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Nintendo Gaming / RE:Nintendo and it's philosophies
« on: August 21, 2005, 07:14:14 PM »
I've discussed this before at other forums. Basically...there IS a mid-ground between the simplicity of the D-PAD and the functionality of the Analog Stick. I only thought of it when a recent Miyamoto interview quoted him debating aloud which was better: the D-PAD or the Analog Stick? I found the quote interesting 'cos why would Miyamoto question such a thing? I mean, wasn't the Analog Stick eventually suppossed to replace the D-PAD...why question it? Obviously it's 'cos they wanna reach the simplicity of the olden days.
I theorized on a mid-ground dirrectional control idea I called the "3D-PAD". It's a big rounded pressure sensitive D-PAD combined with a raised outer touch sensitive ring and a central protruding jogball. All 3 features can function together or seperatly...in combination or independently from one another. It has the inviting and comfortable look of a D-PAD with more than enough function to play today's games. It can play games from any past Nintendo system (including GCN) while still allowing for ports from other systems. Older classic games would simply use the D-PAD normally. Games that require analog control would use the jogball for light movement (creeping), the pressure sensitive D-PAD for mid-ground movement (walking) and for sharper movement (running) you would use the outter ring...it would feel somewhat like rolling your thumb around an analog thumbstick, more comfortably too. For games that require a D-PAD & analog control (Metroid Prime for changing visors, Rogue Leader for giving squad commands, etc.) that's still possible since the touch sensitive analog ring & jogball are more raised and seperate from the D-PAD which means you could use either function (digital or analog) seperatly from one another. Taking this further, new games can be designed to use all 3 features independently...imagine a next generation Mario that uses the outter ring to run, the inner jogball to tip-toe and the D-PAD from rolling, crouching and diving...it's like having an Analog Stick that has four different digital clicks. More depth in dirrectional control than an Analog Stick while having the simplicity & comfort in the look & feel of a D-PAD.
This could explain why Nintendo hasn't shown it yet...if they did, people may think that their simplicity talk meant that they were ditching 360* analog control for simpler 8-way dirrectional control. Nintendo wants to show this thing when we can play games with it and feel it for ourselves and FEEL that it isn't Nintendo "dumbing it down"...rather that they're making it look and feel simpler to attract more casual, drop-out & non-gamers all while keeping the analog dirrectional control functionality to be able to play today's games. This could be nothing, but if you notice in Nintendo's new annual report there are pics which show a hand using a stylus and a D-PAD. The stylus is obviously for the NDS, but if you look closely though, the D-PAD doesn't look like the NDS D-PAD...which could mean I'm on the right track. Again, why would Miyamoto openly question and debate which is better if they weren't either dropping one in favor of the other or (as I'm theorizing) merging the 2 into 1?
You may be wondering...why should Nintendo aim to merge them anyways? Besides looking & feeling simpler for the audience Nintendo is aiming for, it also cuts down on the cluttery look of today's controllers. Today's controllers have 4 distinct thumb possitions, this is very intimidating to non-gamers and novice gamers alike. I think the best way to simplify that is to reduce these 4 possitions back to just 2 home possitions again...that way a newer gamer at least knows where to place thier thumbs. But how does Nintendo do it without sacrificing function? The right side (buttons and secondary dirrectional control) is easier...just bring things closer together and lay it out better. The left side (analog control & digital control) is more difficult...unless you combine the two! My theory not only combines them, but also allows them to function together as well as seperatly!
I theorized on a mid-ground dirrectional control idea I called the "3D-PAD". It's a big rounded pressure sensitive D-PAD combined with a raised outer touch sensitive ring and a central protruding jogball. All 3 features can function together or seperatly...in combination or independently from one another. It has the inviting and comfortable look of a D-PAD with more than enough function to play today's games. It can play games from any past Nintendo system (including GCN) while still allowing for ports from other systems. Older classic games would simply use the D-PAD normally. Games that require analog control would use the jogball for light movement (creeping), the pressure sensitive D-PAD for mid-ground movement (walking) and for sharper movement (running) you would use the outter ring...it would feel somewhat like rolling your thumb around an analog thumbstick, more comfortably too. For games that require a D-PAD & analog control (Metroid Prime for changing visors, Rogue Leader for giving squad commands, etc.) that's still possible since the touch sensitive analog ring & jogball are more raised and seperate from the D-PAD which means you could use either function (digital or analog) seperatly from one another. Taking this further, new games can be designed to use all 3 features independently...imagine a next generation Mario that uses the outter ring to run, the inner jogball to tip-toe and the D-PAD from rolling, crouching and diving...it's like having an Analog Stick that has four different digital clicks. More depth in dirrectional control than an Analog Stick while having the simplicity & comfort in the look & feel of a D-PAD.
This could explain why Nintendo hasn't shown it yet...if they did, people may think that their simplicity talk meant that they were ditching 360* analog control for simpler 8-way dirrectional control. Nintendo wants to show this thing when we can play games with it and feel it for ourselves and FEEL that it isn't Nintendo "dumbing it down"...rather that they're making it look and feel simpler to attract more casual, drop-out & non-gamers all while keeping the analog dirrectional control functionality to be able to play today's games. This could be nothing, but if you notice in Nintendo's new annual report there are pics which show a hand using a stylus and a D-PAD. The stylus is obviously for the NDS, but if you look closely though, the D-PAD doesn't look like the NDS D-PAD...which could mean I'm on the right track. Again, why would Miyamoto openly question and debate which is better if they weren't either dropping one in favor of the other or (as I'm theorizing) merging the 2 into 1?
You may be wondering...why should Nintendo aim to merge them anyways? Besides looking & feeling simpler for the audience Nintendo is aiming for, it also cuts down on the cluttery look of today's controllers. Today's controllers have 4 distinct thumb possitions, this is very intimidating to non-gamers and novice gamers alike. I think the best way to simplify that is to reduce these 4 possitions back to just 2 home possitions again...that way a newer gamer at least knows where to place thier thumbs. But how does Nintendo do it without sacrificing function? The right side (buttons and secondary dirrectional control) is easier...just bring things closer together and lay it out better. The left side (analog control & digital control) is more difficult...unless you combine the two! My theory not only combines them, but also allows them to function together as well as seperatly!