The Ergonomics of Controllers 136
Rahul Choudhury writes "Over the years, the controller device we use as our extra limb into the world of gaming has evolved from joystick to d-pad, analogue control, and touchscreen. Gamingredients investigated the pros and cons of a variety of controllers from Colecovision to Xbox (and expressed their scores in flavours of coffee)."
HA! (Score:1)
I mean do I really need a vibrating joypad for anything but making noise? I don't even feel it any more.
Re:HA! (Score:3, Informative)
Re:HA! (Score:3, Interesting)
You've never played Rez [amazon.com], have you?
... rather, you've never let your girlfriend/wife play Rez [gamegirladvance.com], have you?
Yup, and here's my wish (Score:2)
That's the downside of this phenomenon that everyone basically copies a previous gamepad, with only minor tweaks: they also copy the limitations of it. We've been stuck with the "yeah, but for FPS or RTS you're better off with a PC and a mouse" syndrom for more than a decade already. And now I see that the next generation consoles _still_ did nothing about making a co
Unroasted coffee beans can still make coffee... (Score:2)
While lacking the sophistication of today's controllers, the Atari 2600 joystick was still a lot of fun for those of us who were actually around when it first came out. And at least with one button you didn't have to wonder which one to press.
Eric (grumpy old VIC-20 guy)
Author of Make Easy Money with Google [makeeasymo...google.com], which describes the second easiest
way to make money with Google (the first is apparently to buy GOOG stock and watch it go up!)
Re:Unroasted coffee beans can still make coffee... (Score:2)
And here's a picture of the original Atari joystick [atariace.com] and a few other classics, since they're missing from the article.
EricScroll up! (Score:2)
Re:Scroll up! (Score:2)
Re:Scroll up! (Score:2)
Re:Scroll up! (Score:2)
Re:Unroasted coffee beans can still make coffee... (Score:2)
Re:Unroasted coffee beans can still make coffee... (Score:2)
I've used a similar design from the Commodore 64: a ball-grip joystick with a single button on the base (actually there were two, but they did the same thing.)
The most critical problem with these joysticks was that it was beginning to be used for arcade ports, w
Re:Unroasted coffee beans can still make coffee... (Score:2)
I think you mean the TAC-2 [mousevomit.com], right?
Re:Unroasted coffee beans can still make coffee... (Score:2)
More like the stock yellow-base, red-stick, red-button.
Come to think of it, perhaps the joystick wasn't all that similar.
Re:Unroasted coffee beans can still make coffee... (Score:2)
Re:Unroasted coffee beans can still make coffee... (Score:2)
Yeah, when they worked.
I did like the paddle controllers, though. Warlords is the SSB:M of the 1980's.
Missed one. (Score:1)
The perfect device for playing Street Fighter series games.
--saint
Re:Missed one. (Score:2)
Actually not the same at all, but in a good way.
The Dreamcast controller was based on the 3D controller but they went and took a good thing and made it all wrong. The 3D controller is extremely comfortable - despite its sort of odd look [consolepassion.co.uk], it just fit perfectly in the hand. The buttons also had the perfect amount of springiness, it had the most responsive
Re:Missed one. (Score:2)
Having 2 rows of the 3 buttons side by side is perfect. Nubytech tried to release these with the Streetfighter paintjob, but the L1, R1 buttons are still not as good as the genesis days.
The control pad was also ultra soft and loose. Your thumb was not stressed from doing 30 million down->forward fireballs.
Me? (Score:1)
Re:Me? (Score:1)
New gen controllers (Score:4, Funny)
Re:New gen controllers (Score:1)
Too bad they're wrong (Score:5, Insightful)
Take a look at the Genesis controller versus the SNES Controller. The Genesis controller had a better D-pad? What? The whole problem with semi-8 way D-pads is that they aren't actually as precise as the pure 4-way ones. In some games this is okay, but in others you prefer actually knowing which direction you're pushing. Sega didn't use it as an improvement. It was because Nintendo had a patent on a 4-way cross D-pad.
