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Originally posted by: Spak-Spang
Well then lets brainstorm some more.
Can we eliminate the obvious problems with Gyro controls?
Can we figure out ways of making an Analog Stick behave similar to a digital Arcade stick to eliminate the need for a D-Pad?
Can we figure out a means to get more definate precision with an analog joystick. I believe the analog stick should be so well designed that you can feel how sharp you are turning or how fast you are running from the position of the stick not just the onscreen clues...how do we achieve that?
Is a trackball/mouse a legit answer? It would definately open up some more possibilities in game design. (Wario Ware or Mario Party would ROCK with a trackball addition to the controller.)
I totally believe in what Teddman saw/said about the Revolution controller. I don't think it's the end-all be-all though. For instance, I think the (GCN-like) placement and basic features will be like what he saw so as to give developers a fast heads-up with beta Revolution developement kits. But the controller, as a whole, will be more comfortably layed out and possibly have some feature changes/added with final developement kits.
Teddman basically saw a wavebird with a SNES button layout and was told there was no gyros or touch screen even planned at all. However, he didn't know what was internal nor do any of us know what Nintendo may add later. Teddman is just a journalist, not a developer...and the developer he talked to may have been throwing him off...but I do believe now, that there won't be gyros or a touch screen due to them being impractical, complex & expensive. I could be wrong, but the recent Miyamoto interview, Nintendo's past statements about simplicity and Teddman support what I'm saying here.
Then there's the King Dea blog...say what you will, but his discription basically fits what Teddman said of it *looking* like a WaveBird while (since he's suppossedly a developer) listing internal features. He also says no screen, but he mentions gyro's, but like in passing. I'm thinking this magical gyro journey will merely be a tilt pak (like what's in some GBA games and what was planned on being in the NDS). This still would benifit gaming being able to move the controller for control, but it's no replacement for a stick or fluent 3D movement. King Dea also states a more advanced force feedback, a heating/cooling sensation when holding the controller and grip sensitive handles...all of which would be more internal things Teddman couldn't see in his 10 second glance...so they may be true. King Dea also says the secondary C-Stick is replaced by a trackball which doesn't fit with what Teddman say, but again, the GCN's C-Stick would look and work a little like a trackball so maybe the early developement kits came with a C-Stick equiped controller, but the final controller will have it replaced by a trackball. King Dea also mentions a mic & secondary L & R triggers, neither of which Teddman could see so could also be possible.
So...what...it's a modified GCN controller? Maybe so. Maybe the Revolution isn't one magical thing, maybe it's a bunch of smaller things altogether. I'm also thinking that the revolutionary interface doesn't neccessarily mean just the controller...otherwise they'd stop saying interface and instead say controller. What if the console's interface in itself is revolutionary (ex: a console/mobile hybrid game machine) and/or maybe the revolution refers to exclussive graphical enhancements on the system like cube-mapping or how fast/cheap/easy it is to make games for. I'm thinking the "Revolution" itself is all of these things.
As far as Spak-Spang's comments on a new control stick/D-Pad solution, I've given alot of thought to this. Nintendo pioneered both and Miyamoto's recent comments about analog being difficult for some players and then he question's which one should be primary to the controller even. I'm hoping both are included, but I'm thinking that the D-Pad will be evolved and that (instead of setting it into a secondary possition like on the GCN controller) both the stick will be in primary possition to use for control depending on preference. This makes the controller look less busy, is accomendating to people who prefer one or the other and still offers backwords compatibility with GCN games as well as ports from other systems. How to advance the D-Pad though, hmmm? I've thought of making it more rounded and more pressure sensitive so it's almost as precise as an analog stick or even putting a small jogball in the center of it to give it a dual function of a stiff 8 dirrectional D-Pad plus the precision of a trackball.