It was designed at a transition point between joysticks and the D-pad. Your right hand goes on the right prong for the A, B, and C buttons. Your left hand should be on the center prong when using a game designed for the joystick, or on the left prong when using a game designed for the D-pad. It's not the most elegant design, but it's really not that hard to figure out.
You're right it's just the system had very few games where the d pad was the obvious primary control device.
What everyone here is really missing is the ahead of its time Golden eye 2 controller two stick setup. They knew where things were going the controller was just a little too soon.
It's gotta be Zoomers looking at it with no frame of reference. Anyone who played this at the time would have recognized the layout here; they were taking the SNES controller, adding an extra set of buttons to be more in line with the 6 button layout popularized by Sega, and then sticking a joystick in the middle. Assigning the c-buttons as directional was actually pretty insightful. They work for camera controls on stuff like Mario 64, but they also function as a top-row/bottom-row for strong-attack/light-attack on D-pad fighting games like Mortal Kombat.
It's not just Zoomers, I grew up when the big systems were PSX and N64. I thought it then, and it still strikes me as valid, that controller looks as though it were designed by some entity entirely unfamiliar with human anatomy. The fact that you could figure out what they intended is ultimately irrelevant as to whether or not it was a good design. The dual shock came out a year after the N64, with a much more comfortable to use anh intuitive design, and I think it's telling that pretty much every major console since has used a controller that takes far more after the Dual Shock design in terms of placement and orientation of the joysticks in respect to other buttons.
I just left twolong comments about this, but tl;dr, there's no DualShock without Nintendo inventing this derpy thing first. DualShock was an industry defining design, but they were refining the functionality Nintendo created.
I mean, at the time it was designed, "both," pretty much was the right choice. Without the D-pad a lot of the titles they could reliably develop, like fighting or puzzle games, would have been incredibly difficult to get working well, but without the joystick, they couldn't launch with titles like Mario 64. It's easy to look at the PS1 Duelshock controller and assume they were idiots, but original PS1 controller only had a D-pad. The N64 beat the PS1 to the joystick by two years, and while it was much derpier than the Playstation's solution, it was integrated from day one.
Idk if both was the "right" choice, but given the virtual boy was a ~year prior... there is definitely wisdom in playing things a little more cautious, which is what I would say the N64 controller represents: a justified fear to commit to the analog stick and remove the D-pad.
Honestly, I think, "both," really was the only choice. No one had developed for a joystick-exclusive console since the Atari days. Most third-party developers would have had a tough time porting and adapting their games over to an exclusively joystick layout. The other consoles of that generation, the Saturn and Playstation, both had D-pad only controllers and D-pad/joystick combination controllers; no one went joystick only. The N64 design was imperfect, but it allowed them to launch Mario 64 and Mortal Kombat Trilogy in the same year (and it was a step up from Sega's crack at it).
On today's standard controller layout, it's easy to use both D-Pad and left Joystick without a third grip. I don't see how that wouldn't have been possible in 1996?
It wasn't impossible, it just hadn't been done yet. 3D games were a new concept, and no one was really sure how to implement them. A joystick made the most sense for moving a character through a 3D world, but the D-pad would work better for pretty much every game that had been developed up until that point. The Sega Saturn and the Playstation both prioritized the D-pad; they both launched with D-pad controllers (the Saturn had a joystick-optional controller, but it's games could be played with the D-pad). The drawback to their designs was camera controls; their games either needed a fixed camera (like Crash Bandicoot) or camera switching (like Laura Croft), where you alternate using the D-pad to, "look," or, "walk."
The N64 controller's design was basically a, "best of both worlds," senerio. Hold it one way and it was a standard D-pad with 6 buttons. Hold it the other and it's a joystick controller with a small D-pad (the c-buttons) and three regular buttons (A, B, and the Z-Trigger). That design made Mario 64 the industry standard for 3D platforming; the c-buttons could control a fluid, free moving camera without giving up access to the joystick. It was revolutionary and set a new standard for 3D gaming...for about a year. Then Sony invented the Duelshock controller, which pretty much every modern controller is based on. But for a while, the N64 controller was the only controller capable of fully utilizing the joystick and the D-pad, and years later, it gets ridiculed for being first.
