Whatever Happened To The Joystick? 421
Ant writes "MSN UK has up an article that looks into the 'downfall' of the joystick: 'Sometimes technology disappears completely, but often it just fades into the background — still existing, still being used and sold and, occasionally, desired, but probably looking wistfully back on past glories. Which neatly described the joystick's steady slide away from its role as THE gaming peripheral to a fondly remembered also ran. But the joystick's tale is a long and convoluted one — and it is worth looking back into its often mysterious and ill-studied history before explaining why it will rise from the ashes like the mythical phoenix.' Seen on ClassicGaming."
Re:What happened to the joystick? (Score:5, Interesting)
Re:Joysticks are everywhere. (Score:1, Interesting)
The XBox (and 360) and Gamecube controllers recognized that the analog stick was the primary directional input, and placed the left stick in the natural thumb position, while the d-pad is moved down out of the way. For some reason, the Playstation controller has not recognized this, and places both of it's sticks in difficult to reach spots.
On the Wii, the analog stick is the primary control on the nunchuck, so it is also positioned comfortably. Wii's "Classic Controller" appears to fall for the same trap as the Playstation, and the sticks look like they'd be awful to use (I haven't actually tried a Classic Controller, so I can't say for sure. I'm happy enough using the gamecube ones)
Re:Flight Sims (Score:1, Interesting)
There was a time when Joystick's weren't a niche peripheral. This was a time before the FPS had been invented. You are clearly too young to remember Sensible Soccer, IK+, Bruce Lee, Spy Vs. Spy, School Daze, Everyone's a Wally, Super Cars II,
Man, I miss those days. God bless emulators and my USB competition pro
What happened was... (Score:4, Interesting)
Re:Its easy (Score:3, Interesting)
I'd really like a Quake 1 experience in a HL2 engine. With the Reznor soundtrack and all. Mmmmm, grappling hook rocket rape.
Cheers.
Fine motor control and accuracy (Score:5, Interesting)
That being said, the immersive qualities of holding the joystick while leading an enemy target is much greater than the simple twitch movements that most games rely on today, as well as improved dexterity when using both large and small muscle groups at the same time (see also: autoaim). If anything replaced the joystick it's the mouse, not the analog stick. It's much more comfortable to use, requires less effort to achieve the same sensitivity, and is much more ubiquitous (imagine trying to use a joystick to move the Windows mouse).
The good old days (Score:5, Interesting)
Of course, the first really good non-joystick action/puzzle game I played was Lode Runner. You used the keyboard. The left hand controlled movement with six keys, and the right hand controlled actions with six keys. You rested your hand on the keyboard. It worked sort of like xevil [xevil.com]. It was surprisingly easy to get the hang of.
Re:What happened to the joystick? (Score:2, Interesting)
Re:I blame IBM. (Score:3, Interesting)
The other was the keyboad. Attached to the back, it had a nine-pin digital joystick port, of the same type used on Amstrad 8-bit machines (and most other 8-bit systems). Since it plugged in via the keyboard, it used the keyboard controller to interface with the rest of the system. When you moved the stick in any direction, it would send keypress events to the computer on some unused keycodes. This meant that you could use a joystick on any game that supported the keyboard. I used to have one in the shape of the Xenomorph from Alien which fitted very comfortably into the hand and was great for those early platform games that didn't support joysticks natively.
Joysticks are still alive and well (Score:2, Interesting)
Maybe I should replace "Joystick" with "Joystick + Trackball" because that is the basic
configuration. The first realization of this was the Mad Catz PantherXL ( I have 3 ).
After Mad Catz discontinued it, people moved to either (1) modded PXLs with a USB Panther DX
( basically the joystick part of the PXL ) in place of the old PXL parallel port joystick
interface and with the guts of a high end optical gaming mouse in place of the mechanical
trackball sensor or (2) just a regular joystick and trackball used simultaneously. Man this
really brings back the memories of totally dominating the mouse + keyboard crowd
Anyway, if you want more information, go here : http://stevehailer.com// [stevehailer.com] .
jdb2
Tempus ut sagitta fugit et muscae pomorum bananam amant
The base is big and annoying. (Score:3, Interesting)
This is exactly correct. I'm a bit of a flight game nut (I hesitate to use the word "sim" because while I do enjoy highly realistic games like Falcon 4, I still play a great deal of Ace Combat). While I've owned a number of sticks over the years, my current favourite is the Hori Flightstick II [toysnjoys.com] that shipped with the special editions of AC5. Before this I used a Microsoft Force Feedback 2 [unc.edu], which had an extremely heavy base. You would use your weak hand for the throttle control at the base of the stick and your dominant hand for the stick itself. The weight of the base was sufficient.
The Hori sticks are quite light, and therefore come with suction cups on the bottom. This actually works quite well, provided whatever surface to which you intend to affix them is smooth. My coffee table and desk (both fairly standard Ikea fare) are "textured" slightly, and the sticks will not stay in place. The worst is the left hand throttle control. I prefer to adjust my throttle to have a lot of friction (there's an adjustment on the bottom of the unit), but this means that throttling up often results in me just shoving the whole stick forward instead.
