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Gaming Forums => Nintendo Gaming => Topic started by: nemo_83 on October 25, 2005, 09:15:32 AM

Title: Rumblings of Revolution controller redesign
Post by: nemo_83 on October 25, 2005, 09:15:32 AM
There is a story going around the controller is yet to be fully revealed.  This makes sense.  Surly Nintendo will reveal some kind of charger that allows gamers to continue playing while charging.  Some head gear like a microphone may be in the works, but I doubt there will be any vr going on.  Most likely what has yet to be revealed is the shell.  I modified ign's shell just because it was available and I kind of liked it.  I made the b button bean shaped and attempted to turn the second analog stick into a trackball.  If I were using a Mac the picture would look better and I would have replaced the z buttons with mouse style scroll wheels.  My photo editor is lame, but check it out in my avatar.

Here is the piece on the controller from
nintendo-revolution.blogspot



"The Nintendo-prone studio Camelot seemingly made a very cryptic statement when the controller was revealed. Here´s what they wrote:
????????

??????????????????????……?
??????????IGN?????????????????????

????
????????????????????????????????????????????????TGS???????????????????????????????????????????……?

??????
????????????????????????????????
Now, Babelfish translates this into the following:
Tokyo game show

The pattern which becomes details announcement of the controller of ??....... It is the overseas sight, but don't you think? being recorded before IGN hugely, it increases. Bodily sensation ????? ?

Night postscript: Don't you think?, the new arrival picture of revolution (includes the controller) being released, it increases even with the Nintendo Co. sight. Also TGS forum keynote presentation flowing with the streaming, it increases. Because the meeting place it could not go, just a little you will see.......

Furthermore postscript: The extent which becomes well. The just a little real thing it comes seeing? (It is displayed kana?)
The statement is by their Webmaster, who seems to be hinting at the fact that the controller has not yet been revealed in all its functionality. Can anyone translate this properly, please? There might be something of interest in there.

Source: Camelot"
Title: RE: Rumblings of Revolution controller redesign
Post by: Stimutacs Addict on October 25, 2005, 09:27:55 AM
im on a mac and still dont have any photo editing software (any recommendations, anyone? I had photoshop 7.0 on windows) or DVD copying applications (i just want to make travel copies of my better DVDs, i'd hate to scratch up Home Movies when I'm watching it on my portable DvD player)


on topic: I think the only thing missing is the microphone/earpiece for online play... they need to incorporate it into one of those bluetooth headphone/mic instruments people use with cell phones.
Title: RE: Rumblings of Revolution controller redesign
Post by: KnowsNothing on October 25, 2005, 09:43:02 AM
There's not going to be a redesign of the controller, but I know for a fact that Nintendo has more tricks up its sleeve, possibly still dealing with the controller.
Title: RE:Rumblings of Revolution controller redesign
Post by: Rhoq on October 25, 2005, 09:48:37 AM
Quote

Originally posted by: Stimutacs Addict
im on a mac and still dont have any photo editing software (any recommendations, anyone? I had photoshop 7.0 on windows) or DVD copying applications (i just want to make travel copies of my better DVDs, i'd hate to scratch up Home Movies when I'm watching it on my portable DvD player)



For Photo Editing
Photoshop CS

For (1) DVD Extraction, (2) Compression and (3) Burning:
1. MacThe Ripper
2. DVD2OneX
3. Toast Titanium

(You can also use Roxio's Popcorn or Toast 7 to combine 2 & 3 into one process, though I've heard nothing beats DVD2One X for compression). These 3 steps are what I swear by for DVD back-up.
Title: RE: Rumblings of Revolution controller redesign
Post by: wandering on October 25, 2005, 09:49:23 AM
"Bodily sensation"
"Because the meeting place it could not go, just a little you will see......."

So, the rev will give you unique bodily sensations, that might not be appropriate for demonstration in a public meeting place, eh? Count me in!

Quote

im on a mac and still dont have any photo editing software (any recommendations, anyone? I had photoshop 7.0 on windows)

I dunno, mac has all the ususal suspects (photoshop, paint shop, gimp, etc... oh, and the new iphoto apparently has photo editing). I guess I like photoshop, personally.

Quote

DVD copying applications (i just want to make travel copies of my better DVDs

Riiiiight, whatever you say.
Title: RE: Rumblings of Revolution controller redesign
Post by: Bill Aurion on October 25, 2005, 10:31:32 AM
I really love Camelot's website...There's a lot of random stuff that really doesn't have a reason to be there but to show that the Camelot staff knows how to have fun...But anyways, back on topic, of course there's more to the controller that hasn't been shown yet!  It just won't be a redesign, but additional functionality that's hidden within the already-shown Revmote...
Title: RE: Rumblings of Revolution controller redesign
Post by: Hostile Creation on October 25, 2005, 10:58:32 AM
Knowsnothing, faith is not a fact!
Title: RE:Rumblings of Revolution controller redesign
Post by: nemo_83 on October 25, 2005, 11:00:50 AM
I recall a black and white blurry picture of an evolved wavebird with a slot on the front like ign's shell before E3 with a bean shaped b button and two analog sticks, both in the secondary position odly enough.
Title: RE: Rumblings of Revolution controller redesign
Post by: Bill Aurion on October 25, 2005, 11:06:34 AM
If Ninty ever devolved to the horrible Dual Shock analog set-up I'd never play a Nintendo game ever again...That's how confident I am that they won't swing that way...
Title: RE: Rumblings of Revolution controller redesign
Post by: KnowsNothing on October 25, 2005, 11:37:17 AM
Quote

Knowsnothing, faith is not a fact!

