No need to fix whats not broken.
Controllers have... | |||
| Room to improve | 3 | 33.33% | |
| Little room to improve | 4 | 44.44% | |
| Perfected as is | 2 | 22.22% | |
| No opinion | 0 | 0% | |
| Total: | 9 | ||
| V-r0cK said: I think the way controller is now is fairly great and don't mind if that layout is fairly set in stone. Using the Wiimote when it came out just wasn't for me, and if every gen kept coming with different gaming controllers as the default then I probably would've lost interest in video games. |
For the money they ask, we should have back peddles as standard, indeed.
And agreed, as Louie said above, no need to fix what isn't broken. It's probably the fact that they don't want innovation when everyone knows how to use the Duel Shock setup. Making things harder for casuals wouldn't make sense... even though the Wii mote is the one that brought all the casuals out if force and it was extremely intuitive. Oh idk.
| 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. |
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.


I hope so, there is certainly room to grow.
A comfortable split controller with dual analogues, gyro, and an IR pointer would be godlike, think the Wiimote meets the Switch 2 Pro controller.
| curl-6 said: I hope so, there is certainly room to grow. A comfortable split controller with dual analogues, gyro, and an IR pointer would be godlike, think the Wiimote meets the Switch 2 Pro controller. |


HoloDust said:
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Yeah this could work, if it has a pointer on the right hand a la Wiimote.
curl-6 said:
Yeah this could work, if it has a pointer on the right hand a la Wiimote. |
These are controllers for Steam Frame VR, I've seen 3rd party add-ons that you connect them to that makes them like standard controller, so that reminded me of some future ideal controller that can be connected and split as desired.
VR controllers are generally leagues ahead in precision compared to Wiimote, so you have great pointer alike abilities in both hands (I don't have access to these, but even old Quest 2 controllers are really good)
HoloDust said:
These are controllers for Steam Frame VR, I've seen 3rd party add-ons that you connect them to that makes them like standard controller, so that reminded me of some future ideal controller that can be connected and split as desired. VR controllers are generally leagues ahead in precision compared to Wiimote, so you have great pointer alike abilities in both hands (I don't have access to these, but even old Quest 2 controllers are really good) |
They should be standard. I hear the PSVR2 controllers are more favourable with DS5 haptics and triggers.
| The_Liquid_Laser said: I personally think modern controllers totally suck. It's mostly this way, because that's what modern "hard-core" grognards like. And when I say "modern controller", I mean anything that is some variation or improvement to the PS2 controller. This controller is actually too clunky and complex to further gaming. For most 2D games an arcade stick is ideal, and I really think 4 buttons should be the max. For 3D games, there need to be more advances in the Wii remote & nunchaku design. That is the right track, but there is a lot of room for improvement. Also, sometimes a touch screen or mouse is the right controller. And back in the day we had light guns and trackballs and all sorts of other controls. I would like to see more experimentation in the types of controls that are used in various games. As it is, most games are just designed for the PS2-style configuration, which I would call a one-size-fits-none design. It's not suited for any type of game in particular, but it's more about a controller that can somehow play every game, even if it controls poorly. |
What's clunky or complex about the design? You have a good grip with both hands and everything is easily reachable without having to take your hand off at any point. Sometimes standards become standards for a reason, which is because they simply work the best.
Of course you also want a controller that can play any type of game, but those things don't need to be mutually exclusive.
LegitHyperbole said:
They should be standard. I hear the PSVR2 controllers are more favourable with DS5 haptics and triggers. |
Not quite.
If haptics are most important to you, then yes, PSVR2 controllers are leading the pack. If aiming precision and finger tracking are most important to you (which are things that are most important to me), then Steam Frame is easily superior (especially when it comes to finger tracking).