Author Topic: d-pad wiimote change  (Read 6676 times)

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Offline trip1eX

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d-pad wiimote change
« on: May 18, 2006, 05:49:21 PM »
Hey check out this wiimote design I saw on IGN's boards.

I think it rocks.  The arrow layout is actually similar to the button layout on the Gamecube controller with up/left/right arrows being equivalent to the Y,B and X buttons respectively.  They could even use the same Gamecube layout instead of arrows and ditch the arrow underneath the A button.

The d-pad is still on there, but at the bottom.  

It doesn't look more complicated than Nintendo's design.  Still user-friendly.  Sure would be easier to hit buttons surrounding the A button than hitting  the d-pad where it's located on the current wiimote design.    

Offline Louieturkey

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RE:d-pad wiimote change
« Reply #1 on: May 18, 2006, 06:09:57 PM »
It all depends on what you need to use the d-pad for in the different games.  I admit, that looks snazzy, but I don't see it changing.  Nintendo likes to save on parts by using the same thing throughout its systems.  The DSL, the GBM and the Wii all are using the same d-pad.  It would cost too much in their minds to change it.

Offline Athrun Zala

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RE: d-pad wiimote change
« Reply #2 on: May 18, 2006, 06:30:32 PM »
the only problem that I see with it is that you could accidentally press a button you don't intend to (like trying to press one of the arrows and end up pressing the A button) which could complicate the nongamer crowd, afterall, it does happen to my dad with the DVD Player remote......


om a side note, I would like that one or one some what similar...
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Offline IceCold

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RE: d-pad wiimote change
« Reply #3 on: May 18, 2006, 06:49:06 PM »
Heh, I was just talking to ruby about this. When they first showed the NRC, I thought of  putting the D-Pad to the bottom and at the top having an SNES diamond-style button layout. I think he made a concept of it.

Anyway, there are a few problems with it. First, it takes away the potential for one handed gaming. With the D-pad at the top, it would be easy to have some games implement it, but with it at the bottom, it wouldn't be able to happen. I don't see this as a big problem, but someone else pointed it out earlier.

Another problem, though, is the nongamer one. Sure, there's only one more button if you go with a diamond layout at the top (since in the current setup there are two small a-b buttons), but if the diamond layout is chosen, it would basically be a current gen controller split up and with motion sensing added. Nintendo has constantly stated that they think too many buttons will alienate nongamers, and that the current controllers do. It's worth mentioning that Nintendo certainly thought of the implications when they put only one button on top. In fact, in one of their concept booklets, they have a big A button with four kidney buttons surrounding it. However, they chose not to go with this, and I can understand why.

The last problem I can think of is that using many button combinations while also utilising the motion control has the potential to be very confusing. The one A button is simple and will not cause confusion. Of course, if more buttons were added, it wouldn't be a problem with Nintendo games, as they could only use one of the buttons. This isn't the case with third-party games, though. Even if they have a brilliant way of using the motion control, they may add button combinations that would get in the way, and the result would be very awkward controls.  
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Offline trip1eX

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RE: d-pad wiimote change
« Reply #4 on: May 18, 2006, 07:06:11 PM »
I don't think it looks more complicated tho.  The A button next to the d-pad looks just as complicated imo.  It has the same number of functions at the top.

I don't think the button combinations will get confusing.  Why?  BEcause in simple games you will only use the big 'A' button.  In more complicated games like Zelda you are asked to use the d-pad anyway and right now according to PGC it's in a bad position.  I'm not sure that can be fixed much.  IT can be lowered a little.  

But moving the d-pad to the bottom, eliminating the 2 buttons at the bottom and making the button layout at the top like the Gamecube controller would be much more user friendly and not look anymore complicated.  I think I would do like the diagram, but put the Gamecube button layout in there in instead the arrows.  

I look at my TV remotes now and my simple remote for the simple TV upstairs still has 22 buttons on it.  That's for a really small simple remote.  My Tivo remote has a ton more and it's supposed to be one of the most user friendly remotes and system out there.  And you what?  It is.    So I don't think one more button is going to complicate things.

Offline Bill Aurion

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RE: d-pad wiimote change
« Reply #5 on: May 18, 2006, 07:22:27 PM »
Everyone does realize just how you hold the Wiimote, right?  Because that D-pad is absolutely WORTHLESS in that position...(And YUCK at the extra buttons...)
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Offline wandering

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RE:d-pad wiimote change
« Reply #6 on: May 18, 2006, 07:24:04 PM »
I think that'd be a good set-up for games like zelda if you removed the button under the a button (too easy to press accidently). Though that would make the buttons less than ideal for sideways wiimote play.

Personally, I'm resigned to the set-up we have now. As others have said, it's non-gamer friendy, and prevents third parties from trying to make you do crazy button combos while holding the wiimote in one hand. I'm hoping they move the d-pad down some after comments about zelda and metroid, but that's it.
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Offline BiLdItUp1

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RE: d-pad wiimote change
« Reply #7 on: May 18, 2006, 07:51:12 PM »
Are there any probs with the current setup? I mean, it looks like they need to space the d-Pad a bit closer to the A-button, but or else...
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Offline trip1eX

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RE: d-pad wiimote change
« Reply #8 on: May 18, 2006, 07:56:06 PM »
The only rational argument I've heard against this design is what happens when you turn the remote sideways.  Where's that 2nd button?  Well all they would have to do is make the top arrow button taller which will make it wider when the wiimote is turned sideways.  Thus it be an easy to hit 2nd button.