Quote

Eurogamer: Is the freehand-style controller your trump card, or have we got more exciting stuff to look forward to?

Jim Merrick: Let's just say we have more surprises in store.

He also mentions in that interview that the controller we've seen is bascially the final product.  He could have just meant externally, there could be more functions we don't know about, but I don't think we're going to see any major redesign.
Title: RE: Rumblings of Revolution controller redesign
Post by: Ian Sane on October 25, 2005, 11:45:38 AM
"I made the b button bean shaped and attempted to turn the second analog stick into a trackball."

A trackball isn't a bad idea in theory though in this case I think it's a little redundant.  A second analog stick might make more sense.  A lot of the trackball functionality is available in the remote and with the shell the remotes motion control should still be an option.  You should be able to still move the control around with the remote in the shell it just will be a little more awkward than the remote itself.

Those of you saying there will be no redesign do you have anything solid to back that up or do you just not want a redesign so you're saying there won't be one?  I figure there will be some changes made.  Even the Cube controller had the b-button changed from a bean to a circle.  It might not be anything drastic but I figure some change will be made.  I still think they should put four bean buttons surrounding the big A button.  That setup works great on my TV remote as I can easily change channels and volume without looking.
Title: RE: Rumblings of Revolution controller redesign
Post by: Artimus on October 25, 2005, 11:46:21 AM
I don't see what this has to do with a redesign.
Title: RE: Rumblings of Revolution controller redesign
Post by: ThePerm on October 25, 2005, 03:54:11 PM
if i t does get a  redesign  then i  want  it  to  be  something  simple  and n ot  drastic...like  the  chaging  of the  b  button  on the  gcn  controller from a kidney  to  a  circle...that A  button  is  looking lonely....why not  but  a  kidney  b  to  the  left of it and rename  the button underneath?
Title: RE: Rumblings of Revolution controller redesign
Post by: Hostile Creation on October 25, 2005, 04:28:47 PM
Totally missed the Arrested Development reference, KN
Title: RE: Rumblings of Revolution controller redesign
Post by: zakkiel on October 25, 2005, 04:30:09 PM
There was an interview a while back where someone asked whether Nintendo might redesign the controller. Nintendo said they reserved the right to round corners and move buttons, but it was basically done.
Title: RE: Rumblings of Revolution controller redesign
Post by: KnowsNothing on October 25, 2005, 04:31:12 PM
Aww, and the loser is me

I don't watch AD, please don't hurt me.
Title: RE:Rumblings of Revolution controller redesign
Post by: trip1eX on October 25, 2005, 04:36:31 PM
Well I know I read before from one of Nintendo's bigwigs that they haven't revealed everything about the Revolution yet.  So me thinks they are still holding a card or two up their sleeve.
Title: RE: Rumblings of Revolution controller redesign
Post by: ThePerm on October 25, 2005, 06:57:36 PM
http://theperm.tetrametrics.com/Images/rev/kidney.jpg
Title: RE:Rumblings of Revolution controller redesign
Post by: nemo_83 on October 25, 2005, 07:18:53 PM
Cool Perm.  Could you put another one on the other side of the A button as well and turn the A button into a trackball of the same size just for sh!ts and giggles?  I want to see what it would look like.


I was thinking a second ago that two remotes could be linked together, each at the bottom via a connector.  Now that I have thought about it maybe it isn't such a great idea.

Title: RE:Rumblings of Revolution controller redesign
Post by: NinGurl69 *huggles on October 25, 2005, 07:30:29 PM
Quote

Originally posted by: ThePerm
http://theperm.tetrametrics.com/Images/rev/kidney.jpg


SORRY NO, that just killed the nice, neutral, ambidextrous nature of the original design.  Go ahead and add a C button to the right of the A button to balance things out and the trackball to go farther away from simplicity again AND COMPLETELY RUIN THE ORIGINAL NES CONTROL PAD SCHEME.  Trackballs will give thumbs needless workouts compared to d-pads and analog sticks.

Just replace the round A-button with 2 kidney A,B buttons.  A above, and B below, so it's more like you cut the round A-button in half along the transverse axis.
Title: RE: Rumblings of Revolution controller redesign
Post by: ThePerm on October 25, 2005, 10:06:24 PM
hey im not the o nly one with photoshop....
Title: RE: Rumblings of Revolution controller redesign
Post by: ShyGuy on October 25, 2005, 10:15:38 PM
Perm, that controller is teh bias against left handers!