The N64 beat the PS1 to the joystick by two years, a
It came out about a year and half after the N64. The N64 June 23rd 1996, and all other markets saw a later release. The first DualShock was released in November 1997. and I would say the extra time to reflect and refine the design was well worth it, and something Nintendo should have considered as well.
Being first to the market with a new concept isn't always great if it means you rush a subpar product out the door to try and beat the competition to it.
The N64 invented 3D platforming with this controller, which is why Mario 64 puts things like Crash Bandicoot and Laura Croft to shame; they're creation of the C-buttons allowed for a free moving camera that could be used simultaneously with the joystick, which no one else could do at the time. Here's an old promotional video for the DualShock where a developer even says, "What I'm really excited about is that we can do this on Sony, we don't have to go do it on Nintendo."
Nintendo invented an entirely novel system of inputs to give unprecedented control over a 3D environment. Sony looked at what Nintendo was doing and found a way to simplify those controls, and it was a great design; it's the template for every modern controller. But criticizing Nintendo for not taking the time to, "reflect or refine," the design, even though the design was a groundbreaking achievement in game development at a time when there was literally a new dimension being added to games, is ridiculous.
Goldeneye and Perfect Dark both actually have a set of control schemas...
Where you play with two of these, at the same time.
As well as a number of different one handed configurations, that essentially make it possible to play those games with hands on the left and right prongs, left and center, or right and center.
You may or may not find some of them wonky, but ... yeah, it was a perhaps needlessly versatile design, though also very innovative, though also a bit weird.
I'm pretty sure it was literally the first home game console controller with an analog stick, an actual true analog stick, not counting joysticks with huge bases and a button or two.
This is also the same era where the early Mario party games had minigames where you were supposed to spin thr control stick in a circle very fast.
So uh, beyond that being terrible for the controller...
A good number of kids figured out that you can just grip the center prong and then palm the stick, move it much much faster... but also tearing through your own hand and giving you blisters.
So Nintendo stopped putting those kinds of minigames in Mario Party, and basically issued a health advisory telling people not to do that.
Yeah, I played the N64 version of Rainbow 6, and that game seemed to want me to regularly switch between joystick and D-pad, so I guess some 3rd party developers didn't get the memo, but you're not supposed to design games that way. Technically the Sega Saturn had a joystick on one of it's controllers, but you could also get a D-pad only controller. My friend had that Mario party glove, but we wouldn't let him use it, since it was an unfair advantage. He had to rip the skin off his hands just like the rest of us.
Hah, oh god I remember Rainbow Six on the N64, yes, the controls were clunky as fuck, but, it... was a pretty insane thing to even attempt a tactical shooter with specific squad commands.
I remember just basically figuring out how to map out a good engagement plan for like... an hour.
Then you hit go and basically, the game can often basically just play itself.
It was weird going back to Goldeneye with the N64 controller for a second but then you realize “oh, just hold the center nub with your right hand and it feels like any twin stick shooter today”
It was the early days of 3d gaming consoles. And as nobody knew how control schemes will develop they created this controller with three different kinds of input schemes:
Left on left/ right on right for traditional plattformers
Left on middle / right on right for 3d games that require that analog stick
Left on left / right on middle ............ yeah I don't know either. Twin stick shooters perhaps?
Is there any game that utilized the d pad though? The d pad and the L button must have gone down in history as the most useless buttons ever put on a controller.
I disagree, but I could see it being difficult for some folks with thumb problems.
