Desroko said:
I think I already mentioned this, but I'll explainmy thinking more clearly. Replicating a traditional nine-input number pad and a four-input d-pad aren't even close. The lower number of inputs and the different placement of the buttons make the latter far simpler. But there's another issue - while it is indeed possible for you to recognize buttons on a d-pad by shape and placement alone, in practice very few gamers do. You don't feel for the Square button or X button - you know where they are. When holding a controller, your thumb can reach very few places, and the four buttons of a d-pad and the four quadrants of a similarly-sized touchpad are all in easy distance and set far enough from each other that you can easily find them, even under duress, without sight or touch. You just stab the area where you know the button to be, without hesitation. This may be something that needs to physicaly verified in order to be believed (and unfortunately, I'm not going to whip up a prototype to prove my point), but I'm confident that this wouldn't be a problem.
Edit: It just occurred to me - if anyone is worried about knowing where you have pressed after you've done it, there's no reason for the pad to be physically indistinguishable from the casing. I'm seeing a circular pad, about the same size or slightly larger than an Xbox d-pad, raised slightly from the surface of the controller itself. That way you can feel the edge (or not) and know whether you've pressed in the center, the top, bottom, left, or right, or some combination. You'll be a natural in no time. |
I'm not talking about comparing nine buttons on a phone with a d-pad. I'm talking about replicating all the buttons on a gamepad and incorporating them into a touchscreen. I think there would be an issue.
However, does anyone know how the iPhone works? I've heard some nice things about that screen, but up to now I haven't been able to get my hands on one so everything I know is still unfortunately theoretical.
I agree with the placement. You don't look at the buttons (Well, not the ones familiar to the controls anyhow! I do know people who still look to find the X or Y button because they don't play that frequently.) but again I am not sure if it would hold up under all circumstances (e.g. you shift your thumb a bit off-center to where the quadrants are aligned and you end up losing the "up" quadrant, for example. Sure, you can quickly look at the screen and shift your thumb accordingly to resolve the issue, but that is an issue that wouldn't exist with traditional buttons in the first place. Therefore, while it may improve certain aspects, it isn't without its problems.
The problem with having raised, indented or otherwise physical features on a touchscreen is that you are reducing its flexibility to that of assigned hard buttons (as per my previous reply to cringer8's post) which for me defeats the purpose of having a touchscreen in the first place - why replace buttons with what is essentially another set of buttons?