I wouldn't object if more buttons were added, but I think part of the design of the rev controller is simplicity and minimalism.
Title: RE: Rumblings of Revolution controller redesign
Post by: MrMojoRising on October 25, 2005, 11:53:35 PM
I think you just need to make it symetrical.
Title: RE:Rumblings of Revolution controller redesign
Post by: couchmonkey on October 26, 2005, 07:48:50 AM
It's supposed to be simple!  Adding extra stuff just cancels out Nintendo's whole plan to make gaming less scary for a casual audience.  A trackball duplicates the whole gesture aspect of the controller in a less intuitive way.

I'm not even sure a second button is a good idea.  When I tried making one, it looked kind of awkward to me.  If someone could come up with a more comfortable way to place the two buttons there, it might be okay, but I'm thinking Nintendo has got the thing just about right already.  Three buttons around the "A" position is unecessary.

Edit: grammar.
Title: RE:Rumblings of Revolution controller redesign
Post by: Ian Sane on October 26, 2005, 09:00:01 AM
Here is a picture of my TV remote.

It's a small pic but you can see the menu button in the center with the volume and channel buttons surrounding it.  The other remotes on this site have a similar design.  That is what I want to see with the Rev.  I can easily reach all five buttons without looking and this allows for six buttons total so it can play SNES and N64 games without the shell (N64 would require the nunchuk still).

If you don't like the idea please give me a real reason why it's no good instead of that stupid "OMG!  Non-gamers are scared of too many buttons!" bullsh!t that Nintendo has planted into some of your heads.  These TV remotes have WAY more buttons than the Rev controller will ever have and somehow they don't scare people away from watching TV.
Title: RE: Rumblings of Revolution controller redesign
Post by: Bill Aurion on October 26, 2005, 09:15:19 AM
You want to play a game with THAT?  Ahahahano...Why be restricted by former models?  The point of the Revolution is that it provides the same, no, even more functionality than a standard controller while at the same time being very simplistic and easy on the eyes...It's stupid to destroy that image with an ugly mess of a "controller" with a bajillion buttons just so you can play the old games with it...
Title: RE:Rumblings of Revolution controller redesign
Post by: Kairon on October 26, 2005, 09:18:47 AM
We already had a controller that had the complexity of a TV remote Ian, it was the remote for the Atari Jaguar.

Atari Jaguar Remote with 20 buttons and a D-Pad

Bottomline is, you don't play videogames with your TV remote's button set-up.

AND, if you actually look carefully, you ALREADY have a 5 button set-up on the face of the REV controller: the D-Pad and the A-Button! Actually, the D-Pad is infinitely superiror to the circular arrangement of buttons on your TV remote.

~Carmine M. Red
Kairon@aol.com
Title: RE: Rumblings of Revolution controller redesign
Post by: vudu on October 26, 2005, 09:29:03 AM
Ian, just because the controller has the right number of buttons it doesn't mean that the setup is ideal for playing SNES or N64 games.  How the heck are you going to play if the buttons are setup like they are in that picture?
Title: RE: Rumblings of Revolution controller redesign
Post by: Michael8983 on October 26, 2005, 09:43:36 AM
I think Nintendo will likely release a classic controller for the NES/SNES games.
Maybe Nintendo will even ship you one free as a bonus for signing up for the downloading service.
Title: RE: Rumblings of Revolution controller redesign
Post by: Ian Sane on October 26, 2005, 09:47:48 AM
"You want to play a game with THAT?"

I don't want to play games with a remote PERIOD but that seems to be what we're stuck with.  Are you guys thinking I want all those buttons on the remote?  I'm just suggesting buttons four buttons around the A button.  That's virtually the same thing as the current Cube setup.  Funny how when Nintendo does it it's a brilliant idea but when I suggest it you guys complain.

"AND, if you actually look carefully, you ALREADY have a 5 button set-up on the face of the REV controller: the D-Pad and the A-Button!"

D-pad and buttons aren't the same.  You can't push two D-pad directions at the same time!  How many times does this have to be brought up?  And I wasn't suggesting they ditch the D-pad.  My idea is the exact same controller as before only with four extra buttons around the A button similar to the Cube controller.  Don't think of them as the same shape either.  Bean buttons would probably work best.

"Ian, just because the controller has the right number of buttons it doesn't mean that the setup is ideal for playing SNES or N64 games. How the heck are you going to play if the buttons are setup like they are in that picture?"

You can turn the controller sideways for the SNES.  Remember there are two buttons at the bottom so with this setup you would have six buttons there.  Personally I would rather not use this for SNES and N64 games but at least there's enough buttons.  With the existing design it's impossible to play N64 games without the shell.  I would use the shell but this still provides more flexibility.
Title: RE:Rumblings of Revolution controller redesign
Post by: wandering on October 26, 2005, 09:49:54 AM
The best rev controller design ever.

Quote

Originally posted by: Ian Sane
If you don't like the idea please give me a real reason why it's no good instead of that stupid "OMG! Non-gamers are scared of too many buttons!" bullsh!t that Nintendo has planted into some of your heads. These TV remotes have WAY more buttons than the Rev controller will ever have and somehow they don't scare people away from watching TV.


Real reasons why that's no good:

1) Moving your thumb around to press different buttons while also moving your arm/wrist and holding the controller in one hand would be uncomfortable.