And deriding the SNES controller for its buttons? What? The Genesis 3-button and 6-button controllers had identical buttons. You had no idea which ones you were pushing without looking down (or knowing from position). The three-button design was bad, not good - you can locate two buttons, because whatever button your thumb is on, the second button is the other one. With three, that's not the case. The SNES controller, on the other hand, had two concave and two convex buttons. You could tell which button you were pressing by touch, and you could locate at least 2 of the other 3 buttons purely by touch, and because they were lined up in the way they were, you could locate the last one as well. Much, much smarter, and the touch-location is sorely missing from most modern controllers.
My favorite is this comment, regarding the GameCube controller:
This encouraged simple, single-button play without sacrificing versatility. It also made multi-console games a lot harder to play and made ports from other consoles worse.
I see. So Nintendo makes the most intelligent controller of all of them, and they lose points because it's harder to play games that were poorly ported and designed for worse controllers. Good call.
And, also...
And, in a cruelly ironic twist, everything else changed but the d-pad is still split
A whole lot of opinion, but absolutely no concept of ergonomics.
Re:Too bad they're wrong (Score:4, Insightful)
They also ignored the fact that the GC innovated wireless controllers that *actually work*.
They were overly harsh with the N64 controller as well, despite Sony bunging a second analogue stick on the Dual Shock the analogue sticks weren't in the same league as the N64 ones. The N64 sticks were much more accurate, sensitive and had a better range of movement.
The only review I agreed with was the Dreamcast pad which is massively underrated. I'd have liked to have seen a review of the Saturn's analogue pad too.
Re:Too bad they're wrong (Score:2)
White dust. Anyone who's had an N64 controller in really heavy use, especially for games like Mario Party, knows that it's only a matter of time before the analog stick becomes loose and the pit filled with this white residue. The longer the controller is used at that point, the looser the stick becomes.
Considering that N64 carts are almost indestructable and thus
Re:Too bad they're wrong (Score:2)
I put a very small amount of WD40 into the base of my N64 stick a few years back and it smoothed out the movement quite nicely. Nothing beats a fresh out of the box N64 stick though, except perhaps the DC's analogue stick.
Re:Too bad they're wrong (Score:4, Insightful)
Yeah; I was amazed that they rubbished the N64 controller, which is amazingly simple, comfortable and ergonomic. They seemed to primarily deride it on the fact that you get the choice of using either the D-pad or the analogue stick, but not both --- which is missing the point entirely: since the N64's controller was the first controller with an analogue stick, there weren't any games that required you to use both at once. They're criticising it for not being something it wasn't required to be.
(I have a Game Cube now, and I still think the N64 controller is far more comfortable. The only thing I think is wrong with it is that the analogue stick didn't quite have enough traction on top; my thumb would keep slipping off playing high-stress games, as my hands got sweaty.)
Re:Too bad they're wrong (Score:2)
Re:Too bad they're wrong (Score:1)
Re:Too bad they're wrong (Score:2)
Re:Too bad they're wrong (Score:2)
Re:Too bad they're wrong (Score:2)
"Had." The patent expired before the release of the Dreamcast (and, of course, the PS2), Which is why the Dreamcast controller had one.
Of course, Sony couldn't be bothered with updating the DS2 over the DS, so instead focused on the flop that was pressure-sensitive buttons instead of a new D-pad.
Re:Too bad they're wrong (Score:2)
Sorta. (Score:2)
The six-button one wasn't the best, but you can learn that from muscle memory. In fact, that's how people play Street Fighter and many other 6-face button games. Plus, for the record, the B button had a little nub on it (not unlike the j and f buttons on a qwerty keyboard) to encourage you to "touch typ
Re:Sorta. (Score:2)
Well, I can learn a PlayStation's controller positions with muscle memory, but that doesn't stop me from hesitating a few times when a screen says "Push X" or "Push O".
Plus, for the record, the B button had a little nub on it (not unlike the j and f buttons on a qwerty keyboard) to encourage you to "touch type" on the controller.
Hey, you're right! I never noticed that before (... and that's sad, really). Not quite as intelli
Re:Too bad they're wrong (Score:3, Informative)
I believe it is the specific cross shape that Nintendo owns the patent to, rather than any underlying electronic design.
