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gergroy said:
blah, it wouldn't be hard for developers to have 2 different control configurations, this is not an issue.

 

There are many things that need to be looked at when something like this is done.  Its not as simple as just making two different control types.

Take a FPS for example, ok so you first of all design the game maps around the player being able to have two sticks.  You put the product in for playtesting and everything goes sweet.  You then implement the stick & Button control scheme, when the product comes back from playtesting you get a lot of complants as players cant navigate obstacles very well because the map type was designed for the free-flow twin analogue sticks offer.  So you go back and change the level to balance somewhere between the two control methods.

This happens with enemy A.I, you end up re-writting the A.I code has you find players just cant dodge enemy attacks quick enough using stick & buttons.  So you end up dumbing down the A.I, to again find a balance for both control methods.

Development and testing time has now been greatly extended, and the budget for the final product pushed higher.  And when this happens, more oftern than not parts of the game get cut due to time/money restraints.



Sony want to make money by selling art, Nintendo want to make money by selling fun, Microsoft want to make money.