2) Putting more buttons on there would make the controller harder to use for non-gamers. The buttons on regular remote controls are static: the volume buttons always change the volume, the play/pause button always plays/pauses, etc. Also, you don't have to press buttons on a regular remote control with any speed.

3) The REV controller has plenty of buttons already. It has: four action buttons which can be pressed simultaneously with ease; a d-pad which can function as one action button or four selection buttons; and a select button which can function as an action button. That's six action buttons (same as gamecube) + gyro control and some other other things.  
Title: RE: Rumblings of Revolution controller redesign
Post by: UncleBob on October 26, 2005, 09:53:19 AM
Or you can use your Hori Digital Controller... everyone has one, right?
Title: RE: Rumblings of Revolution controller redesign
Post by: Ian Sane on October 26, 2005, 09:56:04 AM
"Moving your thumb around to press different buttons while also moving your arm/wrist and holding the controller in one hand would be uncomfortable."

That's a good reason.  I didn't think of that.  I think it would work well for games that don't use motion control though, like games that use the analog stick attachment.  I'm of the idea that having more buttons provides more options and it should be up to the developers to design their controls so that things are comfortable.  Duke Nukem 64 for example uses the d-pad, analog stick, and the face buttons.  It is the stupidest control setup I've ever seen.  But that doesn't damn the whole N64 controller because GOOD developers who knew what they were doing didn't have controls like that.
Title: RE: Rumblings of Revolution controller redesign
Post by: ThePerm on October 26, 2005, 10:05:44 AM
shyguy i  am lefty
Title: RE:Rumblings of Revolution controller redesign
Post by: Kairon on October 26, 2005, 10:26:48 AM
Quote


I don't want to play games with a remote PERIOD but that seems to be what we're stuck with. Are you guys thinking I want all those buttons on the remote? I'm just suggesting buttons four buttons around the A button. That's virtually the same thing as the current Cube setup. Funny how when Nintendo does it it's a brilliant idea but when I suggest it you guys complain.


We're complaining because Nintendo did this multi-button setup back with the SNES in 1991. Now, almost 15 years after that, they're saying that they want to do something different that will drastically change the nature of how we play our games. Part of what Nintendo's gunning for is simplicity, which is something that going overly zealous with adding more buttons where the A resides now would destroy.

When Nintendo did it, it was brilliant because it was adding something that wasn't there before to controller interfaces. When you're doing it now, it's basically sabotaging this new attempt at adding something new to controller interfaces.

Nintendo already HAS the shell. THAT is their allowance for conventional style games. To destroy the concept of the Rev controller seems unnecessary and wasteful now that the Shell exists solely for the purposes of allowing conventional titles on the system.

Quote

That's a good reason. I didn't think of that. I think it would work well for games that don't use motion control though, like games that use the analog stick attachment.


So now you're basically proposing we change the Rev button set-up to appeal specifically to games that DON'T use motion control?

Obviously, the existence of the shell should suit all conventional gameplay. But this point here: that now increasing the face buttons for the Rev controller would suit only a narrow band of games that specifically didn't use the most important aspect of the rev controller (it's gyroscope) shows why we're so reticent about this idea: it destroys the need for the Rev controller funcitonality just to do what the shell add-on would already do.

Quote

But that doesn't damn the whole N64 controller because GOOD developers who knew what they were doing didn't have controls like that.


Then I suggest that you wait until we see what GOOD developers do with ther rev controller before we damn the whole thing as well.

~Carmine M. Red
Kairon@aol.com
Title: RE: Rumblings of Revolution controller redesign
Post by: ShyGuy on October 26, 2005, 12:05:13 PM
I think Ian's TV remote is another example of Toshiba screwing over their hardcore fanbase and scaring away third parties. Wait, what?
Title: RE: Rumblings of Revolution controller redesign
Post by: zakkiel on October 26, 2005, 03:01:04 PM
Quote

If you don't like the idea please give me a real reason why it's no good instead of that stupid "OMG! Non-gamers are scared of too many buttons!" bullsh!t that Nintendo has planted into some of your heads.
I've now found several people who stopped gaming, and asked them why. The answer?

Too many buttons.

The fact that you don't like it doesn't make it less true, Ian.  
Title: RE: Rumblings of Revolution controller redesign
Post by: stevey on October 26, 2005, 04:23:32 PM
Two is all the button you need
Title: RE:Rumblings of Revolution controller redesign
Post by: Rhoq on October 27, 2005, 02:19:54 AM
Quote

Originally posted by: stevey
Two is all the button you need



Not including "select", "home" and "start" - I see 4 buttons in that mock-up.
Title: RE: Rumblings of Revolution controller redesign
Post by: Bill Aurion on October 27, 2005, 10:47:38 AM
Way too many people are forgetting that there's a B button on the back of the Revmote...
Title: RE:Rumblings of Revolution controller redesign
Post by: MrMojoRising on October 27, 2005, 11:27:33 PM
I think it's okay how it is, but I won't complain if they add a couple of buttons.