I had this cool PS2 controller that let you swap the positions of the d pad, analog sticks, and buttons. So you could make it like the Xbox layout, left analog on top left and dpad on bottom left. It'd be nice if more stuff like that was a thing. Though I think most consoles have pretty good accessibility settings now and let you do stuff like that (though not as dramatic as moving hardware of course). It could even adjust the tension in the sticks by twisting em.
The first time I picked it up my hands were already large enough that it just felt normal to have each hand on the outer grips. I've been called a freak. Feared by children and scorned by adults. I was cast out of my village. Given no quarter.
It's been a lonely life, but I yam what I yam.
Fun Fact: Holding it that way makes it a lot easier to break the joystick since you're putting force on it from an angle. As an adult I've had to order after market joysticks with thicker sticks to replace the ones I broke as a kid. They're actually much better with way smoother movement.
What's wrong with the current standard of two sticks? Also, we have had some absolutely phenomenal releases in the past few years; E33, anything fromsoft (especially AC:VI FoR), cyberpunk,I mean the list goes on for quite a while.
Oh I’m not commenting on controllers or the games themselves. To me it’s all the stuff surrounding gaming the last x years:
*game devs get more press for their drama than their games. (Usually some heinous “we treat our employees like shit”. thing if it isn’t a shitty take like Epic tends to push out as of late)
*ai: both it’s implementation and it’s effect on hardware prices.
*season passes, dlc,… this irks me still. Make a complete game already ffs.
*early acces/pre-sale/… and the inevitable first month of patches trying to stop the ship from sinking.
*people losing their shit over gender options or if the female character isn’t enough of a bimbo to their liking.
All that kinda stuff… kinda ruins it for me. People don’t enjoy games anymore it seems, it has become just another opinion rabbit hole for YouTube.
Rewatched Scott the Woz on live service games. Made me so happy to be OK with single player games.
I just finished Cairn, and even though it's not perfect, I had fun (I still reccomend it), and was not raging at xXx_pussyslayer_xXx for one shoting me through a wall, or having to get 10 headshots with a side arm in 1 match or something.
In single player games, other randoms don't dictate your fun. Its just you and the game working together.
The purple version was the best. Mine from 1999 has had the most use and still works the best. I've bought new aftermarket controllers but none stand up to the old translucent purple.
Wtf is that controller? Some kind of new-fangled wireless abomination? That's not original hardware. And, since it is new, why did they put no effort into fixing the joystick? You're just going to get a floppy dick stick in a few years with it anyway.
The difference between that and a modern standard controller for like an Xbox or playstation feels like the difference between a modern standard controller and something like this where you can keep both thumbs on the sticks and have access to all the shoulder and face buttons at the same time
It's a razer wolverine v2 chroma wired. I couldn't find a wireless like that so I went with one like this v3 pro, it's easier to reach the back buttons but also easier to accidentally bump one
The worst has to go to the Phillips CDI. In fairness, this was designed primarily as a remote control, and there was a much better dedicated gaming controller available, but they believed this layout would be adequate for gaming.
The Atari 5200 controller is also pretty legendarily bad. It doesn't look all that bad for the time, but it's so poorly designed that it practically doesn't function.
92 Comments
hOrni@lemmy.world · 62 pts · 175d
SkyezOpen@lemmy.world · 28 pts · 175d
Still beats flying
Fedizen@lemmy.world · 2 pts · 175d
Yeah its more awkward when your copilot is watching you deep throat the throttle.
MidsizedSedan@lemmy.world · 6 pts · 174d
Username checksout
pjwestin@lemmy.world · 54 pts · 175d
It was designed at a transition point between joysticks and the D-pad. Your right hand goes on the right prong for the A, B, and C buttons. Your left hand should be on the center prong when using a game designed for the joystick, or on the left prong when using a game designed for the D-pad. It's not the most elegant design, but it's really not that hard to figure out.
Zoomboingding@lemmy.world · 15 pts · 175d
It's honestly baffling people still riff on this. Anyone that's held the controller for 2 seconds understands it.
tempest@lemmy.ca · 14 pts · 175d
You're right it's just the system had very few games where the d pad was the obvious primary control device.
