NX Controller Rumor [Up5: Original was fake, and thus this is too]

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While in TV Mode, they should make a habit of displaying the two sticks in the bottom corners of the TV screen with a display of the buttons as a reference... to avoid the need to look down while playing.
 
In my example the darker area represents a 16:9 ratio and the whole scren is a pseudo 21:9. I think we are doing wrong in to thinking that games will be displayed as 16:9 images scaled to fit the screen and then even cut its corners. IMO the games as it would appear on xbox one, ps4,and wii u will show in the darker area I represented. The extra space in the screen will be kind of an exclusive of the system and used to accomodate hud and buttons, wich ironically would give you a more clear view of the game without huds and what not blocking the view in that 16:9 space. I hope I managed to explain my idea.

Great post! This should keep being quoted until everyone who complains that your hands will obscure the game ceases complaining. Say what you will about touch buttons, the aspect ratio here is a clear advantage over the current 16:9 displays standard for console gaming.
 
What is the appeal of this type of controller/handheld?

Realistically, it's just a freeform haptic touchscreen display, probably with an accelerometer & gyroscope...anything else would make it too expensive.

That doesn't excite me all that much. What does it offer over a standard PSP-like design?
 
What about the controller shell? Did you think of that?
What controller shell? Nintendo shows me an actual controller shell with buttons and a d-pad that they say will be compatible with most games and then I'll give them the benefit of the doubt, but just looking at this thing, right here, right now, I'm out.
 
If the screen was square enemies, items would be obscure too.

You would see the shadow or an arm of an enemy and then use z targeting. You can also hear the enemy and quickly turn the camera. This is nothing of a concern. I played thousands of touch games and haven't felt like my hands covered important things.
 
What's wrong with the concept? If the right stick doubles as a main button (like the GameCube's A) and the rest have decent feedback then the idea is pretty sound

Not if I want to look at my TV. Being able to feel the buttons is incredibly important, especially at high level play.

That competitive Smash scene Nintendo has been trying to show support for? They can't play Smash with this. And don't give me the whole "there will be controllers for that game" excuse. A console's controller should fit all types of games. I shouldn't have to buy a different controller to play Smash.
 
That's not true at all. Other than the "cleaner" interface (which is an advantage by itself), it gives developers complete freedom over how menus and buttons appear in their game. There may be some standardization at first, but consider this:

- the position of buttons can change, depending on the game. Position could even change within the game itself depending on the menu you're in.
- the size, color, and shape of the buttons can change.
- the "graphics" of a button can change. If this mockup is close to the truth, you may not even have an 'A' or 'B' button displayed on the screen. You'd just have something labelled "Attack" or maybe a little picture with a sword.
- the number of buttons can change. Devs with simpler interfaces can omit buttons to save space, while more complicated games can add in more buttons.
- devs can use many different kinds of buttons. You lack imagination if you think digital A and B buttons is all this could do. Imagine slider bars, touch-and-flick buttons, rotating wheels, etc.

There's also the possibility that the system will allow users to adjust how buttons are displayed, giving freedom similar to what Steam controller does. Don't like the default buttons for Zelda? Enlarge them. Shrink them down. "Unlock" them and slide them to a different part of the screen. Hide them in a sub-menu.

Its somewhat similar to how MH3U and 4U implemented the touchscreen as "additional" buttons, and had a virtual D-Pad for camera control that was movable, and resizable. I got used to using the D-Pad, but having to keep track of multiple buttons without a tactile sensation from a standard controller seems like it'd be a problem. Being able to feel the button gives me a sense of reassurance that I am going to be pressing the right button.
 
What is the appeal of this type of controller/handheld?

Realistically, it's just a freeform haptic touchscreen display, probably with an accelerometer & gyroscope...anything else would make it too expensive.

That doesn't excite me all that much. What does it offer over a standard PSP-like design?
New controller options, I guess. Devs could use a pre set input or go the extra mile if they wish.
There's a lot one can do with a set up like this
 
It I have to look down to see what I'm pressing I am never, ever buying this.

I mean, I could tolerate this as a handheld that plays Nintendo's phone games as well or something, but the console is going to need a "Pro" controller. I just feel this will be vastly worse than even the WiiU gamepad in all aspects but weight for how I play.
 
If this is real the GAF made sure that the leaker is already fired today or at least he doesn't have access to the device any more.




Maybe read again what I wrote? I'm not talking about just holding the device. Move your thumb towards the other side of the phone without moving your hand from the device. Like you would hold a gamepad and press buttons on it. Don't tell me that the corner doesn't pressure in your palm when you do that.

Why would you ever need to reach your thumb to the oopposite side of the screen though? Unlike a phone, you'd likely be holding this with 2 hands at all times
 
Wouldn't that allow for more different refreshing experiences?
If executed correctly, it could be a great way to make tutorials for games too.