I still think they should at least put four on the bottom and a couple of shoulder buttons on the right side so you can use it for SNES games too when it's sideways.
Title: RE: Rumblings of Revolution controller redesign
Post by: ThePerm on October 28, 2005, 05:29:27 AM
really  i think its  just fine the  way it is....if  you  think  outside the  box  thenthat  d pad  is  4 face buttons and  the a  is just another button. Plus.......theres  a select button!!

every nintendo console  with a  select button  has been  number 1!!!
Title: RE:Rumblings of Revolution controller redesign
Post by: wandering on October 29, 2005, 05:13:51 AM
....Except the Virtual Boy.
Title: RE: Rumblings of Revolution controller redesign
Post by: KnowsNothing on October 29, 2005, 06:12:31 AM
Virtual Boy was the number one virtual reality headset made by Nintendo of all time.
Title: RE: Rumblings of Revolution controller redesign
Post by: ThePerm on October 29, 2005, 07:19:58 AM
yeah, i mean  it  didnt compete with  anything  else. so,  it was  successful
Title: RE:Rumblings of Revolution controller redesign
Post by: nemo_83 on October 30, 2005, 09:57:47 AM
Is anyone worried about camera control and character control in any shooter that uses two remotes for dual wielding?
Title: RE: Rumblings of Revolution controller redesign
Post by: ThePerm on October 30, 2005, 10:49:35 AM
a fps or any game with guns?
Title: RE: Rumblings of Revolution controller redesign
Post by: PaLaDiN on October 30, 2005, 11:26:24 AM
"Is anyone worried about camera control and character control in any shooter that uses two remotes for dual wielding?"

Not really... so many potential combinations in there it's crazy. You could use dpads and buttons directly, but you could also press B or up on the left dpad to control the camera with the remote, for example.
Title: RE:Rumblings of Revolution controller redesign
Post by: nemo_83 on October 30, 2005, 12:31:18 PM
In Goldeneye for example it would require you to control foot movement and camera with the dpads on each remote.  You would be sacrificing camera and analog character movement for the ability to aim two weapons independently.  I would like to see a game like this, but it is entirely possible to control the dual wielding with only one remote, attach the camera control to the gun's aim, and use the nunchuck for character movement.  Or the shell could be used for camera and character control while still using the remote inside for aiming the guns on screen.  

Lots of options, but I am focusing on the event that one game does come out using the dual remote setup.  It doesn't have to be a shooter, it could be Zelda requiring you to use one remote for shield and the other for sword swings.  

Title: RE: Rumblings of Revolution controller redesign
Post by: wandering on November 01, 2005, 02:59:12 PM
 
Quote

Originally posted by: ThePerm
yeah, i mean it didnt compete with anything else. so, it was successful


Of course you realise that, according to Nintendo, the Revolution won't be competing with anything else either. So, you're right, the REV will be #1....the #1 non-germ focused console that is controlled with a motion-sensing controller that is shaped like a television remote.  

edit: non-germ focused? ha.

Quote

Originally posted by: Ian Sane
That's a good reason. I didn't think of that. I think it would work well for games that don't use motion control though, like games that use the analog stick attachment. I'm of the idea that having more buttons provides more options and it should be up to the developers to design their controls so that things are comfortable.

I see what you're saying....but I guess my repsonse to that would be, sometimes having less options is better. A house with nothing but a huge, empty space with no defined rooms may provide more options for the potential buyer, but it won't sell as well as a house with a more normal floor plan. If the buttons are there, you can bet that developers are going to use them and use them poorly.

I just don't see the need for more buttons. Games that don't use motion control or need more buttons will use the shell. Otherwise, well, as I've said before, there are plenty of buttons on the rev controller already (4 if you include the nunchaku, 6 if you count the d-pad and select as buttons).
   
Title: RE:Rumblings of Revolution controller redesign
Post by: IceCold on November 01, 2005, 07:18:15 PM
Well...the shell might be sold separately which means that not everyone would have it so developers wouldn't develop their games specifically for it. Unless Nintendo packs it in with the console, which I think would be the smart thing to do.
Title: RE:Rumblings of Revolution controller redesign
Post by: Don'tHate742 on November 02, 2005, 04:59:33 AM
Quote

Originally posted by: nemo_83
In Goldeneye for example it would require you to control foot movement and camera with the dpads on each remote.  You would be sacrificing camera and analog character movement for the ability to aim two weapons independently.  I would like to see a game like this, but it is entirely possible to control the dual wielding with only one remote, attach the camera control to the gun's aim, and use the nunchuck for character movement.  Or the shell could be used for camera and character control while still using the remote inside for aiming the guns on screen.  

Lots of options, but I am focusing on the event that one game does come out using the dual remote setup.  It doesn't have to be a shooter, it could be Zelda requiring you to use one remote for shield and the other for sword swings.



Umm, then there would be Z-targeting or something like that. Also, if your talking about a FPS, then simply "attach" the camera to the gun and your done. Much like shooters today, your gun aiming-circle thing is in the middle of your camera. Why not do the same thing? You still have another gun that's independant.

The only hard thing would be moving.

For Zelda or rather a Gladiator type-game, Z-targeting would pretty much handle everything. Again, the only problem lies in being able to move. Nintendo provided a d-pad instead of an analog stick or something akin to it, so moving would be a pain in the ass.

