This is an thread about controllers. Not so much their use with FFXI, but just in general.
A controller is one of, if not the most important part of video gaming. It's how you interact, it's how you tell it what to do. A great controller can make a good game great (See Steel Batallion, Wii Sports); an awful controller can doom it.
Controllers are iconic-- If I start saying "NES, 2600, SNES, Genesis, N64, Dreamcast", one of the first thoughts in your mind is going to be about the controller. I have very vague memories of what a genesis looks like, but I know the controller well. If I had to sculpt a precise copy of an SNES, with all it's ridges and ports and such, I'd be clueless; but a game pad? That design is unforgettable.
So, back to being a discussion, a few starter questions. What is your favorite controller? This generation? What do you want to see more of? Less of? What's the freakiest controller you've seen?
Personally, my favorite controller (both this generation and in general) is the Wiimote. Having the two hands separated is genius-- it makes games so much more comfortable to play, not to mention the unexploited possibility of changing up part of the controller. Being able to flick a controller instead of having potentially annoying multiuse buttons or having too many buttons to deal with can be a great help-- and flicking a controller feels much more natural than pressing a button. It's greatest strength, though, is definitely the pointer function. This is just a giant improvement on shooters, and it's a sin that the Wii hasn't had a giant FPS hit yet. It also makes selecting items MUCH easier-- mostly this is only used on menus (*cough*except capcom. For as good as they are to the Wii, they need to make their goddamn menus pointer-capable), but it can also be used to select objects in a game world (Zack and Wiki would be my best example of this; it also applies somewhat to Trauma Center and Super Paper Mario)
It's biggest downfalls would definitely be the corded extensions-- I know Nyko has a wireless nunchuck, but it's not the same. Nintendo really needs to release a nunchuk that's nearly indistinguishable, except wireless. After that, the lack of a second joystick is sad. I'm not entirely sure I'd be willing to remove the dpad entirely, but a C-stick would fit so much better there, not to mention being easier to reach and use. That's another problem, buttons can occasionally be heard to reach (mainly the B button on wiimote-sideways games, and the 1/2 on Wiichuk games), although that's more a fault of game designers cramming in as many buttons as they can.
Honourable mentions go to the Dreamcast controller, for the VMU. Ever since I got my dreamcast, I've been hoping other consoles would move to implement similar systems. Use more than just the TV screen-- and give people a way to enjoy your game when they aren't at their console. The day when someone ships a controller that is also your memory card and a portable gaming console will be a very happy day for me. Nintendo and Sony have gotten close with the GBA (link cable) and PSP, but at their heart they are handheld systems, and not much good for playing console games, or at storing data and using it with someone else's console later. Also to the original "hueg Xbawks" controller, mainly because it had weight to it. When you held it, it was less like you were gingerly holding a little device that told things what to do, and more like you were holding on for dear life. I was very disappointed when MS pussied out of it and switched to those S-type things. I mean, they're not BAD, they're just nowhere near as good.
The biggest thing controllers need to lose, now that wireless is a standard and not a luxury, is all the extra buttons. If you can't make a controller work with 'only' a left trigger, a right trigger, four buttons, two joysticks, and a pause button, THERE IS SOMETHING WRONG WITH YOU. Pretty much every classic game before the mid 90s or so was able to deal with this, or less. The best games still manage to work great with few controls. All that extra baggage just makes games more intimidating, annoying, and hard to learn. Katamari, a game which is fairly deep for as simple as it is, uses two things for the control scheme. The joysticks. That's IT, your thumbs stay firmly on the joysticks. All the little tricks you can do are taught in a tutorial level that takes 2-5 minutes. Less can be far far more. Also, look at the DS-- it's quite probably the most flexible control system on the market, and many of it's games only require using a single method of interaction (poking the screen) which is much easier for most people to learn.
Another bit off this, although it's more of a pet peeve, I don't need three goddamn pause screens. I am not kidding; some games are getting that bad. First of all, there's the system screen, the "Go back to wii menu, mess with your controller, etc" stuff on the Wii that you get to with the Home button; I'm pretty sure the 360 and PS3 have this too. Secondly there's the menu we actually WANT to use. Thirdly there's a 'pause' screen, which does nothing but stop gameplay (and maybe provide some more options or such). The worst things is that games that are otherwise good are usually the worst offenders. I'm going to start off with the fact that all Wii games and probably PS3/360 have basically two pause screens, which is annoying; but not the fault of game developers and possibly the best system possible. But there are other games that do this, too. Shenmue on the DC, there was a "Menu" screen, which was basically an inventory with a few other options. There was also the 'pause' screen, which had 'HELP' information. There was also the notebook, which would be just fine in the inventory instead of getting it's own damn button and flashing light. Zelda TP (at least, for Wii) does this too, with it's item wheel. Okami, an options screen and the game's menu screen. RE4, kinda, in that there's a separate button to open up the inventory menu and the map menu, but you can navigate to each one from the other. The list goes on.
