| Grey Acumen said: 1)Except they only fall into those categories of towards/away and parallel BECAUSE the FPS that use Keyboards are limited to that. If you could use an analog stick, you could move and aim entirely independently of each other. Just like I can walk in one direction and look in another direction. Playing FPS on a keyboard and mouse setup is like going to war with your spine fused. 2) Ultimately, all of you still fail to address the issue of Analog/joystick vs KEYBOARD by CONTINUING to bring the mouse back into this. and there are games that allow you to do mouse + controller. Thief 3 did it awesomely, though it wasn't as big of an issue since you could optionally switch to 3rd person, and didn't have that much fast paced shooting. Psychonauts and Tomb Raider Anniversary also allowed this, but again, they were 3rd person. It's not like PC games CAN'T incorporate them, they just never seem to do so successfully. heck, Half life and Portal SPECIFICALLY have a feature that is supposed to let you use joysticks or something, but no matter what settings I use around that option, it refuses to register the controller I'm using. |
1) In an FPS you're either jousting an opponent or you're looking for an opponent/powerup. Jousting requries all forms of movement but mostly parallel and looking for an opponent/powerup requires mostly forward/backward movement. We can also throw in jumping if you'd like but it has no bearing really. Beyond that, any fine movements required are also directly associated with aiming and thus are best handled by the aiming portion system (ie the mouse).
The thing you're missing is that an independant setup for movement and aiming is actually undesirable. It is a big reason why dual analog aim is so fidgety and unruly in the first place. Leaving the two independent means they are unrelated and it is left to the player to predict how their analogue movement is going to effect their aim. Conversely WASD movement has uniform movements that require no guesswork as to how they will effect your aim. The upshot of this is that all fine adjustments are focused onto a single input and thus the player is able to focus on a single input rather than mentally divining the combined effect of two complex inputs. And of course the mouse being the immensly accurate input device that it is, shines in this role.
2) You're missing the point entirely here. The fact that the keyboard movement is so dependent on the mouse means you cannot seperate the two in a discussion, they are directly related. The strength of one is the weakness of the other by design, it's a system of control, the keyboard by itself is meaningless to discuss. It would be like asking someone to focus a microscope on a slide but demanding they do it with the coarse adjustment knob only.