For example if the game wants to teach me how to jump, the jump button for the game would just rise as a semi-physical button from the touch screen, if the game wanted to teach me how to attack, the attack button would rise as a semi-physical button from the touch screen, allowing players to get the control relatively easily.

again, that's fine on paper, but you're having to do it for every single game all over again... from scratch. having to look down at you hands to see where it's decided to put a button for you press. always looking down to figure what new buttons are appearing with contextual actions...it's not like you're being told square does something and then pressing square because you know where square is.

essentially it's like learning to ride a bike every time you climb on one because they move the handle bars and peddles randomly. there's a reason it's easy to ride any bike once you've learned to ride one. they all work using the same system. all controllers do this. your face buttons, sticks, triggers and d-pad are fixed. you learn where they are so that you never even have to break eye contact with the screen. its second nature...natural. intuitive. like learning to touch type...imagine if the letters moved around on your keyboard. it would be impossible.

you ever see a person who's never played a console game before try to play a game?they constantly have to look at the controller to see WHERE the buttons are, and understandably, they're not proficient at using it. they haven't had long term experience. haven't learned.... but imagine that happening with every game that's released even 5 years after you buy it and have used it every day. that break of immersion while you look at your controller is going to be there with everything unless they standardise it...but if you standardise it...why even bother with screen based buttons?
 
Figured this would be a good exercise. Made a quick UI animation concept:

LwdiSnM.gif



  • Contextual actions/buttons
  • Click down on left analog stick for weapon wheel
Hear it with sound for that extra OOMPH.

If you're trying to turn this into a fap thread, it's working.


Seriously though. I imagine that if digital buttons are going to be used, there are going to be standard set-ups, if not a single standard set-up. That should at least make it easier to remember where the buttons are.
 
You would see the shadow or an arm of an enemy and then use z targeting. You can also hear the enemy and quickly turn the camera. This is nothing of a concern. I played thousands of touch games and haven't felt like my hands covered important things.

I know, i was just trying to say that it's not a problem that your thumbs hide something.
 
Are there still people that are team fake? I think it certainly is a real devkit. The hope is that it won't be the final product lol.

I'm absolutely still team fake. It could be real, but I don't think it is.

Reasons (I've given them before but the thread moves so fast):
1) too fragile: Nintendo makes stuff for kids, an edge to edge screen is breakage city when you give it to kids. I don't think Nintendo would do this.
2) doubles down on the Wii problems and probably makes them worse, in terms of expense
3) it looks exactly like the patent. Which would be unusual. I get things sometimes look similar, but this looks identical.
4) the white version, the UE4 demo makes no sense. Why would someone make a demo that crops the screen instead of displaying the full image? And then, out of pure luck the crop overlaps exactly with a pre-existing screenshot that ? Its just too much to be a coincidence. The "reflection" in the middle just looks like photoshop effect of some kind, it doesn't appear to actually be "reflecting" anything.

Look closely again at that pic. The screen looks as if if it's taken with a flash, but all of the physical pieces look like they are taken in natural lighting. If the reflection is instead a bright light above the unit, why is the rest of the image so poorly lit like it was in natural lighting.

Lastly the way the screen image directly lines up to the control nubs (which appear to be one piece and not movable) seems to be fake. Even if the NX had this donut display, I don't believe that the design would allow the screen to display all of the way to the nubs with zero bezel. I can't think of any device that has completely bezel-less displays like that.
 
What controller shell? Nintendo shows me an actual controller shell with buttons and a d-pad that they say will be compatible with most games and then I'll give them the benefit of the doubt, but just looking at this thing, right here, right now, I'm out.

Nintendo didn't show you this.
 
Figured this would be a good exercise. Made a quick UI animation concept:

LwdiSnM.gif



  • Contextual actions/buttons
  • Click down on left analog stick for weapon wheel
Hear it with sound for that extra OOMPH.

This is why I'm mostly excited for this supposed leak, customized layouts for every game, depending on how imaginative the developers can go. Imagine being able to change the layout similarly to emulators on android. My biggest grip is the nubs, I'd rather have sticks personally.
 
A clickable right stick is no real replacement for an actual A button either, especially for any game that requires rapid presses of the button.
 
Figured this would be a good exercise. Made a quick UI animation concept:

LwdiSnM.gif



  • Contextual actions/buttons
  • Click down on left analog stick for weapon wheel
Hear it with sound for that extra OOMPH.
Calling it now. 240p. /s

The main problem I can see with this is the different button placement. If each game has wildly different layouts it's going to take a very long time to get used to.

Also I don't mind this as the default controller as long as I have an alternative with physical buttons.
 
What controller shell? Nintendo shows me an actual controller shell with buttons and a d-pad that they say will be compatible with most games and then I'll give them the benefit of the doubt, but just looking at this thing, right here, right now, I'm out.
We're all speculating off some pictures. Nintendo didn't show us anything. The thing isn't even turned on.
 
All the mockups look fancy, sure. But then you take a second to think about it and there's absolutely no advantages to this concept. It's an even further crippled WiiU (whose concept was already lacking value big time) which would again add price for no concrete reason. Even when people proclaimed that you could do any Wiimote commands with buttons, the point was still providing a different/more fun experience through motion. Which can't be said for digital buttons and a handicapped video image.

How can you know there are no advantages? And the Wii U was crippled? If you want to suggest that it wasn't powerful enough for third parties, sure, but nothing about the touch screen on the controller "crippled" the console. (I generally agree that the concept didn't seem like a big value add, but that doesn't mean it was crippled.)

Without seeing this in action, or seeing the implementation of the touchscreen, how it interacts with video, or what different approaches they might be taking, we can't judge whether or not there are positive benefits to this design.

If this is just generally, "I don't like Nintendo," or, "I don't think Nintendo knows how to make hardware," then fine. But all these definitive judgments about a product we only have a screenshot of (and not even one showing it in action), and no other information are absolutely ridiculous.
 
To be clear i made that image because there was a wave of posts in the last 10 pages saying "yeah, my hands would cover that up!!"

which maybe is true if you're a true American meatbeast (i am not).
 
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