Honestly, the only way I could see duel-wielding work is if the nunchuck attachment had a gyroscope or whatever as well. You need essentially 3 analogue sticks.  Nintendo provides two in all forms of the controller (even using two NRCs).
Title: RE: Rumblings of Revolution controller redesign
Post by: zakkiel on November 02, 2005, 10:52:19 AM
I think dual wield would have to be strictly for rail shooters.
Title: RE: Rumblings of Revolution controller redesign
Post by: couchmonkey on November 03, 2005, 06:14:37 AM
I'd like to defend the fewer button stance, and Nintendo's strategy in general.

I remember when I started playing the Super NES and later the N64, each time I was overwhelmed by the array of new buttons Nintendo threw at me.  In the end there was always a reason for adding new buttons, but I remember specifically wondering how Nintendo could simplify N64 games, because there was so much to learn there.

I believe that Nintendo is absolutely right in simplifying controllers again.  Nobody is intimidated by the old NES controllers.  I've said it before and I'll say it again, some non-gamers I know prefer playing my old NES to anything else because there are only two buttons.  The motion-sensing aspect of the controller makes up for some of the lost functionality in an intuitive way.

Now the argument against this direction is usually, "I don't care about non-gamers, I don't want my games dumbed down for them!"  That's too bad because I think anything that opens gaming up to a wider audience is cool.  Hardcore gamers are becoming gatekeepers of our hobby...we don't want to let anyone else in unless they play by our rules!  The exact same thing happened with computers way back in the day.  Who needs an operating system?  If you can't program a computer punchcard by punchcard, go do something else!  Personally, I'd like to be able to play videogames with people who don't play them usually without them moaning about how it's too hard.  I'd like to see my parents play videogames again.

None of this comes at the cost of hardcore games, either.  The nunchuck configuration and the traditional controller configuration allow for all those types of games.  I think there's a fear that Nintendo will stop making "real" games.  Please look at the DS.  Look at Advanced Wars, Mario Kart, Mario & Luigi, Kirby, and Metroid Prime Hunters.  Nintendo is not going to stop making hardcore games, it's just devoting some time to new types of games (which you might enjoy if you gave them a chance).  

Personally, I'm really looking forward to this because it has gotten to the point where sometimes a new game is even too complicated for me! Splinter Cell has collected dust on my shelf for two years because I don't like it enough to learn the complex controls.  Every time I pick it up, I'm back at square one.  All these games where everything on the controller does something and sometimes you even have to use them two at a time to add even more functions are too much.  Unless the game is really interesting, I lose interest and forget how to play.

Anyway, I'm sure I didn't change anyone's (Ian's) point of view, but I think there's good reasoning behind Nintendo's strategy.  There's good reasoning behind not wanting games to be dumbed down, too, but Nintendo appears to be offering enough control options for that to be a non-issue.  That's the beauty of the configurable control, and although I'm still skeptical that non-gamers will find a configurable control easy to use, Nintendo's system of building all other controls around the remote seems like a good start.
Title: RE: Rumblings of Revolution controller redesign
Post by: wandering on November 06, 2005, 07:15:54 PM
Yes, yes, yes. Thank you, couch monkey.

The Revolution makes me tingly with excitment not because of the new game experiences it promises to provide, though that excites me too, but because I think it's poised to become the next ipod - taking gaming into the mainstream. I've never really understood this desire some gamers have to have game systems only cater to them, to have gaming remain the secret domain of geeks like us. But, then I've always been the kind of guy who enjoys getting other people to enjoy what I enjoy....I constantly try to get non-gamers into gaming (and gamers into Shakespeare.)  
Title: RE:Rumblings of Revolution controller redesign
Post by: Kairon on November 06, 2005, 07:31:09 PM
Wanering, you're sitting on a killer app!

Shakespeare! THE GAME!

~Carmine M. Red
Kairon@aol.com
Title: RE:Rumblings of Revolution controller redesign
Post by: ThePerm on November 07, 2005, 07:23:54 AM
I think Nintendo should release a wavebird 2.0 for revolution....it would be compatible with gamecube and rev and it would also have a tilt feature. I really dont see myself buying some weird shell when i could just use my current style controller for those games that dont take advantage of the new functionality. It be nice to play some fighting games on a standard controlelr with tilt. Or a third party could release a controller..thats wireless, has some tilt..and Nintendo should recomend it for fighting games. While at the same time it pushes boundaries with its super rev controller mega wakak waka garage band doodle jump on my feet run aqround and yell billy share with all of the other children take out the paper and the trash feed your cat change the channel and make sure when you leave a room turn off the lights.
Title: RE: Rumblings of Revolution controller redesign
Post by: Stimutacs Addict on November 07, 2005, 07:42:46 AM
i want a flight sim to come out sooo badly.. i've been playing with my cellphone pretending that I'm controlling the airplane and imagining that throttle is controlled by the left analogue stick... that would give me a reason to buy a Revolution for my dad.
Title: RE: Rumblings of Revolution controller redesign
Post by: jakeOSX on November 07, 2005, 08:08:28 AM
On FPS movement:

with the nunchuck thing you would use the stick and two buttons in one hand for movement, and the rev controller for 'look around', a set up which would be very close to a keyboard mouse type set-up.

if you just used the controller, you could use left and right for the direction, and roll (twisting the controller) for strafing. it would take more time to get used to the movement, but it should be posible.
Title: RE:Rumblings of Revolution controller redesign
Post by: iMoron on November 07, 2005, 12:06:14 PM
Hey jakeOSX I think that it is posible to use just one Revolution controler without the nunchuk atachment in a FPS easily, though a bit limited in some respect... BUT not limited in respect to movement!

