peripherals
Post by: Hostile Creation on February 06, 2006, 04:05:55 PM
In regards to 1: What the freakin' hell.
In regards to 2: No, trackballs suck. Stop harping about them.
Title: RE: New Revolution Remote Peripherals
Post by: UncleBob on February 06, 2006, 04:10:29 PM
The Visor taps into your brain and connects with the remote to send singals to the Revolution.
Title: RE:New Revolution Remote Peripherals
Post by: nemo_83 on February 06, 2006, 04:39:19 PM
The visor could be sold at a lower price seperate from the remote (with optional packages with everything first party you need for the visor at $175), say $100 for the visor alone, the remote would take care of all the wifi and 3D motion tech so the visor could be produced at lower costs (instead of building it into every model), and the ear phone and mic pieces would be sold seperate as well allowing gamers to pick up first or third party gear. The visor would be fit with elastic material.
So, imagine the hardware alone is $199 (with one remote, cords, and nunchuck); you spend five to fifteen bucks on a shell, and you still could buy the full package for the visor, a game, and online launch deal for much less than buying the PS3 hardware with nothing else. The revolution could be marketed as a self sufficient home console where 360 and PS3 need a $500-$12000 TV to get the full experience. The drawing is rough, but a visual aid was needed.
The shell is based around a pad shown before the remote was revealed; the controller appeared to have a port which something slid inside, diamond pattern face buttons, scroll wheels, and basically everything you see except that there is a trackball and it is in the primary position on the right side, and there are two dpads.
And trackballs have recieved great reviews for first person shooters; the mechanic offers something different. My replacing the second analog stick with a second dpad shows how well I feel the dual analog setup has worked out.
Title: RE: New Revolution Remote Peripherals
Post by: Hostile Creation on February 06, 2006, 04:51:11 PM
"And trackballs have recieved great reviews for first person shooters; the mechanic offers something different. My replacing the second analog stick with a second dpad shows how well I feel the dual analog setup has worked out."
Except you already have the revmote, and some people might complain that it's not too traditional for a traditional attachment.
Title: RE:New Revolution Remote Peripherals
Post by: nemo_83 on February 06, 2006, 05:10:17 PM
What do you need dual analog for if you have the remote's motion control for camera? Two analog sticks is redundant; like in Metroid Prime the second stick will end up being used like a dpad (so I put a dpad there). I think in this form it offers three forms of control, point and click, analog stick, and 3D motion control. Plus it looks more balanced with the round parts in the primary position on each side.
Title: RE: New Revolution Remote Peripherals
Post by: nickmitch on February 06, 2006, 06:05:33 PM
So, where are the face buttons for the shell? Are you supposed to use the track ball, the d-pad, or the one's on the remote? The shell should be pretty much the wavebird with the SNES button layout on the left. If you want a track ball, then switch it out for the c-stick.
Title: RE: New Revolution Remote Peripherals
Post by: NinGurl69 *huggles on February 06, 2006, 06:15:16 PM
WHAT'S WITH THIS MISLEADING TOPIC TRAIN WRECK
GET OFF MY INTERNETS
Title: RE: New Revolution Remote Peripherals
Post by: Ian Sane on February 07, 2006, 06:21:10 AM
"Except you already have the revmote, and some people might complain that it's not too traditional for a traditional attachment."
Exactly. The whole point of a shell is to provide a "normal" controller for games that would be better suited for it. If you remove the face buttons then there's no point at all in even having the shell. Saying "well you can use the motion control for this" doesn't make sense. The whole idea is that you don't have to map traditional functionality to the remote.
Title: RE:New Revolution Remote Peripherals
Post by: nemo_83 on February 07, 2006, 12:24:22 PM
I may make some different versions with alternative layouts, but most likely not tonight or tomorrow night and I am a stuborn Nintendo fan so if I do do one with face buttons in the primary position it will be an evolved version of the GC layout with three kidney shaped buttons. I put two dpads on the shell for several reasons. The dpad can serve as face buttons, and the x and y buttons on the remote will be in reach confusing gamers if there are also x and y buttons on the shell.
Title: RE: New Revolution Remote Peripherals
Post by: Ian Sane on February 07, 2006, 12:48:39 PM
"I am a stuborn Nintendo fan so if I do do one with face buttons in the primary position it will be an evolved version of the GC layout with three kidney shaped buttons."
I would figure a stubborn Nintendo fan would go with a more uniform button layout considering the Cube is the only Nintendo game system to not use that setup.
"The dpad can serve as face buttons"
Arrgh! How many times does this have to be explained? You can't push two directions at once with a d-pad and thus it is not a substitute for buttons that allow any combination of simultaneous button pushes.
