F#A#Oo said:Yeah...I agree...
Is it any wonder that so many peoples stopped playing games post-NES and post-SNES era...
F#A#Oo said:Yeah...I agree...
Is it any wonder that so many peoples stopped playing games post-NES and post-SNES era...
TigersFan said:If you're going to make claims like this you have to back them up. I've played SotC, and can't for the life of me figure out why it couldn't have used a few less buttons and been fine. Its got an entire button dedicated to just holding up your sword in the air. Fewer buttons means that devs have to write better camera controls and better context sensitive controls. That's not really a bad thing, is it? I mean, if that had been done, these games would have been even better, right?
agent069 said:![]()
Can you enjoy this 2 button + cross madness?
And what about that :
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Tellaerin said:It's possible to design fun games that can be played using a d-pad and a couple of buttons, just like it's possible to paint a nice picture using only the colors red and orange. (Sunsets FTW.) Does that mean that we ought to eliminate all other colors from artists' pallettes to 'keep things simple'? And if we did, how do you think it would affect the range of pictures they'd be able to paint? Same thing here. Take away buttons, you take away design possibilities. Give them more buttons and they can always choose to use less. Take them away and they might not have the 'colors' necessary to bring their gameplay visions to life.
This analogy is retarded. Comparing the amount of buttons on a controller to the amount of colors in a picture? Come on, now. I know that probably felt really smart coming out, but it makes no ****ing sense.Tellaerin said:It's possible to design fun games that can be played using a d-pad and a couple of buttons, just like it's possible to paint a nice picture using only the colors red and orange. (Sunsets FTW.) Does that mean that we ought to eliminate all other colors from artists' pallettes to 'keep things simple'? And if we did, how do you think it would affect the range of pictures they'd be able to paint? Same thing here. Take away buttons, you take away design possibilities. Give them more buttons and they can always choose to use less. Take them away and they might not have the 'colors' necessary to bring their gameplay visions to life.
:lolmckmas8808 said:POST OF THREAD! OP owned. No seriously this really is the post of the thread.
Larry Bird said:This analogy is retarded. Comparing the amount of buttons on a controller to the amount of colors in a picture? Come on, now. I know that probably felt really smart coming out, but it makes no ****ing since.
:lol
Tellaerin said:It's possible to design fun games that can be played using a d-pad and a couple of buttons, just like it's possible to paint a nice picture using only the colors red and orange. (Sunsets FTW.) Does that mean that we ought to eliminate all other colors from artists' pallettes to 'keep things simple'? And if we did, how do you think it would affect the range of pictures they'd be able to paint? Same thing here. Take away buttons, you take away design possibilities. Give them more buttons and they can always choose to use less. Take them away and they might not have the 'colors' necessary to bring their gameplay visions to life.
It makes perfect sense. You can paint a work of art in 5 or 50 colors, it's up to the artist to decide how to use them well. You can make a brilliant game with 2-buttons or 20. A game like Battlefield2 uses a good amount of keys effectively. Not all games need that. I can play some games with just the mouse. It all varies. But think about this. For one, 3D games require more inputs b/c there are more dimensions to control. There are a lot of games that could not be done with 2 buttons. Some games absolutely mandate all 8. It's just like painting a picture. The Mona Lisa wouldn't have worked in monochrome. Some still life doesn't work in color. It's all about having the right tool for the job, and taking away buttons doesn't ensure that. The analogy makes sense to me. PEACE.Larry Bird said:This analogy is retarded. Comparing the amount of buttons on a controller to the amount of colors in a picture? Come on, now. I know that probably felt really smart coming out, but it makes no ****ing sense.
:lol
Great post. You're right -- many activities require a learned set of physical skills. Two thoughts, though:Tellaerin said:There are many recreational activities out there that require people to learn associated physical skills in order to enjoy. Whether it's dancing, playing an instrument, or sports, physical skills are a bar to entry, and there's a limit to how far you can lower that bar without changing the essence of the activity itself.
Videogames (that is to say, the ones with an action component, rather than exclusively menu-driven ones) are in the same class. In order to get the most out of them, you have to have decent reflexes, and you have to take the time to memorize the positions of a handful of buttons (and a couple of thumbsticks) to the point where you can use them without thinking. Some people can do this easily. Others can't. Just like some people have an easy time learning to play the guitar or keyboards, while others struggle forever without getting anywhere.
To tell you the honest truth, I don't think videogames are ever going to be a 'mainstream' activity in the sense that movies or television are. Most games require dexterity and quick reflexes from the player, and some people just lack those things. They're all thumbs when it comes to the controller. And that's OK - some people can't hit a hole in one or even play Chopsticks on the piano, either. But nobody's seriously going to suggest changing the rules of golf or simplifying pianos because some people don't have the abilities needed to really enjoy those activities. That's what the OP seems to be suggesting - that changes should be made to controllers as a whole to accomodate the people who can't handle them as they are. I couldn't disagree with that more.