I think it's a better setup.  It seems to fit the 'hard-core' games better.  Even if they move the d-pad down a bit this type of setup would be way easier to use imo.  If you think about it the layout of the A button and the arrow  buttons roughly resembles the button layout on the Gamecube controller.  

And yet still the design is very simple looking for non-gamers.   It's a design that you see in most every television remote and as a whole is still far much less complicated than any television remote.  



 

Offline Hocotate

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RE:d-pad wiimote change
« Reply #9 on: May 19, 2006, 05:43:42 AM »
Quote

Originally posted by: Bill Aurion
that D-pad is absolutely WORTHLESS in that position...(And YUCK at the extra buttons...)


Amen. I love the current Wiimote setup, adding more buttons doesn't automatically make it better (makes it worse actually). And if you're going to put the D-pad in THAT position, you might as well just take it off because it's useless there.
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Offline Ian Sane

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RE: d-pad wiimote change
« Reply #10 on: May 19, 2006, 07:50:04 AM »
I would keep the d-pad where it is and then add the extra buttons.  I see no advantage in moving the d-pad to an out-of-the-way location.

Offline trip1eX

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RE:d-pad wiimote change
« Reply #11 on: May 20, 2006, 04:12:29 AM »
Quote

Originally posted by: Hocotate
Quote

Originally posted by: Bill Aurion
that D-pad is absolutely WORTHLESS in that position...(And YUCK at the extra buttons...)


Amen. I love the current Wiimote setup, adding more buttons doesn't automatically make it better (makes it worse actually). And if you're going to put the D-pad in THAT position, you might as well just take it off because it's useless there.


NO it's not useless.  IT's for when you turn the wiimote sideways.  Doh.

I mean you could say the same thing about the two buttons that are at the bottom of the wiimote now.    

And really you aren't exactly adding more buttons here.  When you use the wiimote as a pointer or hold it like you would a TV remote then you really have no more 'buttons.'  IT's just you have 4 arrow buttons instead of the d-pad.  The beauty tho and advantage is that these buttons are accessible without shifting your grip.




Offline trip1eX

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RE:d-pad wiimote change
« Reply #12 on: May 20, 2006, 04:18:23 AM »
Quote

Originally posted by: Ian Sane
I would keep the d-pad where it is and then add the extra buttons.  I see no advantage in moving the d-pad to an out-of-the-way location.


You move the d-pad down to the bottom so the wiimote can still be held sideways for a game like Excite Truck.

You replace the d-pad at the top with four arrow buttons so that a player can easily reach them unlike how the d-pad it setup now.  (SEe Gamecube controller to see how easy it is to reach the buttons around the big 'A' button.)

When you hold the wiimote as a pointer, as I said above, you  aren't actually gaining any extra buttons.  What you are gaining is accessibility.





Offline EasyCure

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RE:d-pad wiimote change
« Reply #13 on: May 20, 2006, 06:47:46 PM »
i dont know about you guys but as much as i love the GC controller, it isn't all that easy to hold two of the face buttons at the same time. the feel of them makes it awkward to do so, though if i had to shift from A - b, A - y, A - x, it really is simple.  

the only example i can give is the mega man collection (not the X collection) since its the last game i played. if you try to do the auto fire with Y while jumping with B, its almost impossible for me to do it with just my thumb. i end up using my index finger to hold Y when i have to continuously jump. it was much easier to hold and press two buttons at the same time with the SNES set up. mega man x is the best example because you're almost always holding down Y to charge up your mega buster, and jumping with be, and also hitting A for dashing. all with just one finger! (and dont give me that "its not a finger, its a thumb" crap lol)
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Offline couchmonkey

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RE:d-pad wiimote change
« Reply #14 on: May 24, 2006, 06:21:58 AM »
Quote

Originally posted by: trip1eX

And yet still the design is very simple looking for non-gamers.   It's a design that you see in most every television remote and as a whole is still far much less complicated than any television remote.


Show of hands, how many here have had to train their parents (or worse yet, grandparents) to use a TV remote?  I know I have.  In fact a friend of mine lately had a 45 minute conversation on the phone to help his mom use the new satellite receiver on their TV.  It was good old-fashioned entertainment, but I can tell you, his mom isn't going to go out of her way to play videogames. Why make it more complicated?  

The answer of course, is for hardcore gamers, but hardcore gamers have got their controller already: plug a GameCube or one of the new "shell" controllers into the system.  So far, the only game that hasn't been "possible" on the new controllers is SSB:Brawl, so it will play on the shell.  I don't think it's a problem.
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Offline 18 Days

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RE: d-pad wiimote change
« Reply #15 on: May 24, 2006, 08:53:00 AM »
SSB: Brawl will still work on the new controllers. Explain to me how it couldn't.
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Offline couchmonkey

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RE: d-pad wiimote change
« Reply #16 on: May 24, 2006, 11:50:43 AM »
I think it could work fine on the new controllers too, actually, but I left that little argument out for the sake of brevity.
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Offline Athrun Zala

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RE: d-pad wiimote change
« Reply #17 on: May 24, 2006, 07:00:45 PM »
unless they add something new, we only need four buttons......and with Wiimote+nunchuk we have 4 buttons ^^
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