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Forums - Gaming - D-Pad vs Analog Sticks

 

Which do you like the most?

The D-Pad for life 14 24.56%
 
Anolog sticks were the future 36 63.16%
 
N/A 7 12.28%
 
Total:57
Wonktonodi said:

2.5D I think it's games like little big planet. It's mostly 2D but the layers make it more while not making it a 3D game.

Though bringing those games up is pointless fur this discussion since the d pad only controls expressions in little big planet


The "2D" levels of LBP follow the same layered rules a beat'em ups. It's just rendered in 3D. If Streets of Rage was a new franchise made in 2015 ans rendered in 3D, it world would the same exact way. Wasn't 2.5D then and isn't 2.5D now. It's literally just a rendering thing.



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Honestly, I switch between the two constantly. It sometimes depends on what other buttons I will be needing to use at the same time.

edit: though in general, I tend to use the D-Pad for 2.5D games



Theres a reason all 3 consols, controllers all have both a D-pad & and a Analog stick... you need both.
A controller without one or the other is not a good controller.



spemanig said:
Wonktonodi said:

2.5D I think it's games like little big planet. It's mostly 2D but the layers make it more while not making it a 3D game.

Though bringing those games up is pointless fur this discussion since the d pad only controls expressions in little big planet


The "2D" levels of LBP follow the same layered rules a beat'em ups. It's just rendered in 3D. If Streets of Rage was a new franchise made in 2015 ans rendered in 3D, it world would the same exact way. Wasn't 2.5D then and isn't 2.5D now. It's literally just a rendering thing.


I thought in beat em ups just adjust the plane so the characters move(from the characters perspective) left right forward backwards instead up down left and right. If the jumping in them really do make then more comparable to games like lpb then I'd argue they were closer to being 2.5 then saying it doesn't exist. It's just really hard to show in only 2D. If a character jumping can be displayed in the same place as a charter on the ground but they aren't actually in the same place, that's more than 2D, just harder to show with 2D graphics.

Making levels in lbp requires making decisions in 3d of how to lay things out. So I don't think you can just call it rendering.



D-Pad for 2D games, Analog Stick for 3D games



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Anolog for everything.



only for fighting games do i use a D-pad (if im not using an arcade stick)



PSN & XBOX GT : cutzman25

I barely use the D-Pad. Like never unless its forced.



Wonktonodi said:

I thought in beat em ups just adjust the plane so the characters move(from the characters perspective) left right forward backwards instead up down left and right. If the jumping in them really do make then more comparable to games like lpb then I'd argue they were closer to being 2.5 then saying it doesn't exist. It's just really hard to show in only 2D. If a character jumping can be displayed in the same place as a charter on the ground but they aren't actually in the same place, that's more than 2D, just harder to show with 2D graphics.

Making levels in lbp requires making decisions in 3d of how to lay things out. So I don't think you can just call it rendering.


That gets into a grey area then what stops us from calling ALttP 2.5D then? When rendered in 3D, you're faced with the same 3D spacing problems. But we don't call it 2.5D just because of that; we call it top down. The same applies to LBP and old games that tried to simulat a 3D plane in 2D. It's not "2.5D." It's one or the other. We call Streets of Rage, and other games that follow those same rules of switching planes "Beat em ups." LPB is still a 2D platformer. It just interacts with 3D space, the same way a lot of more modern 2D platformers do. Even ones that are still rendered in 2D do similar things. Gameplay wise, LBP is still restricted by the mechanics of 2D platformers.

It's the same semantics I get into with games like SM3DW. It's not a 3D platformer, it's an isometric platformer. It's just rendered in 3D, and allows for the use of limited camera movement, because being rendered in 3D allows for that privilage. Jumping in fully rendered 3D space doesn't automatically give it the 3D platformer catagory, because mechanically, it is still confined to the rules of an isometric platformer.



spemanig said:
Wonktonodi said:

I thought in beat em ups just adjust the plane so the characters move(from the characters perspective) left right forward backwards instead up down left and right. If the jumping in them really do make then more comparable to games like lpb then I'd argue they were closer to being 2.5 then saying it doesn't exist. It's just really hard to show in only 2D. If a character jumping can be displayed in the same place as a charter on the ground but they aren't actually in the same place, that's more than 2D, just harder to show with 2D graphics.

Making levels in lbp requires making decisions in 3d of how to lay things out. So I don't think you can just call it rendering.


That gets into a grey area then what stops us from calling ALttP 2.5D then? When rendered in 3D, you're faced with the same 3D spacing problems. But we don't call it 2.5D just because of that; we call it top down. The same applies to LBP and old games that tried to simulat a 3D plane in 2D. It's not "2.5D." It's one or the other. We call Streets of Rage, and other games that follow those same rules of switching planes "Beat em ups." LPB is still a 2D platformer. It just interacts with 3D space, the same way a lot of more modern 2D platformers do. Even ones that are still rendered in 2D do similar things. Gameplay wise, LBP is still restricted by the mechanics of 2D platformers.

It's the same semantics I get into with games like SM3DW. It's not a 3D platformer, it's an isometric platformer. It's just rendered in 3D, and allows for the use of limited camera movement, because being rendered in 3D allows for that privilage. Jumping in fully rendered 3D space doesn't automatically give it the 3D platformer catagory, because mechanically, it is still confined to the rules of an isometric platformer.


Maybe call it limited 3d then? 

If you're moving in 6 axis and not just 4 it's no longer just 2D