A controller is one of, if not the most important part of video gaming. It's how you interact, it's how you tell it what to do. A great controller can make a good game great (See Steel Batallion, Wii Sports); an awful controller can doom it.
Controllers are iconic-- If I start saying "NES, 2600, SNES, Genesis, N64, Dreamcast", one of the first thoughts in your mind is going to be about the controller. I have very vague memories of what a genesis looks like, but I know the controller well. If I had to sculpt a precise copy of an SNES, with all it's ridges and ports and such, I'd be clueless; but a game pad? That design is unforgettable.
So, back to being a discussion, a few starter questions. What is your favorite controller? This generation? What do you want to see more of? Less of? What's the freakiest controller you've seen?
Personally, my favorite controller (both this generation and in general) is the Wiimote. Having the two hands separated is genius-- it makes games so much more comfortable to play, not to mention the unexploited possibility of changing up part of the controller. Being able to flick a controller instead of having potentially annoying multiuse buttons or having too many buttons to deal with can be a great help-- and flicking a controller feels much more natural than pressing a button. It's greatest strength, though, is definitely the pointer function. This is just a giant improvement on shooters, and it's a sin that the Wii hasn't had a giant FPS hit yet. It also makes selecting items MUCH easier-- mostly this is only used on menus (*cough*except capcom. For as good as they are to the Wii, they need to make their goddamn menus pointer-capable), but it can also be used to select objects in a game world (Zack and Wiki would be my best example of this; it also applies somewhat to Trauma Center and Super Paper Mario)
It's biggest downfalls would definitely be the corded extensions-- I know Nyko has a wireless nunchuck, but it's not the same. Nintendo really needs to release a nunchuk that's nearly indistinguishable, except wireless. After that, the lack of a second joystick is sad. I'm not entirely sure I'd be willing to remove the dpad entirely, but a C-stick would fit so much better there, not to mention being easier to reach and use. That's another problem, buttons can occasionally be heard to reach (mainly the B button on wiimote-sideways games, and the 1/2 on Wiichuk games), although that's more a fault of game designers cramming in as many buttons as they can.
Honourable mentions go to the Dreamcast controller, for the VMU. Ever since I got my dreamcast, I've been hoping other consoles would move to implement similar systems. Use more than just the TV screen-- and give people a way to enjoy your game when they aren't at their console. The day when someone ships a controller that is also your memory card and a portable gaming console will be a very happy day for me. Nintendo and Sony have gotten close with the GBA (link cable) and PSP, but at their heart they are handheld systems, and not much good for playing console games, or at storing data and using it with someone else's console later. Also to the original "hueg Xbawks" controller, mainly because it had weight to it. When you held it, it was less like you were gingerly holding a little device that told things what to do, and more like you were holding on for dear life. I was very disappointed when MS pussied out of it and switched to those S-type things. I mean, they're not BAD, they're just nowhere near as good.
The biggest thing controllers need to lose, now that wireless is a standard and not a luxury, is all the extra buttons. If you can't make a controller work with 'only' a left trigger, a right trigger, four buttons, two joysticks, and a pause button, THERE IS SOMETHING WRONG WITH YOU. Pretty much every classic game before the mid 90s or so was able to deal with this, or less. The best games still manage to work great with few controls. All that extra baggage just makes games more intimidating, annoying, and hard to learn. Katamari, a game which is fairly deep for as simple as it is, uses two things for the control scheme. The joysticks. That's IT, your thumbs stay firmly on the joysticks. All the little tricks you can do are taught in a tutorial level that takes 2-5 minutes. Less can be far far more. Also, look at the DS-- it's quite probably the most flexible control system on the market, and many of it's games only require using a single method of interaction (poking the screen) which is much easier for most people to learn.
Another bit off this, although it's more of a pet peeve, I don't need three goddamn pause screens. I am not kidding; some games are getting that bad. First of all, there's the system screen, the "Go back to wii menu, mess with your controller, etc" stuff on the Wii that you get to with the Home button; I'm pretty sure the 360 and PS3 have this too. Secondly there's the menu we actually WANT to use. Thirdly there's a 'pause' screen, which does nothing but stop gameplay (and maybe provide some more options or such). The worst things is that games that are otherwise good are usually the worst offenders. I'm going to start off with the fact that all Wii games and probably PS3/360 have basically two pause screens, which is annoying; but not the fault of game developers and possibly the best system possible. But there are other games that do this, too. Shenmue on the DC, there was a "Menu" screen, which was basically an inventory with a few other options. There was also the 'pause' screen, which had 'HELP' information. There was also the notebook, which would be just fine in the inventory instead of getting it's own damn button and flashing light. Zelda TP (at least, for Wii) does this too, with it's item wheel. Okami, an options screen and the game's menu screen. RE4, kinda, in that there's a separate button to open up the inventory menu and the map menu, but you can navigate to each one from the other. The list goes on.
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