If you're substituting anything then you're missing the point of the shell. Buttons should be buttons, analog sticks should be analog sticks, d-pads should be d-pads. The whole reason there is a shell is because with something as precise as game controls substitutions don't cut it. If they did we would just have the remote.
Title: RE:New Revolution Remote Peripherals
Post by: nemo_83 on February 07, 2006, 06:56:41 PM
I posted a new picture in my first post. I feel that the face button layout should move forward rather than backward to a diamond pattern. The GC layout was a step in the right direction no matter how ugly the colors were.
Title: RE:New Revolution Remote Peripherals
Post by: Dasmos on February 08, 2006, 12:28:38 AM
Visor will be used for new HEAVY METAL game, HEAD-BANGING ACTIOOOOOOOOOON 4 ALL!
Title: RE: New Revolution Remote Peripherals
Post by: Dirk Temporo on February 08, 2006, 10:11:09 AM
That's just a lawsuit waiting to happen.
Title: RE:New Revolution Remote Peripherals
Post by: Kairon on February 08, 2006, 11:18:05 AM
Why waste so much energy and money and time on a headset when you can take the same sensors and technology in the controller and incorporate that into the voice-headset that the recent Nintendo voice-to-text patent suggests?
Why waste so much money and energy on making a personal video head-mounted display with todays technology when you can keep things on the TV screen, and retain the motion-sensor features on a voice headset without all that bulk and eyestrain?
~Carmine M. Red Kairon@aol.com
Title: RE:New Revolution Remote Peripherals
Post by: Kairon on February 08, 2006, 11:19:25 AM
Quote Originally posted by: Ian Sane "The dpad can serve as face buttons"
Arrgh! How many times does this have to be explained? You can't push two directions at once with a d-pad and thus it is not a substitute for buttons that allow any combination of simultaneous button pushes.
How do D-Pads detect diagonal inputs?
~Carmine M. Red
Title: RE: New Revolution Remote Peripherals
Post by: Ian Sane on February 08, 2006, 11:44:24 AM
"How do D-Pads detect diagonal inputs?"
Push up and down at the same time on a d-pad. If you can do that then I have no case.
Title: RE:New Revolution Remote Peripherals
Post by: Kairon on February 08, 2006, 11:54:31 AM
Quote Originally posted by: Ian Sane "How do D-Pads detect diagonal inputs?"
Push up and down at the same time on a d-pad. If you can do that then I have no case.
I agree with you that a D-pad lacks the full utilization of a 4 button setup, but I'd like to point out that a D-pad is in fact capable of handling multi-directional presses.
...give me an example of a game that requires you to push "up" and "down" on the four button setup and, in addition to that, explain why this was good or necessary under the game's control scheme.
~Carmine M. Red
Title: RE: New Revolution Remote Peripherals
Post by: Ian Sane on February 08, 2006, 01:06:47 PM
"...give me an example of a game that requires you to push "up" and "down" on the four button setup and, in addition to that, explain why this was good or necessary under the game's control scheme."
Some fighting games require simultaneous pushes of three buttons at once. It's not a widely used option and typically you're not going to make a game like that. I wouldn't even consider it good game design. But the option is there and it would be unnecessarily limiting to remove it for no reason. Plus can you imagine how uncomfortable it would be to use d-pad diagonals to simulate pushing two buttons at once? When I push two buttons at once I rest my thumb over both of them. Pushing a diagonal requires me to push "between" the two buttons. It's a different dynamic and one that would be hard to get used to, particularly for a retro game. Plus d-pads are rough and uncomfortable and pressing diagonals is a lot more imprecise than using buttons. If you asked anyone if they would prefer face buttons or a d-pad they would pick face buttons.
I can't think of ANY advantages to using a d-pad over buttons for non-movement functions and I can think of disadvantages for it. So if there are no advantages and some disadvantages then it makes no sense to replace buttons. The only arguement for using a d-pad for buttons pushes is to defend Nintendo's decision to only have two buttons on the Rev controller. In fact no one would even SUGGEST the idea otherwise. It's nothing but a knee-jerk "Nintendo can do no wrong" reaction.
Title: RE:New Revolution Remote Peripherals
Post by: Kairon on February 08, 2006, 02:02:58 PM
Quote Originally posted by: Ian Sane "...give me an example of a game that requires you to push "up" and "down" on the four button setup and, in addition to that, explain why this was good or necessary under the game's control scheme."