I mean, the controler can sence movement!!!

If you wanted to move foward, move the controler foward, tours the TV, it should only de an small movement... a centemeter at most.

Backwards... move the controler away, tours you...

Straf... move the controler left or rigth WITHOUT tilting it...

Look... tilt the controler... pointing your way...

... Thats what I think is posible with the controler... but I coild be wrong...
Title: RE:Rumblings of Revolution controller redesign
Post by: IceCold on November 07, 2005, 12:33:30 PM
Or you could just use the D-Pad for moving and the motion sensors for aiming if the attachment wasn't used.
Title: RE:Rumblings of Revolution controller redesign
Post by: Jensen on November 12, 2005, 04:13:07 PM
I like the Gamecube controller's method of simplifying.  It makes one button more prominent than the others.  But it still has other buttons.  I think the Revolution controller could be made even more simple, but still have better functionality...   My controller idea

Ditch the whole sideways NES controller thing.
Leave out the select button (when has a game really needed a select button?)
Take out the d-pad.
Add three kidney buttons.
Color the A button.

I wouldn't mind this, but it adds visual clutter.    
Title: RE: Rumblings of Revolution controller redesign
Post by: Bill Aurion on November 12, 2005, 05:07:20 PM
Ditch the whole sideways NES controller thing.

Um, why?  I'd like to play my NES games like that, and it adds to the slick design...

Leave out the select button (when has a game really needed a select button?)

When was the last time you played the NES?  A LOT of games used the select button, and it just gives added functionality...

Take out the d-pad.

Why?

Add three kidney buttons.

So, uh, you want to get rid of good buttons that actually make sense and want to put in buttons that'd look like crap on the Revmote?  Uh huuuuuh...

Color the A button.

It'd stick out too much...It's very slick how it is...
Title: RE:Rumblings of Revolution controller redesign
Post by: Jensen on November 12, 2005, 07:15:02 PM
The Revolution controller has two separate button sets.  Half the buttons are inconvenient or unneeded in vertical mode (d-pad and a,b) and the A and B buttons are useless during horizontal use.  Why not just make two controllers, one a bit more optimized for Revolution games, and a separate SNES pad (that can also play NES games, of course).
 
Title: RE: Rumblings of Revolution controller redesign
Post by: Bill Aurion on November 12, 2005, 07:33:22 PM
Because your button setup defeats the purpose of the simplistic design...
Title: RE: Rumblings of Revolution controller redesign
Post by: Artimus on November 12, 2005, 08:36:06 PM
None of those buttons are inconvenient. Haven't you ever pressed buttons on your tv remote? It's easy to slide up and down.
Title: RE:Rumblings of Revolution controller redesign
Post by: Kairon on November 12, 2005, 08:47:11 PM
Quote

Originally posted by: Artimus
None of those buttons are inconvenient. Haven't you ever pressed buttons on your tv remote? It's easy to slide up and down.


Have you ever tried to play games on your tv remote?

~Carmine M. Red
Kairon@aol.com
Title: RE:Rumblings of Revolution controller redesign
Post by: IceCold on November 12, 2005, 09:15:51 PM
I thought of the idea a while ago to put the D-Pad at the bottom, and then at the top have a SNES-like button layout where the A button currently is. I felt that the a-b buttons were useless because they essentially could not be used as primary buttons. Therefore, why not remove them? This way, there is only one more face button which could be used for Rev games, AND you could play both NES and SNES games if you tilt it sideways. There could be embedded shoulder buttons on the left side of the NRC so that SNES games could be played fully.

However, someone here pointed out that the setup wouldn't work for one-handed gaming, which is a valid point. And it isn't needed if the shell is included with the console.
Title: RE:Rumblings of Revolution controller redesign
Post by: MrMojoRising on November 12, 2005, 09:41:25 PM
I like your second picture Jensen...mostly just because it has the full SNES button layout on the bottom.

I think the D-pad is still rather useful on the Rev controller the way it is now.  I obviously haven't actually played with it, but it seems close enough to use fairly well.
Title: RE:Rumblings of Revolution controller redesign
Post by: Jensen on November 12, 2005, 09:51:09 PM
I don't think the d-pad postion is bad, It just seems to be redundant...  how many games will need both the d-pad and all the axes of motion the gyro supports?
Title: RE: Rumblings of Revolution controller redesign
Post by: wandering on November 12, 2005, 11:24:38 PM
The d-pad could be used for all kinds of things. Weapon selection in an fps, camera control in a platformer, jumping in Super Smash Bros.....
Title: RE:Rumblings of Revolution controller redesign
Post by: Smadte on November 13, 2005, 05:24:31 PM
I like Jensen's simplified controller idea. The d-pad looks out of reach and there will be games that need more than 2 buttons. Making space on a 2006 controller for games made way back in '85 is kind of rediculous if you ask me.
Title: RE: Rumblings of Revolution controller redesign
Post by: MODE_RED on November 13, 2005, 06:09:19 PM
I like the "squeeze grip" idea that was going around before the controller unveiling.