What everyone here is really missing is the ahead of its time Golden eye 2 controller two stick setup. They knew where things were going the controller was just a little too soon.
PhoenixDog@lemmy.world · 3 pts · 175d
Then there was Turok where the movement forward/back and strafe left/right was on the C-Buttons...
pjwestin@lemmy.world · 13 pts · 175d
It's gotta be Zoomers looking at it with no frame of reference. Anyone who played this at the time would have recognized the layout here; they were taking the SNES controller, adding an extra set of buttons to be more in line with the 6 button layout popularized by Sega, and then sticking a joystick in the middle. Assigning the c-buttons as directional was actually pretty insightful. They work for camera controls on stuff like Mario 64, but they also function as a top-row/bottom-row for strong-attack/light-attack on D-pad fighting games like Mortal Kombat.
hraegsvelmir@ani.social · 4 pts · 174d
It's not just Zoomers, I grew up when the big systems were PSX and N64. I thought it then, and it still strikes me as valid, that controller looks as though it were designed by some entity entirely unfamiliar with human anatomy. The fact that you could figure out what they intended is ultimately irrelevant as to whether or not it was a good design. The dual shock came out a year after the N64, with a much more comfortable to use anh intuitive design, and I think it's telling that pretty much every major console since has used a controller that takes far more after the Dual Shock design in terms of placement and orientation of the joysticks in respect to other buttons.
pjwestin@lemmy.world · 3 pts · 174d
I just left two long comments about this, but tl;dr, there's no DualShock without Nintendo inventing this derpy thing first. DualShock was an industry defining design, but they were refining the functionality Nintendo created.
criss_cross@lemmy.world · 8 pts · 175d
Or you’re like me and you put your hand on the left pron and stretch your thumb onto the joystick anyway. Middle prong be damned.
pjwestin@lemmy.world · 6 pts · 175d
How the hell did you use the Z-trigger?
criss_cross@lemmy.world · 8 pts · 175d
Middle finger stretched to it.
I apparently have large hands.
pjwestin@lemmy.world · 6 pts · 175d
LOL, yeah, you'd kinda have to.
DarkFuture@lemmy.world · 5 pts · 175d
Yup. Middle finger. It's a large hand person thing.
EmpathicVagrant@lemmy.world · 3 pts · 175d
Same same. Alternatively sitting cross-legged use the ball of your foot to press Z
Fedizen@lemmy.world · 5 pts · 175d
This is why hiring the "why not both" girl as lead hardware designer is not always the best strategy
pjwestin@lemmy.world · 9 pts · 175d
I mean, at the time it was designed, "both," pretty much was the right choice. Without the D-pad a lot of the titles they could reliably develop, like fighting or puzzle games, would have been incredibly difficult to get working well, but without the joystick, they couldn't launch with titles like Mario 64. It's easy to look at the PS1 Duelshock controller and assume they were idiots, but original PS1 controller only had a D-pad. The N64 beat the PS1 to the joystick by two years, and while it was much derpier than the Playstation's solution, it was integrated from day one.
Fedizen@lemmy.world · 3 pts · 175d
Idk if both was the "right" choice, but given the virtual boy was a ~year prior... there is definitely wisdom in playing things a little more cautious, which is what I would say the N64 controller represents: a justified fear to commit to the analog stick and remove the D-pad.
pjwestin@lemmy.world · 7 pts · 175d
Honestly, I think, "both," really was the only choice. No one had developed for a joystick-exclusive console since the Atari days. Most third-party developers would have had a tough time porting and adapting their games over to an exclusively joystick layout. The other consoles of that generation, the Saturn and Playstation, both had D-pad only controllers and D-pad/joystick combination controllers; no one went joystick only. The N64 design was imperfect, but it allowed them to launch Mario 64 and Mortal Kombat Trilogy in the same year (and it was a step up from Sega's crack at it).