Some fighting games require simultaneous pushes of three buttons at once. It's not a widely used option and typically you're not going to make a game like that. I wouldn't even consider it good game design. But the option is there and it would be unnecessarily limiting to remove it for no reason. Plus can you imagine how uncomfortable it would be to use d-pad diagonals to simulate pushing two buttons at once? When I push two buttons at once I rest my thumb over both of them. Pushing a diagonal requires me to push "between" the two buttons. It's a different dynamic and one that would be hard to get used to, particularly for a retro game. Plus d-pads are rough and uncomfortable and pressing diagonals is a lot more imprecise than using buttons. If you asked anyone if they would prefer face buttons or a d-pad they would pick face buttons.
I can't think of ANY advantages to using a d-pad over buttons for non-movement functions and I can think of disadvantages for it. So if there are no advantages and some disadvantages then it makes no sense to replace buttons. The only arguement for using a d-pad for buttons pushes is to defend Nintendo's decision to only have two buttons on the Rev controller. In fact no one would even SUGGEST the idea otherwise. It's nothing but a knee-jerk "Nintendo can do no wrong" reaction.
We're both approaching this from different places Iansane. If I read you correctly, it appears that you're working on the assumption that control schemes accumulate upon what's come before them.
I'm approaching this from a different viewpoint: Why do we need to use one finger to press 2 buttons at all?
Like you said, I don't even consider this good design to force the player to do such a thing as press two buttons in two different places with the same finger. This has arisen because of the increasing need for digital input as controllers and gameplay systems become more complex, and is only possible at all because buttons happen to be small enough and close enough to mash together with your thumb.
But these problems are increasingly being addressed with Nintendo's direction in control methods. The DS' touch screen allows you to throw as many digital functions on the touch screen without forcing the player to acess arcane button combinations. For example, the D-pad, c-stick and several buttons were used in metroid prime to select items, weapons, and modes. In Metroid hunters, these functions that took up so much of the controller is simply handled on the touch screen. This is an example of the benefits of a simplified, streamlined, and less arcane interface that Nintendo is moving towards.
Now consider the Revolution controller in a nun-chuck setup. Everyone assumes that you can look with the revoltuion controller, but why are they restricting it to a 2-dimensional field? The controller can easily take over the functions of moving forward, backwards, and strafing through simple translocation (the controller is held forward = forward movement) or rotation (rotate in the direction to strafe). This frees up the analog stick for a Secret of Mana style ring menu (or I-pod style touch-circle input) that's vastly superior to any button combination you can demand.
And that's just one alternative.
But anyways, what you appear to be saying is this: Nintendo could and should replace the D-Pad on the Rev with a 4-button setup like the C-buttons on the N64.
My opinion is that will work against what Nintendo is trying to accomplish. With Nintendo moving to simplify and streamline interfaces (removing multiple button functions and placing them in a single more accessible interface ala the DS' touch screen), with Miyamoto's past comments on wanting to make a one-button game (or at least a game which is as simple as can be, which explains his lack of use for the GC's D-pad), and with the very real need to keep the controller as casual friendly as possible (There's a very large psychological bonus you get when you use a directional cross as opposed to 4 buttons), this goes in the opposite direction of what Nintendo's trying to achieve.
Now, you can claim that I am defending Nintendo, but really, I am just explaining the disconnects between your proposal and their intentions. I have long given up on caring about whether Nintendo is doing something wrong or something right, I now only truly care about whether they're doing something true to their intentions. I could weather any disappointment as long as Nintendo did what they truly wished to do, and as we can see in the recently surfaced images of several of the revolution controller's previous versions, Nintendo's tried many, many ways (almost certainly including your proposal) to deal with what eventually became a normal D-pad.
I believe that, for the reasons I state above, and the fact that Miyamoto himself has probably tinkered with the 4-button instead of D-pad scheme, we can safely say that Nintendo has maed a very rational choice as to why the D-pad, and not 4 buttons, is at the top of the Rev controller.
~Carmine M. Red Kairon@aol.com
Title: RE: New Revolution Remote Peripherals
Post by: Ian Sane on February 08, 2006, 04:04:17 PM
"But anyways, what you appear to be saying is this: Nintendo could and should replace the D-Pad on the Rev with a 4-button setup like the C-buttons on the N64."
No I'm not. I'm saying that the face buttons shouldn't be replaced by a d-pad. The d-pad should stay because it provides a different function: digital movement. It's a better design for that purpose.
"I believe that, for the reasons I state above, and the fact that Miyamoto himself has probably tinkered with the 4-button instead of D-pad scheme, we can safely say that Nintendo has maed a very rational choice as to why the D-pad, and not 4 buttons, is at the top of the Rev controller."
