JaggedSac on 16 December 2009
Reasonable said: I think folks need to decide the criteria they're arguing here - i.e. is this a pure mechanical input device comparison devoid from any element of gameplay, preference or trends or is this about what tools work well for what job? For example, if the latter, then JaggedSAC is correct, both input methods are used with games and experiences tailored to them - i.e. gamepad designed for ease of use while sitting in a chair or the like in front of a TV, with game speed and movement designed for it or sitting at a desk with a K&M playing a game with speed and movement designed for it and it's a bit pointless to argue further. If the former then the K&M mechanically is more accurate and easier to use to aim/move a reticule accurately (forget in a game, just imagine some sort of screen test with small boxes on the screen you have to highlight in the shortest time) however, while the mouse is superb for the job the keyboard is limiting in design and doesn't fit your hand as well as a gamepad - but nonetheless a gamepad won't match it for speed/timing response in a neutral no gaming sense. Clearly, as I and others have stated, it you wanted the absolute best movement/aiming mechanical input then you'd need keep the mouse but ditch the keyboard and use something like the Nunchuck instead to get better movement and easier fit to the hand. In the end, while I understand that mechanically the K&M does have an edge in empirical terms, I think JaggedSAC is correct when he argues that, factoring in game design, environment, etc. it's better to simply see them as two tools that work well for their given environment. I would like to see a design that combined a Nunchuck with something like a mouse - the Wiimote is no use as while reasonably accurate the thing has too much weight over time to hold and the wobble factor isn't too good. |
I agree with this post.