uniquethrowagay@feddit.org · 1 pts · 174d
On today's standard controller layout, it's easy to use both D-Pad and left Joystick without a third grip. I don't see how that wouldn't have been possible in 1996?
pjwestin@lemmy.world · 2 pts · 174d
It wasn't impossible, it just hadn't been done yet. 3D games were a new concept, and no one was really sure how to implement them. A joystick made the most sense for moving a character through a 3D world, but the D-pad would work better for pretty much every game that had been developed up until that point. The Sega Saturn and the Playstation both prioritized the D-pad; they both launched with D-pad controllers (the Saturn had a joystick-optional controller, but it's games could be played with the D-pad). The drawback to their designs was camera controls; their games either needed a fixed camera (like Crash Bandicoot) or camera switching (like Laura Croft), where you alternate using the D-pad to, "look," or, "walk."
The N64 controller's design was basically a, "best of both worlds," senerio. Hold it one way and it was a standard D-pad with 6 buttons. Hold it the other and it's a joystick controller with a small D-pad (the c-buttons) and three regular buttons (A, B, and the Z-Trigger). That design made Mario 64 the industry standard for 3D platforming; the c-buttons could control a fluid, free moving camera without giving up access to the joystick. It was revolutionary and set a new standard for 3D gaming...for about a year. Then Sony invented the Duelshock controller, which pretty much every modern controller is based on. But for a while, the N64 controller was the only controller capable of fully utilizing the joystick and the D-pad, and years later, it gets ridiculed for being first.
hraegsvelmir@ani.social · 1 pts · 174d
It came out about a year and half after the N64. The N64 June 23rd 1996, and all other markets saw a later release. The first DualShock was released in November 1997. and I would say the extra time to reflect and refine the design was well worth it, and something Nintendo should have considered as well.
Being first to the market with a new concept isn't always great if it means you rush a subpar product out the door to try and beat the competition to it.
pjwestin@lemmy.world · 2 pts · 174d
The N64 invented 3D platforming with this controller, which is why Mario 64 puts things like Crash Bandicoot and Laura Croft to shame; they're creation of the C-buttons allowed for a free moving camera that could be used simultaneously with the joystick, which no one else could do at the time. Here's an old promotional video for the DualShock where a developer even says, "What I'm really excited about is that we can do this on Sony, we don't have to go do it on Nintendo."
Nintendo invented an entirely novel system of inputs to give unprecedented control over a 3D environment. Sony looked at what Nintendo was doing and found a way to simplify those controls, and it was a great design; it's the template for every modern controller. But criticizing Nintendo for not taking the time to, "reflect or refine," the design, even though the design was a groundbreaking achievement in game development at a time when there was literally a new dimension being added to games, is ridiculous.
sp3ctr4l@lemmy.dbzer0.com · 2 pts · 174d
Goldeneye and Perfect Dark both actually have a set of control schemas...
Where you play with two of these, at the same time.
As well as a number of different one handed configurations, that essentially make it possible to play those games with hands on the left and right prongs, left and center, or right and center.
You may or may not find some of them wonky, but ... yeah, it was a perhaps needlessly versatile design, though also very innovative, though also a bit weird.
I'm pretty sure it was literally the first home game console controller with an analog stick, an actual true analog stick, not counting joysticks with huge bases and a button or two.
This is also the same era where the early Mario party games had minigames where you were supposed to spin thr control stick in a circle very fast.
So uh, beyond that being terrible for the controller...
A good number of kids figured out that you can just grip the center prong and then palm the stick, move it much much faster... but also tearing through your own hand and giving you blisters.
So Nintendo stopped putting those kinds of minigames in Mario Party, and basically issued a health advisory telling people not to do that.
https://www.cnet.com/culture/nintendo-offers-glove-to-prevent-joystick-injuries/
... Apparently they actually got sued.