Re:Too bad they're wrong (Score:2, Informative)
Re:Too bad they're wrong (Score:2)
Re:Too bad they're wrong (Score:2)
Go and look at the controllers of all of those systems.
None of them have a cross controller, save the Dreamcast. They have a 4-way D-pad, but it's not a cross - it's a disk with a cross raised on it. The Dreamcast gets around it because the internal mechanism is su
oringal xbox controller (Score:1)
i will admit, however, that my aversion to the sony dual shock could be that i HATE the original PS contoller. that could be one of the worst controllers ever made, imho. it's interesting that it was omitted from the list. i mean they cover nearly everthing but that (with the exceptions of jaguar and 3d-0).
also
Re:oringal xbox controller (Score:2, Insightful)
I couldn't agree more. The Dual Shock is perhaps the most uncomfortable controller I have ever used. By far, the most comfortable, intuitive controller is the Gamecube's. Second is the Xbox S controller. If you'll notice the sidebar on the Dual Shock, you'll see that they contradict themselves on their rating of said Sony controller. Go figure...
Re:oringal xbox controller (Score:2)
Is it coincidence that your two favorite (and one least favorite) controllers are all current-gen?
You need to brush up on your console history, sonny boy! In my day, we only had one button and we liked it!
Seriously, what's the opposite of "dating yourself"? (And no, I don't mean "going out on a date w
Re:oringal xbox controller (Score:1)
There's a reason stuff like those "Retrocon" and Hori 2D GameCube controllers are still popular, you know...
Yeah, for the same reason you can now find 3 1/4" G.I. Joes, He-Man, Transformer, My Little Pony, and Strawberry Shortcake toys onb store shelves:
Re:oringal xbox controller (Score:1)
I find the Dual Shock controller has a much nicer button layout and an easier to hit d-pad. However, the analog sticks are more of an afterthought than an integral part of the controller, situated too far away from the thumb for my own tastes.
Re:oringal xbox controller (Score:2, Insightful)
That's because you're used to the counter-intuitive Dual Shock controller.
The difference in the button sizes is very logical: the A button is larger because it's the most used. They are also different sizes so that you can instantly tell via tactile feedback which button you're pressing. The shoulder buttons can be depressed that far because they're analog
Just wow (Score:1, Insightful)
What I found really funny about the article was the fact that he com
Re:Just wow (Score:2)
Maybe he misnamed the article. Maybe he wanted it to be "controller aesthetics" rather than "controller ergonomics".
You're dead on, though. The GC controller is extremely well designed. It fits in your hand, after all. My big problem with the GC controller is it takes just a little bit too much effort to click the shoulder buttons, but to be honest, I don't really notice them all that much.
Plus, I don't know how anyone could call the N64 controller a disaster. It wa
Agreed... (Score:2)
Not that the GC controller couldn't use some small changes, such as the shoulder trigger
Re:Agreed... (Score:2)
Please not, those are probally the worst thing invented in controller history. The thumb twisting required to reach them is just not healthy. I don't mind that much for a stick that I don't have to often, like the C-stick, but having the primary analog stick in that position is causing nothing but pain if I play for longer periods of time, heck even with short periods of play I find that position
Another site... (Score:5, Informative)
It is indeed evolutionary, with each generation resembling the previous one, but a bit different.
Re:Another site... (Score:2, Informative)
Intellivision (Score:2)
Also worthy of retro note is the bizarro Bally Astrocade [geocities.com] gun grip controller which could function as both joystick and paddle.
Re:Intellivision (Score:2)
Re:Intellivision (Score:2)
They'd already mentioned the Colecovision controller, so it would've been repetitive. Intellivision's might have been a better choice, though, because its design was even worse than that of the Colecovision's controller.
Rob
Re:Intellivision (Score:2)
I'm just saying it would have been more interesting showing some of the weirdo concepts that were used before the advent of the dpad (intellivision's disc, Bally's paddle/joystick).
