GribbleGrunger said:
You're one person and it depends on what games you are playing. In 'The Kitchen' for instance, they went with the Dualshock because whilst holding it on your lap it fooled the brain into thinking your hands are tied. In 'the Heist', they demoed it with two MOVE controllers because they could fool the brain into believing you were holdiing a gun and a clip. With some games it won't matter but the moment it becomes a 'workaround' (as it did with the Dualshock/MOVE controller combo), it begins to unravel. Like I said though, the MOVE needs a redesign because it still doesn't feel that comfortable in your hand and it's too straight. It needs to be slightly angled down at the end so you're not twisting your wrist too much. |
It's all about toeing that fine line of awareness; Teeq, you may actually be agreeing with GG's sentiment. If you are not present to the presence of the controller, due to seamless integration, your experience will most certainly not be ruined. However, we've all suffered through poor implementation that removes your focus from the game and directs it to the controller. Destiny, while failing mightily to deliver a coherent story (Think drunk uncle at holidays.), had near flawless controls that you never had to think about. I'm personally quite interested to see what new archetypes of controllers come out of the VR/AR push (swords, guns, sports equipment, etc.). Frankly, the "prop" controller will contribute to the immersion in certain circumstances, not detract from it. This should be a fun, new evolution, especially for us video game ancients.