... and offered to give the injured parties... gloves.
pjwestin@lemmy.world · 2 pts · 174d
Yeah, I played the N64 version of Rainbow 6, and that game seemed to want me to regularly switch between joystick and D-pad, so I guess some 3rd party developers didn't get the memo, but you're not supposed to design games that way. Technically the Sega Saturn had a joystick on one of it's controllers, but you could also get a D-pad only controller. My friend had that Mario party glove, but we wouldn't let him use it, since it was an unfair advantage. He had to rip the skin off his hands just like the rest of us.
sp3ctr4l@lemmy.dbzer0.com · 1 pts · 173d
Hah, oh god I remember Rainbow Six on the N64, yes, the controls were clunky as fuck, but, it... was a pretty insane thing to even attempt a tactical shooter with specific squad commands.
I remember just basically figuring out how to map out a good engagement plan for like... an hour.
Then you hit go and basically, the game can often basically just play itself.
Tigeroovy@lemmy.ca · 2 pts · 174d
It was weird going back to Goldeneye with the N64 controller for a second but then you realize “oh, just hold the center nub with your right hand and it feels like any twin stick shooter today”
Evil_Shrubbery@thelemmy.club · 49 pts · 175d
Kolanaki@pawb.social · 32 pts · 175d
The designer of the controller had 3 arms and always wondered why people didn't like the design.
jubilationtcornpone@sh.itjust.works · 27 pts · 175d
Better have a long tongue to reach the "Z" button with.
yermaw@sh.itjust.works · 16 pts · 175d
Yoshis tongue was based on the lead designers
BoxOfFeet@lemmy.world · 8 pts · 175d
Regular length tongue is fine. It's just not inserted all the way in the picture.
jubilationtcornpone@sh.itjust.works · 5 pts · 175d
Understood. My experience deepthroating N64 controllers is ...uh... limited.
kutt@lemmy.world · 3 pts · 174d
The Z-spot
sp3ctr4l@lemmy.dbzer0.com · 1 pts · 174d
... or a better knowledge of your own anatomy and how angles work.
Thats like 4 to 4 1/2 inches to get to the Z button.
If your girlfriend can tickle your pickle, you should be able to uh, handle the plunge here.
Just relax, and say 'Ahh'.
wizardbeard@lemmy.dbzer0.com · 18 pts · 175d
The left hand goes on the left or the middle depending on the game.
Prunebutt@slrpnk.net · 17 pts · 175d
Calfpupa@lemmy.ml · 13 pts · 175d
Gotta get good enough to throat it down then tongue the clit
JackbyDev@programming.dev · 8 pts · 175d
I still don't get how they ever approved this design.
DmMacniel@feddit.org · 25 pts · 175d
It was the early days of 3d gaming consoles. And as nobody knew how control schemes will develop they created this controller with three different kinds of input schemes:
red_tomato@lemmy.world · 3 pts · 175d
Is there any game that utilized the d pad though? The d pad and the L button must have gone down in history as the most useless buttons ever put on a controller.
missingno@fedia.io · 10 pts · 175d
Pretty much every 2D game did.
DmMacniel@feddit.org · 10 pts · 175d
I at least know about Kirby 64 and Pokemon Stadium.
Track_Shovel@slrpnk.net · 8 pts · 175d
Fighting games, esp if you were old school
Denjin@feddit.uk · 5 pts · 175d
The AKI wrestling games like Wrestlemania 2000 and WWF No Mercy
Zoomboingding@lemmy.world · 4 pts · 175d
Some games actually had you holding the middle and left sticks (Wetrix I think?).
Also the D-pad or L button were used to taunt in Smash Bros.
BoxOfFeet@lemmy.world · 3 pts · 175d
Star Soldier: Vanishing Earth
ILikeBoobies@lemmy.ca · 3 pts · 175d
It's better than the current factor for switching between d-pad and joystick exclusive games.
JackbyDev@programming.dev · 1 pts · 175d
I disagree, but I could see it being difficult for some folks with thumb problems.
