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Forums - Gaming - Failed Gaming Concepts/Ideas That You Wish Were Successful

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hinch said:

Gyro controls in gamepads

We had it in Dualshock 3 and 4 and though its present in the DualSense its not used. Game developers largely ignore the feature so its mostly dead.

Though a bit gimmicky, I used to enjoy it for small stuff like if used for balancing in certain games. And maybe QTE's like in narrative driven games like Heavy Rain. Small things that add to immersion.

There were some really interesting projects on PC where people experimented with gyro controls with Flick Stick. And works really well even for games like CS Go.



Pressure sensitive (analogue) buttons

Remember in Metal Gear 2 where if you pressed a button and Snake would aim and harder would trigger a shot. Or in GT games where they can be used for acceleration when more pressure is applied. Yeah, I do. From light taps to harder presses it can add an additional input/s on one button. And something that adds additional function to a game input is a good thing imo. Sadly it went away with Sony's controllers after the PS2.

Its a shame because with all the complex games we have these days with so much things packed in them, it makes a lot of sense to have them. Like on PC's there are a few optical keyboards that works similarly on PC, and in conjunction with software you can map anything to them.

While the face buttons aren't pressure sensitive the dualsenses R buttons are and the adaptive triggers can be used for  MGS2 style aim/shooting that you described.

Last edited by mjk45 - on 09 January 2022

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I wish persistent worlds / destructible, deformable terrain would finally catch on. From Dust was awesome, but very limited due to needing a lot of ram and processing power. It never really got off the ground because the maps couldn't be bigger. Crackdown promised a lot, never delivered. Still waiting on seasons in open world games, rain actually affecting the world and stuff that Populous the beginning already did in the 90s.

Still hoping for a new Motorstorm with Spin tires like persistent terrain deformation. Games can render sand, snow, water, yet still fail spectacularly when it comes to mud. And it' so much fun to play in the mud!



SvennoJ said:

I wish persistent worlds / destructible, deformable terrain would finally catch on. From Dust was awesome, but very limited due to needing a lot of ram and processing power. It never really got off the ground because the maps couldn't be bigger. Crackdown promised a lot, never delivered. Still waiting on seasons in open world games, rain actually affecting the world and stuff that Populous the beginning already did in the 90s.

Still hoping for a new Motorstorm with Spin tires like persistent terrain deformation. Games can render sand, snow, water, yet still fail spectacularly when it comes to mud. And it' so much fun to play in the mud!

Yeah this is one of the reasons I loved BOTW, one of my favourite things in gaming is when the game world is highly interactive and dynamic.

It blew my mind back when I first played RE4 for example and I could shoot a hole in a wooden door then shoot the bad guys through it, or in Far Cry 2 when the grass would catch fire from explosions and the fire would propagate.

One of my biggest wishes for the future of gaming since the start of the 7th gen was that we'd see games evolve more in this direction.



@mjk45 Yeah I said its present though its underutilized and mostly used relegated gimmicky stuff that isn't really fleshed out, nor explored to its potential. I can only think of only two games use it thus far on PS5 and that's Resident Evil Village and Astro's Playroom. And the implementation in the former is quite bad and tacked on.

Like we haven't had a game like Gravity Rush where its specifically designed to use motion controls for more accurate platforming. Nor is it used in other current games for even simple QTE's of last generation. Whereas with the other features that were introduced this generation (and last) we're seeing massive backing for - i.e. haptic feedback, adaptive triggers. And the share feature of the previous generation to this one.

Last edited by hinch - on 09 January 2022

Vodacixi said:
SanAndreasX said:

I thought it was interesting, but I'm honestly kind of glad Nintendo moved on from that (for now.) A lot of games I got for DS and 3DS basically used the second screen for maps or inventory. The Zelda DS games are my least favorite in the series because they require the touch screen for everything. I did think being able to draw a trajectory for the boomerang was a neat idea, though.

Being able to access the map and do inventory management on the fly was incredibly useful to me in many games. Also, the dual screen concept made possible some incredibly unique experiences that ended up as some of my favourite games ever like The World Ends With You, Hotel Dusk, Rhythm Heaven or both NDS Zeldas. Yes, I love those and I think they are better for using the touchscreen.

But to each their own I guess...

I remember after finishing  Xenoblade Chronicles X thinking about how important mapping was and its reliance on the second screen.



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hinch said:

@mjk45 Yeah I said its present though its underutilized and mostly used relegated gimmicky stuff that isn't really fleshed out, nor explored to its potential. I can only think of only two games use it thus far on PS5 and that's Resident Evil Village and Astro's Playroom. And the implementation in the former is quite bad and tacked on.

Like we haven't had a game like Gravity Rush where its specifically designed to use motion controls for more accurate platforming. Nor is it used in other current games for even simple QTE's of last generation. Whereas with the other features that were introduced this generation (and last) we're seeing massive backing for - i.e. haptic feedback, adaptive triggers. And the share feature of the previous generation to this one.

