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Jumpin said:

I think so. I'm generally in the party that somewhat prefers simplicity in interface, but complexity in what it can execute. A very good example is what a computer mouse, the DS's resistive touch screen, the Wii's IR pointer and gyro controls, and the iPhone's capacitive touch screen achieved in past times for their various applications. The Switch's multi-use joy-cons don't get enough credit for the design philosophy it achieved either: a simple single controller, dual-handed controls, a traditional controller, and a handheld.

I also still likes the simple NES controller design: A, B, and D-pad. It was an elegant solution to the complexity barrier that had sprung up during that generation. Maybe it's nostalgia. It's still a good design for certain games even today as was shown on Wii, and even the Switch today.

But the real question, are we done? I don't think so. It's not necessarily going to be about bells and whistles but how simple and intuitive the interface can be made while expanding its capabilities. How does that look? That's the multi-billion dollar question. But, some of the examples above are a fairly good indication that these are difficult to predict unless we're heavily considering software design.

Funny you mentioned touch screen. That was gotta be the most accessible and casual friendly interface. As much as M&K is the best for sonny genres, touch screen is the thing that has the most user base simply cause of it's intuitive nature. 

I wonder could they make a glove that would do the same but as I said above, probably not gonna wanna change things that costumers have become so familiar with. Like the Steam controller, great on paper but people are too used to analogue sticks over touch pads.