I had this cool PS2 controller that let you swap the positions of the d pad, analog sticks, and buttons. So you could make it like the Xbox layout, left analog on top left and dpad on bottom left. It'd be nice if more stuff like that was a thing. Though I think most consoles have pretty good accessibility settings now and let you do stuff like that (though not as dramatic as moving hardware of course). It could even adjust the tension in the sticks by twisting em.
Rozz@lemmy.sdf.org · 7 pts · 175d
I had a cheat code for some game where I definitely had to use my mouth or face to move the analog stick.
bert_macklin_fbi@lemmy.world · 4 pts · 175d
I had to use this technique for Shadows of the Empire. I want to say it was the one that let you change between the Outrider, X-Wing, and Tie Fighter.
Rozz@lemmy.sdf.org · 5 pts · 175d
You might be right, it might have been that game. You had to hold it like halfway to the left (or maybe my controller was just old).
Fedizen@lemmy.world · 6 pts · 175d
Should be 3 mouths.
Furbag@lemmy.world · 6 pts · 174d
Honestly, this picture is close to accurate if you were trying to input the code for the debug menu in Shadows of The Empire.
Zachariah@lemmy.world · 6 pts · 175d
mouthanussmuuthbrane@sh.itjust.works · 4 pts · 175d
I've just been stabilizing it in my bellybutton. I need to work on my flexibility.
Zachariah@lemmy.world · 1 pts · 175d
DarkFuture@lemmy.world · 5 pts · 175d
The first time I picked it up my hands were already large enough that it just felt normal to have each hand on the outer grips. I've been called a freak. Feared by children and scorned by adults. I was cast out of my village. Given no quarter.
It's been a lonely life, but I yam what I yam.
Fun Fact: Holding it that way makes it a lot easier to break the joystick since you're putting force on it from an angle. As an adult I've had to order after market joysticks with thicker sticks to replace the ones I broke as a kid. They're actually much better with way smoother movement.
TheGiantKorean@lemmy.today · 5 pts · 175d
Is the middle prong not for perineum stimulation?
FreddiesLantern@leminal.space · 5 pts · 175d
Still a better time than whatever nightmare gaming is nowadays.
YiddishMcSquidish@lemmy.today · 2 pts · 175d
What's wrong with the current standard of two sticks? Also, we have had some absolutely phenomenal releases in the past few years; E33, anything fromsoft (especially AC:VI FoR), cyberpunk,I mean the list goes on for quite a while.
FreddiesLantern@leminal.space · 1 pts · 174d
Oh I’m not commenting on controllers or the games themselves. To me it’s all the stuff surrounding gaming the last x years: *game devs get more press for their drama than their games. (Usually some heinous “we treat our employees like shit”. thing if it isn’t a shitty take like Epic tends to push out as of late)
*ai: both it’s implementation and it’s effect on hardware prices.
*season passes, dlc,… this irks me still. Make a complete game already ffs.
*early acces/pre-sale/… and the inevitable first month of patches trying to stop the ship from sinking.
*people losing their shit over gender options or if the female character isn’t enough of a bimbo to their liking.
All that kinda stuff… kinda ruins it for me. People don’t enjoy games anymore it seems, it has become just another opinion rabbit hole for YouTube.
YiddishMcSquidish@lemmy.today · 2 pts · 174d
The "people losing their shit over gender options" bit hits hard.
Like homie, it's an option. AN OPTION!
Same people bitched about bad bunny but still watched him.
MidsizedSedan@lemmy.world · 2 pts · 174d
Rewatched Scott the Woz on live service games. Made me so happy to be OK with single player games.
I just finished Cairn, and even though it's not perfect, I had fun (I still reccomend it), and was not raging at xXx_pussyslayer_xXx for one shoting me through a wall, or having to get 10 headshots with a side arm in 1 match or something.