We can't say anything. Nintendo isn't infallible. They made all sorts of decisions that I considered totally irrational on the Cube and many of these decisions hurt them. The d-pad is on the top of the remote because it makes sense to. That's an ideal location for movement controls. I have no problem with the d-pad's presence on the remote. My problem is with the lack of buttons.
Title: RE:New Revolution Remote Peripherals
Post by: IceCold on February 08, 2006, 04:38:39 PM
When the NRC came out, I was also thinking of how to put more buttons, and whether it would be worth it. I thought of putting the D-Pad where the two small a-b buttons are, removing those buttons and putting three or four buttons on the top of the NRC. These could be used as action buttons, and it would make it easier on third parties. And to play S/NES games, you turn the NRC the other way, so that there is the D-Pad on the left and four face buttons for SNES games on the VC. I know, there aren't shoulder buttons, but they could be embedded on the side of the controller if need be. And you couldn't complain about nongamers being intimidated because it's basically the same number of buttons as the normal layout, since the a-b buttons are removed.
However, there are some problems with this, and ultimately, I don't think it will work. First, there's a reason there's only one face button; using face buttons combined with the motion sensing would be extremely complicated, not only for nongamers but for gamers too. Imagine moving the thing around while still haveing to press buttons. And also, my layout would not be friendly to games that aspire for one-handed controls..
Title: RE:New Revolution Remote Peripherals
Post by: nemo_83 on February 08, 2006, 05:02:45 PM
Looking at the process of design for the remote it is clear that at some point face buttons were considered and then later the dpad was chosen because it is more simple (sure hardcore gamers might not have much of a problem with the original setup with a ring of buttons with a fifth button in the center but Nintendo is trying to avoid alienating nongamers). The dpad is a recognizable thing which Nintendo created and should continue to use.
I always thought the N64 should have been a two pronged pad with two dpads in the secondary positions like the Virtual Boy.
Title: RE: New Revolution Remote Peripherals
Post by: BigJim on February 08, 2006, 07:21:19 PM
I thought IceCold's idea would have been great. Switch the d-pad with the x/y buttons surrounding the A button, and my concerns would go away. The only thing different is placement. Nothing is added to complicate it.
The only reason I can think of to keep the D-pad there is that it is more visually appealing. Functionally, however, using a d-pad for actions rather than movement has always been awkward to me. It would be fine for something like weapon swapping, but not on the fly actions. Going from A to a d-pad direction would be silly when, like Ian, I am used to resting my thumb between buttons for immediate reaction.
Title: RE:New Revolution Remote Peripherals
Post by: Kairon on February 08, 2006, 08:32:56 PM
Quote Originally posted by: Ian Sane "But anyways, what you appear to be saying is this: Nintendo could and should replace the D-Pad on the Rev with a 4-button setup like the C-buttons on the N64."
No I'm not. I'm saying that the face buttons shouldn't be replaced by a d-pad. The d-pad should stay because it provides a different function: digital movement. It's a better design for that purpose.
"I believe that, for the reasons I state above, and the fact that Miyamoto himself has probably tinkered with the 4-button instead of D-pad scheme, we can safely say that Nintendo has maed a very rational choice as to why the D-pad, and not 4 buttons, is at the top of the Rev controller."
We can't say anything. Nintendo isn't infallible. They made all sorts of decisions that I considered totally irrational on the Cube and many of these decisions hurt them. The d-pad is on the top of the remote because it makes sense to. That's an ideal location for movement controls. I have no problem with the d-pad's presence on the remote. My problem is with the lack of buttons.
Oh, ok. Well, Nintendo isn't replacing face buttons with the D-pad, players are. Nintendo is removing the need for face buttons by creating a deeper more versatile control method. Compare to my DS example.
And you'll notice that I didn't say that Nintendo is infallible, nor that they made the correct choice. I said that they made a rational decision, meaning that they evaluated all their possible options, including your TV-Remote Button surrounded by a circle of 4 buttons set-up, and ended up with what we have now based on the criteria they set.
~Carmine M. Red Kairon@aol.com
Title: RE:New Revolution Remote Peripherals
Post by: nemo_83 on February 09, 2006, 02:30:06 PM
What if Nintendo, rather than having the remote stick out at the top of the pad with dpad, a, and b button out of reach, made the slot so the remote could slide in deep. Basically a tighter version of the N64 three prong pad with the a button and dpad in the middle with the trigger beneath. I guess that would mean dual analog sticks and required use of the remote's motion control for third party ports.
Another way is to take the nunchuck/remote combo and introduce a cheap simple frame piece between them (concealing the cord) that holds the two halves together and gives the gamer other, often traditional, mechanics placed in secondary positions. This would be low cost enough that third parties would package in custom frames.