Re:Intellivision (Score:2)
SNES (Score:2)
Powerglove (Score:4, Funny)
Re:Powerglove (Score:3, Funny)
Coleco Super Action Controllers (Score:1)
I agree for the most part (Score:2, Flamebait)
Rob
Re:I agree for the most part (Score:2)
The article was clearly written by a drooling sony fanboy, given that it glosses over the huge honking flaws in the dualshock controller. Not just the painful split d-pad, but the absurdly unergonomic placement of the most important part, the main control sticks. "Cappuccino"? Maybe that wacky "cappuccino like product" you can buy in little packets at the super-market.
Basically, Sony is No
Re:I agree for the most part (Score:2)
(And speaking of monopoly, a lot of people would argue MS screwed up with their first Xbox controller, too. Thankfully they at least fixed that...)
Re:I agree for the most part (Score:2)
Re:I agree for the most part (Score:3, Insightful)
GC flaws:
DS2 flaws:
Re:I agree for the most part (Score:2)
That would be fine if the GameCube was intended to play only Nintendo games, but, whoops, it's not! That's really emblematic of the problems that Nintendo has had in console hardware for the past decade:
Re:I agree for the most part (Score:2)
Missing controllers (Score:2)
Re:Missing controllers (Score:2)
Happy, happy, so happy.
NES Max (Score:2)
Ok, sure it has its flaws, but Nintendo was on the right track here. It's almost like they were thinking of putting an analog stick there, but it just didn't quite make it unfortunately. It's also far more ergonomic than the original NES controller. Unfortunately the d-pad just didn't work too great. I still have one gathering dust somewhere.
TFA has some notable problems and oversights. (Score:4, Insightful)
"This is the current gold standard."
Wait. Hang on a second. The author says the SNES controller was crap (even though it introduced shoulder buttons). They also say the N64 controller was practically an abomination (even though it introduced analog thumbstick and rumble).
Now, stay with me here.
The Playstation Dual Shock controller is very simply an SNES controller with handles, analog thumbsticks, and rumble. How is it that this sets the "gold standard" when all of its components are from such "inferior" products? The beloved Dual Shock is a conglomeration of Nintendo ideas, layouts, and engineering that is almost 15 years old now. Also, it bears mentioning that Sony intentionally violated standing patents and copyrights and included the rumble feature without paying the license fees like Nintendo and Microsoft did. The Dual Shock 2 is a hack and a ripoff, the thumbsticks are poorly actuated, and the d-pad is harsh and uncomfortable. Will someone please tell me how that qualifies it as "the gold standard"? Is it because everyone uses it? Is that what makes it the best?
Now, a couple other things to think about. Here are a list of things that Nintendo invented:
D-Pad
4 Face Button Layout
Analog Thumbstick
Rumble Feature
Viable Wireless
They invented EVERYTHING that every other company uses. Please explain to me why that makes their controllers the worst available pieces of hardware? See I would have thought that would make their controllers cutting edge, the best available technology at any given time, and the guiding light destined to be copied and copied poorly by whichever other companies are occupying the video game market at the time.
One other thing to consider. I have a friend who used to have a bit of a temper when gaming. We played lots and lots of PS2 and gamecube. PS2 controllers will shatter under relatively little force - one strike against a refrigerator and they are just toast! However, my friend through my wavebird all the way across the livingroom THROUGH one of our kitchen cupboards, and it only has a slight scratch on the Z-button.
I just think that says something quality of the Nintendo products.
Re:TFA has some notable problems and oversights. (Score:2)
I've not used a controller that was better. It's the symmetry. Sure these other ones might be better for specific games, but you can't make a jumbled mess of buttons and have it work well for 10 years worth of games.
That's why the PS3 controller did funky stuff with the handles, but didn't touch the button layout.
Thoughts on the article (Score:2)
On the current generation controllers, I think it's maybe a little harsh on the X-Box S-controller. Yes, the white and black buttons aren't brilliantly placed, but it still has a number of advantages over the dualshock. A single set of shoulder buttons, rather than two, feel
Re:Thoughts on the article (Score:2)
Uh...
This [circuitwarehouse.net] seems like a simpler solution.
