methods of input (Part 1)

huh

hold left on stick and right on dpad, or better yet pop the cover off your dpad and press both left and right underlying contacts (as a third party controller like a hitbox is able to do) and you’re now an omnidirectional blocking crossup-immune brain genious

bit of an opaque remark i guess, but the idea is that input data needs to be normalised into a sensible model before it reaches game action, and though as sakurina mentioned this is what documentation calls for, it doesn’t stop dev houses that ostensibly should know better from letting a glaring mistake thru the cracks.

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Lord if I could remember the game I couldn’t play. I think one of the Assassin’s Creed also had one command an hour into the game that flipped out and was unplayable.

The worst version of this is OS commands in game can also be hardcored to X/O. So sometimes confirm will be X but then in save menu it will default to my circle BUT ALSO SOMETIMES they hardcoded it to also be X in the save menu.

Video Games are hilarious.

This is what I know to be true in this universe

It isn’t the PSCross

And the X button is “confirm” because that’s where your thumb naturally rests

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PS3 is my fave way to watch movies because I can perfectly utilize the remote in complete darkness. Even for advanced options like subtitles, audio level, etc.

A playstation controller is the only controller I can do that with. I have owned every Playstation and the general layout of the buttons is virtually the same. Even way back to the first PSX controller. That is another aspect of Playstation brilliance.

I haven’t owned a Nintendo console since the N64 and I have never owned an Xbox of any kind. As such, PC games can be frustrating, because they usually only include Xbox button symbols in their button configs and on screen prompts. I wish every dev would add an toggle in the options menu, to make all the buttons playstation based.

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fun fact: the ps3 is criterion’s refrence bluray player

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the idea that any digit “rests naturally” anywhere on any controller modern or otherwise is hilarious

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What do you mean? Modern scooped handles pretty much force your thumbs into the spot they want, and the past couple generations have it molded pretty well to a resting half-grip.

hyperbole bc the suggestion that any one of four equal sized face buttons is “naturally” where your thumb rests and not a learned thing is farcical to me. like the oversized gamecube A button mayyybe, but even that would be a hard sell. given the variety of sizes and shapes people come in, that anything like a mutual consensus was established based on physiology that resulted in default sega/xbox thumb-button placement is a joke. if anything the middle-left button on a modern xbox or playstation pad feels like the easiest reach to me, nevermind grandma or baby sister or etc etc.

the first model playstation controller was significantly smaller before a second model for international release, even. i think it’s easy to take for granted that gamepad-grip is a relatively unnatural finger/hand/arm/shoulder position as many a RSI can attest. vr controllers (accidentally?) start to get a little better but not by much.

scooped handles

speakin o this it’s interesting to notice that the steam controller’s handles have the opposite curve, since your resting thumb position is hovering over the touchpads instead of resting on thumbsticks

holding a controller
my thumb rests over the bottom and left buttons.

but, go ahead and write a few more paragraphs about how that’s wrong. clearly, you know my hands better than me, right?

ok guys settle down!

My hands are small like many girl’s. The first knuckle of my thumb rests on the X button and the pad of my thumb rests on the square. Circle is actually sort of just beyond my natural movement, before I have to do some body language with my hand, to really get there. That sounds worse than it is. But the point is, X marks the spot, baby.

However! someone with much larger hands probably has their knuckle on the square and squarely misses the X.

But circle is still out there, man. Its not a natural choice for a “confirm” button.

Yeah, I’d say that the thumb is position over the face button cluster, angled along a down-to-left track. Shadow of War, which use two-button combos for special moves, illustrates that X+B and A+X are easy to hit, but A+B is tougher and X+Y is nasty.

I suppose my starting position is respect for the ergonomics work in modern controllers, and I’d argue the shape of VR controllers has moved closer to traditional controllers, seen in the transition from the Vive wands to Oculus grip controllers and the new Index grip controllers.

The Steam controller is an odd (and amateurish) design because it’s grips are much more forceful than others, making it harder to transition to thumb to the secondary (Dpad, buttons here) position. Normal grips can’t be too forceful if they want to support the right-thumb use off-center. The Dreamcast controller had a similar issue.

the Index certainly seems an improvement from the Vive and ilk, agreed.

the real question comes down to why B/A initially for the famicom and it’s precursor LCD games, p much. Mario runs right, we hold B and and tap A, the controller precludes the game, etc.

totally absent from the original design and a bit of a cop-out, or at least a crises of faith imo

https://www.google.com/search?q=steam+controller+chell&hl=en&prmd=isvn&source=lnms&tbm=isch

I own that prototype controller and it’s got the same problem; you can’t reach the center buttons at all. The grips on the back are great!

I think the original design doesn’t have face buttons because it’s still closely tied to its original purpose as a VR controller – it took them a while to get to the wands. The concept of it as a PC controller came later and then it makes sense to add the flexibility of some standard buttons. Still, it’s only a half-success, and as such really no success at all when you can just use the controllers meant for this purpose.

yeah I almost never use the steam controller I bought on a lark on sale but I like how much it feels more like a weird HCI prototype than anything else in my house

It’s fun in its weirdness, and it’s good that it got them to make that robust (confusing) controller remapping interface for Steam.

it inherits so much of Valve’s idiosyncratic tendency in tangible form imhotep

weird how Steam Input and the VR controller configurator are seperate concerns with conflicting feature sets; former is massively configurable, lacks Workshop support, latter vice versa

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I hope this is the best auto-correct I’ve ever seen

I now feel crazy and self-conscious because my thumb rests in the line that bisects the two columns of buttons

HAVE I TALKED ABOUT HOW THE DUKE WAS PERFECT

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