Author Topic: My Nintendo Revolution Controller Concept  (Read 10258 times)

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Offline DrGAKMANx

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My Nintendo Revolution Controller Concept
« on: June 23, 2005, 10:09:46 AM »
Concept

Description...

Any questions?  I'll be more than happy to answer.

Offline Mario

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RE: My Nintendo Revolution Controller Concept
« Reply #1 on: June 23, 2005, 10:13:05 AM »
That seems way too complicated, and wouldn't attract new gamers, it would scare them away.

Offline Spak-Spang

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RE: My Nintendo Revolution Controller Concept
« Reply #2 on: June 23, 2005, 12:36:43 PM »
I am not exactly sure what you are going for.

The controller looks simpler in design and number of buttons, but the concepts seem complicated.

I do like the use of a small track ball closer to the buttons to allow for quicker transition from trackball control/ (alternative analog control) and button presses.

I also would love a Trackball for Mario Party type games instead having to use my Analog stick and lose sensitivity with the stick.


Offline stevey

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RE: My Nintendo Revolution Controller Concept
« Reply #3 on: June 23, 2005, 03:22:43 PM »
a up b up is tha like a d pad or like the c thing on the 64 and the rev must have 6 button on it for the n64 games
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Offline DrGAKMANx

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RE:My Nintendo Revolution Controller Concept
« Reply #4 on: June 23, 2005, 08:39:07 PM »
People don't like it when I write up long-winded posts so I decided to let the pictures do the talking for now.  The design isn't finalized in my head, but it's what I'm working with now before I finnish it.

Mario...
I disagree.  It looks less intimidating and would be attractive to gamers/non-gamers with it's simplicity in 3 key ways:
-gyro motion control, for games that use it, it would attract non-gamers 'cos they can understand normal day-to-day motions like steering, swinging, aiming, etc. much better than memorizing all the sticks, buttons, triggers, etc.
-two thumb possitions (PS, PS2, PS3, X-BOX, 360 & GCN all have 4 distinct thumb possitions...very confusing to the non-gamer) without the loss of function, some may find this a bit scrunched, but the darkened area around the stick (on the left) and the buttons (on the right) signify a raised surface to prevent accidental presses from thumb slippage, keeping the thumbs in two possitions instead of shifting should prevent confusion in gamers & non-gamers alike
-two face buttons, less is more, attracts drop-out gamers back into gaming...each button has an upper & lower portion giving them two varrying presses, but still giving them the look/feel of only two buttons

Spak-Spang...
Thank you.  How do the concepts seem complicated though...elaborate?

Stevey...
The hi & lo portions of the A & B buttons are to keep them simple, yet give them more function keeping ports & BC in tact.  Two buttons that act basically as four.  As far as the N64 C-Buttons go, they could be mapped to the trackball for the most part as most of the time they delt with movement (straffing in FPS's) or camera angles.

Offline norebonomis

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RE:My Nintendo Revolution Controller Concept
« Reply #5 on: June 25, 2005, 04:27:10 PM »
how about force feedback gyros for each hand so strong you could actually feel the weight of something upto 20 lbs
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Offline ThePerm

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RE: My Nintendo Revolution Controller Concept
« Reply #6 on: June 25, 2005, 05:32:28 PM »
i hope your controller concept is refering to your avatar...i would like a controller with that ergonomic feel
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Offline nickmitch

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RE: My Nintendo Revolution Controller Concept
« Reply #7 on: June 25, 2005, 05:38:12 PM »
Touching is good, but feeling is better.
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Offline KDR_11k

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RE: My Nintendo Revolution Controller Concept
« Reply #8 on: June 25, 2005, 08:52:31 PM »
how about force feedback gyros for each hand so strong you could actually feel the weight of something upto 20 lbs

How about something that does NOT cause carpal tunnel syndrome?

Offline DrGAKMANx

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Offline nickmitch

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RE: My Nintendo Revolution Controller Concept
« Reply #10 on: June 26, 2005, 05:28:13 PM »
'Zapper mode' intrigues me, yet there needs to be a d-pad and more face buttons.
Also when the time calls for me to press A and B it seems like it'll matter wheter it's hi or lo for either one. When I play games that require pressing A and B in succession I like to slide my thumb instead of picking it up so hitting A hi and then B hi might be difficult.
And can you split the controller itself?
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Offline Artimus

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RE: My Nintendo Revolution Controller Concept
« Reply #11 on: June 26, 2005, 05:40:28 PM »
I can't look at your designs, I'm so distracted by how ugly that girl in your avatar is! eek!

Offline DrGAKMANx

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RE:My Nintendo Revolution Controller Concept
« Reply #12 on: June 26, 2005, 06:07:48 PM »
Quote

Originally posted by: TVman
'Zapper mode' intrigues me, yet there needs to be a d-pad and more face buttons.
Also when the time calls for me to press A and B it seems like it'll matter wheter it's hi or lo for either one. When I play games that require pressing A and B in succession I like to slide my thumb instead of picking it up so hitting A hi and then B hi might be difficult.
And can you split the controller itself?