He's wrong about the Dual Shock 2 (Score:4, Funny)
The circle button is the one next to the circular right edge of the joystick. The square button is the one next to the square center section. The triangle button points up. So all the symbols relate to the physical feel of the joystick in your hands, without looking at it, with the sole exception of "X" which I don't find hard to remember.
On the other hand, the GameCube controller does what he suggests, and labels each button with a letter. And as a result, every time a game tells me to push "X" or "Y" I have to pause, look down at the controller, and hunt for the symbols.
I dunno, maybe "X" and "Y" make sense to people who are long time Nintendo zea^H^H^Hfans, but I can't deal with it at all.
At the same time, he misses the really big problem with the Dual Shock 2, which is that the L1 and R1 buttons are impossible to keep fingers on comfortably while using the analog sticks. With my thumbs on the analog controls, my hands raise up and my trigger fingers naturally slide down to L2 and R2.
I did see a third party joystick which had L1 and R1 lower, and L2 and R2 banked slightly behind them, so that the natural grip was to have all four shoulder buttons under fingers, and thumbs on the analog sticks. Unfortunately, my experience of third party joysticks has been pretty negative.
Re:He's wrong about the Dual Shock 2 (Score:2)
On the other hand, the GameCube controller does what he suggests, and labels each button with a letter. And as a result, every time a game tells me to push "X" or "Y"
Re:He's wrong about the Dual Shock 2 (Score:2)
And once you have to refer to the buttons by shape, you may as well forget the letters, as they're superfluous and unhelpful, which was my point.
Re:He's wrong about the Dual Shock 2 (Score:5, Insightful)
This is confused (have you ever played a game on the gamecube?) -- the gamecube buttons are dramatically different shapes, sizes, and colors, and games inevitably refer to them by showing little pictures of the button in context; you can locate them by feel. As far as I can tell the letters are never used except in online walk-throughs and the like (and for this particular purpose, using letters for each is a fantastic idea).
Morever, the gamecube has an extremely standard set of uses for the buttons (the "main/fire/activate/confirm" button is always big central button, the "back" button is always the little circular button next to it, etc).
The playstation buttons, being identically sized and symmetrical, are actually rather easy to get confused -- and games make this worse by being inconsistent about button assignments (if it were always "circle means confirm etc." that would kind of nice, but it's not).
What's pretty clear is that nintendo puts quite a bit of effort into the ergonomics of their controllers and does a lot of user testing (their most famous developer, miyamoto, is famously obsessed with the subject). Based on the often glaringly obvious problems with Sony controllers (the PSP analogue nub being a great example), it doesn't seem that Sony does much testing at all, and more or less treats controllers as simply another element of the unit's aeshetics.
The main problem with Nintendo's controllers, as far as I can see, is that they seem to do the bulk of testing with their own game designs, so that the results are sometimes awkward for games ported from other consoles and perhaps certain game genres with well-established controller conventions (e.g. fighting games where everybody is crying out for 17 face buttons...).
Re:He's wrong about the Dual Shock 2 (Score:2)
The Zelda "Ocarina of Time" GameCube disc refers to the buttons by label, without pictures of them. That was how I discovered how utterly useless the labels are. If you have to put up a picture of the button, you might as well skip the letter entirely.
I agree that the GameCube controller has excellent ergonomics. I wasn't criticizing it, I was using it as an example of the uselessness of letters as button labels.
(Sheesh, some Nintendo fans
Re:He's wrong about the Dual Shock 2 (Score:2)
Once you look at it that way it's a lot easier. I'm not saying those two buttons a good idea, just that it's a lot easier if you keep that in mind.