All Nintendo has to do is make the sides of the remote *squeezable* (with lots of analog sensitivity) and you have a better way to activate the gyration features of the revmote than just *always-on* or *press and hold B/Z trigger*.

This way, the B and Z Triggers can be used for actions, and the gyros can be off when the revmote is not squeezed or they can control something else until you squeeze (For instance, shift between camera control and lock-on sword control by squeezing/releasing). The could call the squeezable grip "G" or G-Trigger (short for Grip Trigger.)

The squeezability would be perfect for a VOODOO DOLL game, or a game that lets you grab things in the environment.

What would be the cons to this? I can't really see any as I believe this actually fits well within Nintendo's strategy of simpler control that takes games to a newer, better level.
Title: RE:Rumblings of Revolution controller redesign
Post by: Kairon on November 13, 2005, 06:11:33 PM
Quote

Originally posted by: Smadte
I like Jensen's simplified controller idea. The d-pad looks out of reach and there will be games that need more than 2 buttons. Making space on a 2006 controller for games made way back in '85 is kind of rediculous if you ask me.


Considering how tiny the control is, how it looks small even in the hands of the Japanese... I don't think that the D-Pad will be out of reach at all.

~Carmine M. Red
Kairon@aol.com
Title: RE:Rumblings of Revolution controller redesign
Post by: Kairon on November 13, 2005, 06:15:47 PM
Quote

Originally posted by: MODE_RED
I like the "squeeze grip" idea that was going around before the controller unveiling.

All Nintendo has to do is make the sides of the remote *squeezable* (with lots of analog sensitivity) and you have a better way to activate the gyration features of the revmote than just *always-on* or *press and hold B/Z trigger*.

This way, the B and Z Triggers can be used for actions, and the gyros can be off when the revmote is not squeezed or they can control something else until you squeeze (For instance, shift between camera control and lock-on sword control by squeezing/releasing). The could call the squeezable grip "G" or G-Trigger (short for Grip Trigger.)

The squeezability would be perfect for a VOODOO DOLL game, or a game that lets you grab things in the environment.

What would be the cons to this? I can't really see any as I believe this actually fits well within Nintendo's strategy of simpler control that takes games to a newer, better level.


If I may, I'd like to take a stand against this idea. We have immensely less control over the pressure we use when we squeeze our hand than over the other options of input the controller gives us. That means that analog sensitivity would just be uncontrollable!

And what about tense players who ALWAYS squeeze their controllers tightly?

Not to mention the very fact of squeezing something tenses all your hand muscles, and even tenses muscles into the forearm. Needing to constantly squeeze and unsqueeze a controller would quickly give you cramps.

~Carmine M. Red
Kairon@aol.com
Title: RE:Rumblings of Revolution controller redesign
Post by: MODE_RED on November 13, 2005, 06:47:47 PM
Quote

Originally posted by: Kairon
If I may, I'd like to take a stand against this idea.


By all means, be my devil's advocate! =)

Quote

We have immensely less control over the pressure we use when we squeeze our hand than over the other options of input the controller gives us. That means that analog sensitivity would just be uncontrollable!]


Analog sensitivity in the squeeze grip just emphasizes the smooth feel of squeezing the controller and can be used to determine three general levels of squeeze: none, light and hard. Of course it would be able to determine all the levels in between those.

Quote

And what about tense players who ALWAYS squeeze their controllers tightly?


These "tense players" must get a lot of cramps and should probably not play RE4. But anyways, the game would calibrate to know the difference between remote held and remote squeezed, for all games for that player or at the beginning of the game. If the player squeezes subconsciously due to fear or tension, this of course would not have a very negative impact on gameplay in any well designed game.

Quote

Not to mention the very fact of squeezing something tenses all your hand muscles, and even tenses muscles into the forearm. Needing to constantly squeeze and unsqueeze a controller would quickly give you cramps.


We've been squeezing triggers for years. Noone's complaining about trigger cramps that aren't complaining about "Nintendo thumb" already. Point taken, but it's moot. You just don't have the player squeezing very hard or hard too often, as with analog triggers. I can definately squeeze a grip to activate a gun and the press the B-Trigger to shoot without getting cramps. People have had the same argument about the gyro functions of the remote and this has been addressed.  

EDIT----How the grip looks: Imagine slightly curved , rubberized edges on the left and right sides that not only make the controller comfortable to hold and a little more ergonomic looking, they function as a soft analog trigger. You may not even need to press a button to play your game, just squeeze the remote and use the gyros.
Title: RE:Rumblings of Revolution controller redesign
Post by: nemo_83 on November 14, 2005, 09:37:09 AM
I was never a fan of the squeeze grip idea; I feel the surface mechanics should be simple and inexpensive as the real revolution is in the 3D mocap tech.

I liked Jensen's pics; it shows how many different asthetic directions this thing could still go.