NO splitting controller, that was a part of my old designs...I found that to be impractical for several reasons I'll repeat if you want me to.

There is a D-Pad...or rather a more functional D-Button (remember the rumor of no normal D-Pad or A & B buttons) which has a Jog Ball in the center.

There appears to be just two buttons (A & B) so as to be more inviting to non-gamers, but they're actually 2-in-1 buttons with hi & lo presses on the upper and lower parts of the button.  Basically giving the player 4 presses or 4 buttons making it simple & functional.  It is possible to press the hi & lo portions of one or both buttons at the same time, and I wouldn't see a problem with "sliding" your thumb for quickly switching between presses or combination presses 'cos it was designed JUST for that.  Imagine you assign (in a Street Fighter game) the jab punch to the "B lo" press & the short kick to the "B hi" press, making fast combinations between the two a simple matter of shifting the angle of your thumb between hi & lo presses.

Offline nickmitch

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RE: My Nintendo Revolution Controller Concept
« Reply #13 on: June 26, 2005, 06:19:38 PM »
I was just saying that there could be a chance that I would try to go from hitting A hi to B hi and accendentally hitting A lo.
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Offline DrGAKMANx

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RE:My Nintendo Revolution Controller Concept
« Reply #14 on: June 26, 2005, 07:35:13 PM »
Quote

Originally posted by: TVman
I was just saying that there could be a chance that I would try to go from hitting A hi to B hi and accendentally hitting A lo.


Ah...I really don't think that would be too big of a problem.  "A lo" is the larger portion of the larger button, but hitting it at the same time as trying to hit "B hi" when shifting from "A hi" would be like hitting the A button on the GCN when shifting from Y to X...you just wouldn't press down until you knew you were at the correct button even if your thumb has to pass over another button to reach it.  Believe me, the hi & lo presses of the buttons would be at such an angle so as to prevent accidental presses just as easily as if they were altogether seperate buttons.  Afterall, each of the presses are distinctly different in size, shape and angle: the lo presses slope downward, the hi presses slope upward, A is large and round, B is small and long.  

Offline thepoga

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RE:My Nintendo Revolution Controller Concept
« Reply #15 on: June 26, 2005, 08:12:17 PM »
Quote

Originally posted by: DrGAKMANx
Quote

Originally posted by: TVman
I was just saying that there could be a chance that I would try to go from hitting A hi to B hi and accendentally hitting A lo.


Ah...I really don't think that would be too big of a problem.


So you admit it would be a problem eh? Albeit a small problem, but a problem nonetheless!  

Offline IceCold

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RE:My Nintendo Revolution Controller Concept
« Reply #16 on: June 26, 2005, 08:22:29 PM »
Every controller made or designed has had at least a small problem.
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Offline DrGAKMANx

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RE:My Nintendo Revolution Controller Concept
« Reply #17 on: June 26, 2005, 09:20:02 PM »
Quote

Originally posted by: thepoga
Quote

Originally posted by: DrGAKMANx
Quote

Originally posted by: TVman
I was just saying that there could be a chance that I would try to go from hitting A hi to B hi and accendentally hitting A lo.


Ah...I really don't think that would be too big of a problem.


So you admit it would be a problem eh? Albeit a small problem, but a problem nonetheless!


No more a problem than any controller with a face layout with 4 buttons...which I explained further in the post.

Offline MrMojoRising

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RE:My Nintendo Revolution Controller Concept
« Reply #18 on: June 27, 2005, 03:07:21 AM »
Quote

Originally posted by: Artimus
I can't look at your designs, I'm so distracted by how ugly that girl in your avatar is! eek!



Don't look at her face, then she's plenty attractive.  On topic:  So one could use two controllers to duel weild in FPS's and such...because I know if I had three controllers and one friend, I'd be duel weilding and my friend would be complaining...then would they want me to buy two controllers for everyone I want to play...that could be 8 controllers and I'm cheap.

Offline nemo_83

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RE:My Nintendo Revolution Controller Concept
« Reply #19 on: June 27, 2005, 08:03:48 AM »
Quote

Originally posted by: MrMojoRising
Quote

Originally posted by: Artimus
I can't look at your designs, I'm so distracted by how ugly that girl in your avatar is! eek!



Don't look at her face, then she's plenty attractive.  On topic:  So one could use two controllers to duel weild in FPS's and such...because I know if I had three controllers and one friend, I'd be duel weilding and my friend would be complaining...then would they want me to buy two controllers for everyone I want to play...that could be 8 controllers and I'm cheap.


That is why I have always pushed the idea of break apart controllers.  In some games you could even play four player (plus whoever is online) with only two whole controllers.  If Mario Kart for example only needed one half a controller using the gyro inside then you could break the controller a part and hand a friend one handle.  If you have three controllers, then you can play six player.  
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Offline KDR_11k

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RE: My Nintendo Revolution Controller Concept
« Reply #20 on: June 27, 2005, 09:12:44 AM »
Break apart controllers? That's nothing, Sony has break apart consoles!