You made a good point about companies developing titles for two tiers of players - the hardcore gamers and the casual, non-gaming crowd. (Though I don't exactly care for the way you painted dedicated gamers as pathetic loners in dark rooms - I think that's a wee bit unfair.) While those casual-oriented titles might not appeal to me, and might not capture what I consider to be the spirit of videogames, if there are people who enjoy them, hey, more power to 'em. I just don't want to see development shift away from 'games for gamers', leaving those of us who do (and can) enjoy them out in the cold.
The analogy made perfect sense, the only thing retarded here is the post that I am quoting and the OP's post.Larry Bird said:This analogy is retarded. Comparing the amount of buttons on a controller to the amount of colors in a picture? Come on, now. I know that probably felt really smart coming out, but it makes no ****ing sense.
Foreign Jackass said:Maybe I'm retarded, but there's too many buttons on my 360's controller, and the PS3 just added buttons on their controllers too. Last gen's controllers (GC and PS2) had enough buttons for everything. Stop adding buttons!!!!
*Wii isn't concerned by this rant.
EDIT : I DIDN'T OWN AN XBOX. THIS IS A GENERAL COMPARISON. IT IS EASY TO UNDERSTAND. IF YOU FAIL TO SEE THE AUGMENTATION OF THE NUMBER OF BUTTONS BETWEEN THE DIFFERENT GENERATIONS OF HARDWARE, YOU ARE A RETARD. THANK YOU FOR LISTENING.
anotherworld said:how the hell do you use a keyboard with over 50 keys:lol
anotherworld said:how the hell do you use a keyboard with over 50 keys:lol
Tellaerin said:There are many recreational activities out there that require people to learn associated physical skills in order to enjoy. Whether it's dancing, playing an instrument, or sports, physical skills are a bar to entry, and there's a limit to how far you can lower that bar without changing the essence of the activity itself.
Videogames (that is to say, the ones with an action component, rather than exclusively menu-driven ones) are in the same class. In order to get the most out of them, you have to have decent reflexes, and you have to take the time to memorize the positions of a handful of buttons (and a couple of thumbsticks) to the point where you can use them without thinking. Some people can do this easily. Others can't. Just like some people have an easy time learning to play the guitar or keyboards, while others struggle forever without getting anywhere.
To tell you the honest truth, I don't think videogames are ever going to be a 'mainstream' activity in the sense that movies or television are. Most games require dexterity and quick reflexes from the player, and some people just lack those things. They're all thumbs when it comes to the controller. And that's OK - some people can't hit a hole in one or even play Chopsticks on the piano, either. But nobody's seriously going to suggest changing the rules of golf or simplifying pianos because some people don't have the abilities needed to really enjoy those activities. That's what the OP seems to be suggesting - that changes should be made to controllers as a whole to accomodate the people who can't handle them as they are. I couldn't disagree with that more.
You made a good point about companies developing titles for two tiers of players - the hardcore gamers and the casual, non-gaming crowd. (Though I don't exactly care for the way you painted dedicated gamers as pathetic loners in dark rooms - I think that's a wee bit unfair.) While those casual-oriented titles might not appeal to me, and might not capture what I consider to be the spirit of videogames, if there are people who enjoy them, hey, more power to 'em. I just don't want to see development shift away from 'games for gamers', leaving those of us who do (and can) enjoy them out in the cold.
Tellaerin said:There are many recreational activities out there that require people to learn associated physical skills in order to enjoy. Whether it's dancing, playing an instrument, or sports, physical skills are a bar to entry, and there's a limit to how far you can lower that bar without changing the essence of the activity itself.
Videogames (that is to say, the ones with an action component, rather than exclusively menu-driven ones) are in the same class. In order to get the most out of them, you have to have decent reflexes, and you have to take the time to memorize the positions of a handful of buttons (and a couple of thumbsticks) to the point where you can use them without thinking. Some people can do this easily. Others can't. Just like some people have an easy time learning to play the guitar or keyboards, while others struggle forever without getting anywhere.
To tell you the honest truth, I don't think videogames are ever going to be a 'mainstream' activity in the sense that movies or television are. Most games require dexterity and quick reflexes from the player, and some people just lack those things. They're all thumbs when it comes to the controller. And that's OK - some people can't hit a hole in one or even play Chopsticks on the piano, either. But nobody's seriously going to suggest changing the rules of golf or simplifying pianos because some people don't have the abilities needed to really enjoy those activities. That's what the OP seems to be suggesting - that changes should be made to controllers as a whole to accomodate the people who can't handle them as they are. I couldn't disagree with that more.
You made a good point about companies developing titles for two tiers of players - the hardcore gamers and the casual, non-gaming crowd. (Though I don't exactly care for the way you painted dedicated gamers as pathetic loners in dark rooms - I think that's a wee bit unfair.) While those casual-oriented titles might not appeal to me, and might not capture what I consider to be the spirit of videogames, if there are people who enjoy them, hey, more power to 'em. I just don't want to see development shift away from 'games for gamers', leaving those of us who do (and can) enjoy them out in the cold.