 My comment was more about the MGS2 aiming shooting still early days my friend, and while it will never be universal at least the barriers are low since from what developers have mentioned all the various dualsense features have great ease of use in regard to implementation. and lastly let's hope that at least we get some  sort of crossover impact from Switch games with gyro aiming etc.

Last edited by mjk45 - on 09 January 2022

Research shows Video games  help make you smarter, so why am I an idiot

curl-6 said:
SvennoJ said:

I wish persistent worlds / destructible, deformable terrain would finally catch on. From Dust was awesome, but very limited due to needing a lot of ram and processing power. It never really got off the ground because the maps couldn't be bigger. Crackdown promised a lot, never delivered. Still waiting on seasons in open world games, rain actually affecting the world and stuff that Populous the beginning already did in the 90s.

Still hoping for a new Motorstorm with Spin tires like persistent terrain deformation. Games can render sand, snow, water, yet still fail spectacularly when it comes to mud. And it' so much fun to play in the mud!

Yeah this is one of the reasons I loved BOTW, one of my favourite things in gaming is when the game world is highly interactive and dynamic.

It blew my mind back when I first played RE4 for example and I could shoot a hole in a wooden door then shoot the bad guys through it, or in Far Cry 2 when the grass would catch fire from explosions and the fire would propagate.

One of my biggest wishes for the future of gaming since the start of the 7th gen was that we'd see games evolve more in this direction.

Yes I remember Red Faction with it's destruction and certain  deformable surfaces the keyword is persistent no use impacting the world only for it to disappear and not be there upon return.



Research shows Video games  help make you smarter, so why am I an idiot

mjk45 said:
hinch said:

@mjk45 Yeah I said its present though its underutilized and mostly used relegated gimmicky stuff that isn't really fleshed out, nor explored to its potential. I can only think of only two games use it thus far on PS5 and that's Resident Evil Village and Astro's Playroom. And the implementation in the former is quite bad and tacked on.

Like we haven't had a game like Gravity Rush where its specifically designed to use motion controls for more accurate platforming. Nor is it used in other current games for even simple QTE's of last generation. Whereas with the other features that were introduced this generation (and last) we're seeing massive backing for - i.e. haptic feedback, adaptive triggers. And the share feature of the previous generation to this one.

 My comment was more about the MGS2 aiming shooting still early days my friend, and while it will never be universal at least the barriers are low since from what developers have mentioned all the various dualsense features have great ease of use in regard to implementation. and lastly let's hope that at least we get some  sort of crossover impact from Switch games with gyro aiming etc.

Ah MB went off ahead xD I don't know if you played with a DualShock 2 (PS2) controller but nearly all the face buttons and the triggers were analogue.

The DualShock 2 had 8 × pressure-sensitive analogue buttons (, , , , L1, R1, L2, R2) And it was widely used in a variety of games. Then Sony outright removed them in the next iteration with the DS3. Iirc the original Xbox had it as well and for games like Dead or alive games where the harder you pressed a button it the stronger the attack. Sadly it was largely abandoned and the only analogue inputs we have now are triggers and analogue sticks.

But yeah I hope so, because despite not particularly having having strong feeling for motion controls on gamepads. When done right gyro controls can actually add to the experience for the player.

Last edited by hinch - on 09 January 2022

hinch said:
mjk45 said:

 My comment was more about the MGS2 aiming shooting still early days my friend, and while it will never be universal at least the barriers are low since from what developers have mentioned all the various dualsense features have great ease of use in regard to implementation. and lastly let's hope that at least we get some  sort of crossover impact from Switch games with gyro aiming etc.

Ah MB went off ahead xD I don't know if you played with a DualShock 2 (PS2) controller but nearly all the face buttons and the triggers were analogue.

The DualShock 2 had 8 × pressure-sensitive analogue buttons (, , , , L1, R1, L2, R2) And it was widely used in a variety of games. Then Sony outright removed them in the next iteration with the DS3. Iirc the original Xbox had it as well and for games like Dead or alive games where the harder you pressed a button it the stronger the attack. Sadly the only analogue input we have now are triggers and sticks.

But yeah I hope so, because despite not wanting it to gyro and motion controls being tacked on a game. I'd like some developers to get creative with it and use it where it makes sense and actually enhance the experience for the player.

Certainly did that's why I only mentioned the R buttons and adaptive triggers in reference to MGS2 style shooting aiming , since those are the inputs  modern games use for most of their shooting mechanics, the main thing I got back in the day from those pressure sensitive buttons and this is only me talking, was there wasn't enough pressure stages to make them really impactful, so not something I really missed especially since post PS2 fighting games don't interest me and if they did I would most likely buy a proper fighting game pad/stick.

Last edited by mjk45 - on 09 January 2022

Research shows Video games  help make you smarter, so why am I an idiot

Oh nice. Yeah I mean most games that need extra level of control nowadays just utilize the shoulder buttons. I just thought it was quite intuitive way of adding extra inputs without, well adding more buttons or throwing everything down on the triggers. I guess there's also quite a few downsides like mispresses, cost and higher rate of failure.

Maybe I'm just talking gibberish and looking back in nostalgia. And coming from as someone who plays a lot on PC, were you can never have enough inputs and buttons lol.