Author Topic: Rumblings of Revolution controller redesign  (Read 23113 times)

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Offline MODE_RED

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RE:Rumblings of Revolution controller redesign
« Reply #75 on: November 13, 2005, 06:47:47 PM »
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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! =)

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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.

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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.

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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.
Developers, we should want gamers 2 fall in love with THEIR gaming experiences, not OUR feature lists. Let's not forget we're gamers too. But don't get stuck in your own dreams. What'd be special about dreams if we're all forced 2 dream the same thing? MODE RED

Offline nemo_83

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RE:Rumblings of Revolution controller redesign
« Reply #76 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.    
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