Offline DrGAKMANx

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RE:My Nintendo Revolution Controller Concept
« Reply #21 on: June 27, 2005, 10:56:19 AM »
Quote

Originally posted by: nemo_83
Quote

Originally posted by: MrMojoRising
Quote

Originally posted by: Artimus
I can't look at your designs, I'm so distracted by how ugly that girl in your avatar is! eek!



Don't look at her face, then she's plenty attractive.  On topic:  So one could use two controllers to duel weild in FPS's and such...because I know if I had three controllers and one friend, I'd be duel weilding and my friend would be complaining...then would they want me to buy two controllers for everyone I want to play...that could be 8 controllers and I'm cheap.


That is why I have always pushed the idea of break apart controllers.  In some games you could even play four player (plus whoever is online) with only two whole controllers.  If Mario Kart for example only needed one half a controller using the gyro inside then you could break the controller a part and hand a friend one handle.  If you have three controllers, then you can play six player.


Then games would have to be programmed with either half by itself in mind...too goofy and not too many games would take advantage of that.

In past designs I was really all for a 2 peice interface set-up, but after months of thinking & doodling I've gone "back to" a one peice controller set-up instead...a set-up that can STILL do dual gyro motion control in some games by using one controller in each hand (N64-Goldeneye, NES/SNES-Smash TV, etc.).  I said before that a 2 peice controller (wether 2 seperate peices or a detachable controller) would NOT be practical for *several* reasons, but you guys didn't believe me so lemme break out the list:
-ups the cost by requiring two gyros, two wireless transmitters, two rechargable batteries, etc.
-complicates wireless addressing
-may be TOO radical for some people, complaints from people who break, lose or mix up one of them rendering the whole interface useless
-recharging would require two recharging cables or an adaptor
-might be a strain on the hands to have a seperated controller when playing "normal" games
-making the controller attachable/detachable is asking for it to be broken...especially if there's some form of grip sensitive control
-the overall convieniance of casually sitting on the couch and snacking while gaming is sorta hendered by the fact you would have to put down one part, eat a snack/take a drink, look for and regrab/adjust to the part you just set down and repeat when you want to keep snacking...just sorta annoyingly inconveiniant

Also, how can you tell what the lovely Miss Ewa Sonnet looks like by ONE mere tiny pic?  In fact she is QUITE gorgeous (face & body), don't make me defend her honor by slapping you around.  

Offline Spak-Spang

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RE: My Nintendo Revolution Controller Concept
« Reply #22 on: June 27, 2005, 02:21:41 PM »
I did a google image search and yeah Miss Ewa Sonnet is not pretty.  Face, Body, Everything.  So you can't convince me.

However your controller intrigues me.

If you were to make the buttons slightly more traditional I would be completely sold.  

Though I am concerned with your scrollbar button.  I would hate to push it in and accidentally select a different weapon.  For that matter the analog games (FPS) that would require two controllers may be hard to use with buttons.  Perhaps having a regular Z-button on the right and a single scroll button on the left would be good.  Really I see very little need for two scroll buttons in games.


Offline Artimus

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RE: My Nintendo Revolution Controller Concept
« Reply #23 on: June 27, 2005, 03:47:08 PM »
Her face is like the best part, and that's horrible! She's disgusting...and besides, the face is the most important part.

Offline DrGAKMANx

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RE:My Nintendo Revolution Controller Concept
« Reply #24 on: June 27, 2005, 07:46:08 PM »
You guys are blind or something, she has the eyes of Manon, the face of Linda Hamilton and the body of...well...perfection, her voice & personality are nice too.  And she looks good no matter what she's wearing too.  All that and she's an ALL natural beauty.  Enough of Ewa, I guess her beauty is too much for your mortal eyes.

I made the buttons "non-traditional" in order to be more attractive to non-gamers & drop-out gamers who fear controllers with more than two buttons.  It's still as functional as a controller with 4 face buttons, but designed to be more inviting for the exact people Nintendo is going after.

The toggle wheel is really a 3-in-1 button.  It scrools, it's an analog button, and it has a digital click...very functional.  However, I doubt developers would be forced to put all 3 functions into their games.  They would likely assign the selecting of the weopon/item to the toggle wheels, while leaving the firing of a weopon to a different button, or vice versa.  If they were to assign both functions to the toggle wheel/analog trigger then it would be like assigning movement to the analog stick & crouching to that stick's digital click...not really a problem IMO.  Don't see a reason for two toggle wheels?  What about a game like Gauntlet where you have to constantly scrool thru your weopon AND item inventories in real time...having 2 toggle wheels would make this less distracting/tedious.  Also, since it's a 3-in-1 button, let's say you use the left one for selecting weopons and the right one for firing?

The vertical dual-weilding method would be more of an OPTION rather than a requirement.  And while the face functions of the controller (stick & D-Button on the left, track ball & buttons on the right) would be at a different angle, they could still be easily reached by one's thumb...but their function is secondary to the gyro motion control AND the grip sensitive control in this mode.  In vertical mode their hands are wrapped perfectly around more of the grip sensitive skin which developers could map different sensors in the skin to different functions: like a gun trigger or a bats grip or game makers could program it to where the intensity of one's grip determines the intersity of a punch or swing.