In single player games, other randoms don't dictate your fun. Its just you and the game working together.
doingthestuff@lemy.lol · 4 pts · 174d
The purple version was the best. Mine from 1999 has had the most use and still works the best. I've bought new aftermarket controllers but none stand up to the old translucent purple.
BoxOfFeet@lemmy.world · 4 pts · 175d
Wtf is that controller? Some kind of new-fangled wireless abomination? That's not original hardware. And, since it is new, why did they put no effort into fixing the joystick? You're just going to get a floppy dick stick in a few years with it anyway.
Etterra@discuss.online · 3 pts · 174d
And the award for worst controller ever goes to...
I had a more normal 3rd party controller but it was still stupidly big.
cupcakezealot@piefed.blahaj.zone · 3 pts · 175d
no wonder i was so bad at south park 64
whotookkarl@lemmy.dbzer0.com · 2 pts · 175d
The difference between that and a modern standard controller for like an Xbox or playstation feels like the difference between a modern standard controller and something like this where you can keep both thumbs on the sticks and have access to all the shoulder and face buttons at the same time
LifeInMultipleChoice@lemmy.world · 2 pts · 175d
Is that a real controller? I was wondering what they even labeled all the buttons, and got LB LT MU?
On the right it's labeled RB, RT, M2, which means to me it should say M1 on the left, but I would have assumed RM and LM would have made more sense?
whotookkarl@lemmy.dbzer0.com · 2 pts · 175d
It's a razer wolverine v2 chroma wired. I couldn't find a wireless like that so I went with one like this v3 pro, it's easier to reach the back buttons but also easier to accidentally bump one
MidsizedSedan@lemmy.world · 2 pts · 174d
Whatever floats your goat
Evil_Shrubbery@thelemmy.club · 2 pts · 175d
No, left and right hand are switched (the controller rotated upsidedown) so that I can more easily tongue that little stick of joy.
Toes@ani.social · 2 pts · 175d
Did any of you change your controls to use the dpad for navigation in 007 golden eye? My friends called me a psycho for it.
PhoenixDog@lemmy.world · 3 pts · 175d
No because I'm not a psycho.
dvlsg@lemmy.world · 3 pts · 175d
No, but I did use the yellow buttons for movement and the joystick for aiming. I guess that's fairly similar.
PhoenixDog@lemmy.world · 3 pts · 175d
I see you played Turok.
absentbird@lemmy.world · 1 pts · 175d
How Zorro wins at Smash
thatradomguy@lemmy.world · 1 pts · 174d
"Speedrunners hate this one trick"
YiddishMcSquidish@lemmy.today · 1 pts · 175d
Casuals, I stick the left up my butt.
tpihkal@lemmy.world · 0 pts · 175d
Worst controller design of all time.
Denjin@feddit.uk · 22 pts · 175d
Objectively false, and it's not even close
pjwestin@lemmy.world · 12 pts · 175d
The worst has to go to the Phillips CDI. In fairness, this was designed primarily as a remote control, and there was a much better dedicated gaming controller available, but they believed this layout would be adequate for gaming.
hakase@lemmy.zip · 3 pts · 175d
The Atari 5200 controller is also pretty legendarily bad. It doesn't look all that bad for the time, but it's so poorly designed that it practically doesn't function.
Evil_Shrubbery@thelemmy.club · 2 pts · 175d
Yes, this one comes to mind, tho arguably perhaps no games to play with, lol.
Evil_Shrubbery@thelemmy.club · 6 pts · 175d
aeiou@piefed.social · 2 pts · 175d
The Amiga CD one does not look that bad?
Blackmist@feddit.uk · 2 pts · 175d
It doesn't look that bad. And then you hold it. It's like they made a controller based around the theme of stepping on Lego.
Denjin@feddit.uk · 2 pts · 175d
It hurts to hold for more than 2 minutes
jellyfishhunter@lemmy.world · -2 pts · 175d
Maybe this controller was meant for girls.