Re:He's wrong about the Dual Shock 2 (Score:2)
Re:He's wrong about the Dual Shock 2 (Score:2)
Re:He's wrong about the Dual Shock 2 (Score:2)
Something I forgot in my original posting is that Sony *did* make the "arbitrary labels" mistake on the Dual Shock 2--the shoulder buttons. Whenever a game tells me to push L1 or R1 or L2 or R2, I have to stop and think which button is "1" and which is "2". (I also have problems with L and R, but I assume I'm unusual in
Atari 5200 (Score:2)
While the fire buttons on the side were somewhat less painful than those of the Colecovision (at least they didn't need two pounds of force from your thumb), and favored either hand (the same two buttons were duplicated on both sides), Atari's bleeding-edge use of fle
Improper use of analog joystick... (Score:2)
His history is all wrong... (Score:2)
In the end it was the SNES controller which has influenced modern controllers, with the button layout and the shoulder buttons. I personally think that the author has too much
Right on. (Score:2)
In my house we specifically used the Coleco-stick for all our old-school gaming. We used it on the C-64, the Atari, and the TI 99/4A. It was the best there was at the time.
Re:Debatable... (Score:2)
I don't understand the "short a button" argument. Games that actually use 8 buttons are poorly designed. Plain and simple. It's far easier to add an extra button than to figure out a way to simplify gameplay. That's why the GC's controller is nice, because it encourages developers to simplify gameplay and to reduce the button usage. But saying 7 buttons is worse than 8 is just silly, especially when the shoulder buttons on a P
Re:Debatable... (Score:2)
That's Nintendo's argument, and it's a stupid one. They would say that Nethack is poorly designed because it uses like 50 keys, but I'd like to see them come up with a better way to configure the keymap for that game that drastically reduced the number of keys used.
Rob
Re:Debatable... (Score:2)
Re:Debatable... (Score:2)
Re:Debatable... (Score:2)
Play the game before you pass judgement. Chording (using multiple keys at once) is much easier than remembering individual key locations. That's not just an opinion - that's been proven repeatedly by scientific studies. It's just hard to get people to change.
Reread the description for Turok 2 again. Instead of having 16 different button presses, they grouped them into two sets (better for memory as to the power of each one) and you d
Re:Debatable... (Score:2)
The problem is that a lot of games simply are poorly designed or better not designed with the GC controller in mind, its a fact of live and it won't change anytime soon. Providing a gamepad with not enough buttons simply makes it a pain for the player to play these games and it makes the console as a whole a lot less attractive for third party games, since those are basically never
Re:Debatable... (Score:2)
The Gamecube controller is my favorite of the three, however the lack of buttons really is a problem and I really would like if Nintendo would stop trying to be simple as the rest and provide a consoler that actually works properly with ALL the games and not just that handfull that is released by Nintendo.
It's 1 button! Come on! Are you really telling me that you think it's so hard for a game developer to reduce the button count by one that they can't do it?
Honestly, this is stupid. The only reason you
Re:Debatable... (Score:2)
Sure about that? I count 4 more on the PS2 Pad.
Gamecube: DPad, 2x Analogstick, Start, Z, A, B, X, Y, L, R
PS2: DPad, 2x Analogstick, Start, Select, X, [], O,
Plus all buttons on the PS2 are analog, while the Gamecube only has two of them.
Re:Debatable... (Score:2)
and only 1 more on the Xbox pad. If you're talking about cross platform capabilities, then you need to consider what's common between the other two.
It's 1 if you ignore "select" (only the second shoulder button is missing).
Re:Debatable... (Score:2)
XBox: DPad, 2x Analog, Start, Select, A, B, X, Y, L, R and additionally Black, White, left Analogstick button and right Analogstick button.
Only difference between XBox and PS2 is that PS2 has two triggers, while XBox has the Black, White buttons
Re:Debatable... (Score:2)
Not every game can be SuperMario with only one Jump and one Run button. Back when there still were flightsimulators it wasn't uncommon to have a whole PC keyboard full of functions, many keys even mapped two or three times. And beside other things this ability to have full controll over a whole lot of stuff made, camera modes, engines and such made those games fun, a hell lot of fun. Sure, we don't
Re:Debatable... (Score:2)
Sigh. Why do people misunderstand game design?
Almost every game has a "most commonly used" button. The ones that don't are typically Street Fighter-type games, but even those tend to have a more commonly used attack and less commonly used attacks.
Besides, honestly, if it's impossible to make Street Fighter-type games work effectively on a GC, then you just make another controller specifically for those games. But so far there hasn't