My current solution is that I have both of them mounted on a pane of glass that used to be a door for an entertainment unit that I no longer use. I've stuck some rubber feet on it to protect the surface of the table or desk, and to keep it sliding around. This works perfectly while playing, but just as the parent post suggested, this hack of a base for my sticks is big, and not very mobile. They sit, always stuck to the glass, rather conspicuously beside my entertainment unit. It's an okay solution, but quite annoying.
I seriously doubt that anyone other than flight game addicts like myself would be willing to put up with it.
Re:What happened to the joystick? (Score:5, Interesting)
Mind you, the models being praised for durability were indeed up to the task of gaming, but most joysticks sold were not. I went thru three Gravis sticks in two years before giving up and switching to a trackball.
Generalizing this leverage theme, the length of the lever arm of a joystick poses two problems 1) the mechanical advantage of the users' force leveraged onto the innards made it expensive to make a durable device, and 2) this mechanical advantage also made it difficult to perform precise control movements.
Starting in the mid-90s, games emerged that required players to do things like select units, lasso groups of units, click on targets and waypoints, aim FPS weapons, etc. The joystick really was not suited to these actions. The much shorter lever arm of a control pad allowed more precise control for aiming FPS weapons, and an absolute displacement interface (mouse or trackball) works better for selecting and commanding RTS units.
I really have never had better controller than a good mouse. I've used trackballs, control pads, joysticks, touchpads, and wiimotes -- the mouse is still the most natural, least RSI-inducing controller I've used. The touchpad comes close, but it lacks precision and has a higher error rate. Of course, I make exceptions for automobile and aircraft simulators, where mockups of the actual vehicle controls can't be beat.
Joystick? What about the steering column? (Score:3, Interesting)
The last time I used a joystick as the exclusive interface for a console was the Atari. Since then, games have grown more sophisticated, and require a more sophisticated interface, not because a more sophisticated interface is most appropriate to the game at hand, but because it's more versatile.
Take driving games, for instance. Using a steering column is a more natural interface for them. But you can only use that interface for the driving game, not for an FPS. So as a developer, which would you rather code for, a single-use interface, or one that bridges the game universe for a given console?
Sure, for nostalgia's sake I miss the good ole days of playing Star Command on a joystick. But I would trade that innocent fun for the immersive experience of GTA on a PS?/Xbox*/Wii any day.
In like fashion I long ago abandoned the paddle wheel used for Pong. It carries fond memories, sure, but after Breakout it ceased to be relevant.
Fun and playability are the constants, to my mind. Focus on those, less on eulogies for lost interfaces.
Precision, what? (Score:4, Interesting)
Why? Because they have no precision. Your thumb is very poor at making small changes, especially when targeting someone. Try playing Unreal Tournament for instance on a console and then with a mouse. Your thumb also doesn't move in all directions as easily, so there's another problem.
There's a reason all of the serious online gamers use PCs - a console controller won't cut it. When the difference between headshotting someone is 3-4 pixels in hi-def, well, good luck on a PS3.(note all PC games and monitors are already more than 720P capable unless the programmers sucked) 1280*1024 is considered medium resolution in fact by most PC gamers.
I have dozens of games that require a joystick - a real one. I also have a dedicated steering wheel. They have specific uses that can't be replicated with any other controller. Need for Speed alone is night and day on the console versus a good force feedback wheel with a clutch pedal and shifter. Yes, there are two wheels that have an optional clutch pedal.
You also can't possibly play a game like Mechwarrior or X3 without one. Not unless you want to die over and over again. There's a reason why fighter planes use them and it's also why even 50 years from now, there still will be games that require them.
I personally hate articles like this. Maybe to the author it seems like they are outdated technology, but they still exist and there is no substitute for them, just like there isn't a good one for the mouse on your PC. Each serves a specific role that's not going to be served by another device.
A quick search Best Buy turned up 5 models alone. Dead and gone? Hardly.
P.S. I just played Tie Fighter in XP last night for some nostalgia. LucasArts released a patch in 2004 that makes all of the old games work perfectly with XP and 2K. You need the latest versions of the game(X-Wing Trilogy) and a patch, but it all works perfectly.
I got a copy myself so that my son could play the Star Wars titles to get up to speed as it were.
http://www.amazon.com/dp/B000050I88?tag=thearmchairem-20&camp=14573&creative=327641&linkCode=as1&creativeASIN=B000050I88&adid=1KBTT1SXX3J1M796A6WE& [amazon.com]
Worth every penny.
http://www.lucasfiles.com/index.php?action=file&id=653 [lucasfiles.com]
Here's the patch. Technically it will work with the W95 collector's editions, but they aren't as polished and the 3D engine they added to the trilogy edition makes it actually look good - perfectly playable, in fact. 640*480*32bit color with texture mapping. If you never saw the original X-Wing with the rendering engine from Alliance, do yourself a favor and check it out.