Anybody still care about Vibration Functions on controllers?

Suikoguy

I whinny my fervor lowly, for his length is not as great as those of the Hylian war stallions
I recently this week switched to wireless controllers since cords get in the way in the trailer i'm stuck in for the next few months. I've never bothered to turn on the vibration function, nor do I care to. Has the novelty just wore off? Anybody else still have to have vibration in their games?
 
Suikoguy said:
I recently this week switched to wireless controllers since cords get in the way in the trailer i'm stuck in for the next few months. I've never bothered to turn on the vibration function, nor do I care to. Has the novelty just wore off? Anybody else still have to have vibration in their games?

No, I have 4 wavebirds, and tbh I couldn't care less about rumble.
 
When I play any game, turning off the vibration is the first thing I do. I don't think it enhances gameplay, for me it's just annoying.
 
I can live without it, but I really prefer to have it, since I think it adds to the experience. I'd stick with a corded controller if it meant losing vibration.
 
I just started using a wavebird, and I do in fact miss some rumble feature..

In games that I get really really into, rumble usually helped the game communicate to me ... or let me know of my current situation....

hard to explain, but certainly rumble features haven't ever realized their full potential...

for example (the best I can think of) .. a quick rumble always told me when I'd successfully done a boost in Crazy Taxi... and if I didn't feel the rumble then I'd quickly boost again (being that the rumble started before the car actually visually boosted)
 
Hmm, I've played RE4 with my wavebird, due to sitting on my couch to play it, but I love the feature still. The only time I've turned it off this generation was during GTASA missions of helping Zero on the roof to shoot those small aircrafts
 
Add my name to the list of those who still care about it.

I guess I could live without it if I had to, but it wouldn't be a life worth living...

Rumble just gives explosions that extra added umph. If anything, I think games need more feedback of some kind.

Plus how do you expect to find all the secrets in Ocarina of Time without it?
 
it's important. when there is none it feels like there's "something" missing, until it's turned back on and ai realise "Oh! that's what it was!"
 
I hate when it vibrates during a cut-scene, since I usually put the controller down on the floor, which causes it to start making this loud sound and moving around.
 
I still use the vibrate functions in as many games as possible on the GCN and PS2. Stopped bothering with the N64 vibration after a couple of batteries.
 
Arctic Thunder for Xbox will make your arm fall off the controller vibrates so much. Thats the first a game ever made my arm hurt, course it didn't help that I love the game and played it for hours anyway. I had to get number one in every race with all thing unlocked.

a little off topic i know
 
It's all about the implementation to me. MGS3 was a very good axemple of how it should be used, Fatal Frame 2 is an example of how it shouldn't be. With FF2 it will vibrate so vigorously when attacked by a ghost I was wondering if the developers were trying to 'satisfy' their female gamers.
 
I still say the best two unique uses of the rumble when it was new was Goldeneye, and OoT (fishing). Sure, you'd forget about the rumble in Goldeneye, but that's what it made so brilliant - it was realistically subtle when you fired pistols. Added greatly to the feel, especially since the controller with the Z-trigger felt wsomewhat like a gun anyway. And the fishing game in Oot blew me away. I spent hours on that thing, reeling in fish using the rumble. Oh yeah, it remains one of the few actual GAMEPLAY enhancing uses, with teh Stone of Agony. Which I acutally used.
 
Cubsfan23 said:
Yes. I want my girlfriend to continue playing Rez ;)

LOL, awesome.

Actually that's good pint ... Rez and other music games have come to rely heavily on rumble, seeing that they get you into the game and keep you in rhythm with the beat.
 
It's very useful in online games, like FPS games and racers. In the middle of a crazy firefight, with lots of lasers and things blowing up with flashes, it might be hard to notice that youre getting shot at, if you feel it, you know faster than you are in dangerous.
 
I don't seem to miss it when I start playing a game without it, but going back to a game without rumble when I'm used to it just feels weird.

Overall, I prefer to have it.
 
I wish controllers continue to vibrate. It's not explicitly enhancing gaming experience but it does influence somewhere.

I remember on of the most original use of vibration: Metal Gear Solid at Psycho Mantis!
 
Force Feedback is essential in racing games and flight sims. There's only one racing wheel that has a decent "rumble", it's Momo Racing Force Wheel. Some half-decent flight sticks were released a few years back, but now it looks like they're gonna bury flight sims for good (who can blame them, nobody plays them anymore). Too bad :(
 
Yup, I care. It's my only problem with the Wavebird, which I won't be using anymore (got those ugly mad catz wire extensions =\ ).
 
It's very useful in shooters, when there's a lot of noise, light and crap on screen, it's a great indicator that you're being shot.
 
It depends on if it's used effectively. For instance in MGS when you're in a sniper mode and the controller vibrates as if it was your heat beat.

But if it's just being used whenever there's an explosion...no point really. For most games Wireless > Vibration.
 
Bebpo said:
It depends on if it's used effectively. For instance in MGS when you're in a sniper mode and the controller vibrates as if it was your heat beat.

But if it's just being used whenever there's an explosion...no point really. For most games Wireless > Vibration.
Exactly. If it's a game that does it well, sure thing. But if it's has crappy execution (like it only activates once in a blue moon) or goes off full blast for long stretches, it can be very distracting and annoying.
 
Put me down in the yes, but only if it's done effectively camp. Far too often the implementation is just lazily putting it onto full whack whenever something rumbley happens. It's definitely a immersive gameplay feature that I think's worth keeping.
 
I used to love it back in Golden Eye. The better guns just felt so much more powerful. It was cool in OoT as well. But I find that I dont even feel it anymore, my brain just tuned it out. When the wavebird came out I never looked back.
 
I only use my Wavebird for my Cube games and I don't particularily miss it. Sometimes I hardly notice it with Xbox games, but on ly because I'm so used to it. If they took it out of next-gen controllers, though, it'd just seem like a step backwards.
 
It's not something I tend to notice consciously when it's there, but I definitely feel like something's missing when it's not--impacts, explosions, etc., all feel muted. Deadened. I'd sacrifice wireless functionality for a good solid rumble function in a heartbeat.
 
This thread is making my wavebird seem even more worthless now. And I just got it. :(

It's just so close to being perfect. It's awesome -- I waived it up in the air going "hey no wires!" for a few seconds after getting it but then I fired up F-Zero and it just felt... different. Why the hell doesn't Nintendo release a wavebird with rumble? It's not impossible -- the logitec PS2 wireless controller has it and it goes up to 50 hours. ARGH.

-10 Nintendo.

And Sony should release a wireless Dual Shock 2 dammit. As good as the logitec controller, I prefer the DS2. After wavebird sony has no excuse not to make a wireless DS2. >_<
 
As long as they leave in the option to turn it off, I think rumble should be in every controller (save for wireless ones if it eats up battery). You never notice that you don't have rumble when you're using a wavebird, but you do notice it when you're using a normal controller. Rumble plays an important aspect in some games, such as boxing games when it tells you how hard you've connected with a hit, or fighting/action games when a big rumble immediately tells you that you just lost a lot of health.
 
I think it matters. In NBA street vol. 2, when you crash into an opponent, or dunk (get dunked on), you can feel that contact, which adds to the feeling of "being there". Another example is Outrun 2. Even with a standard controller, when you're rolling on cobblestone, you can"feel" the ground beneath you. Think about it: what would Metal Gear Solid be without feedback, Hmm?
 
Nope, not me. Its not really a big deal, i like it when playing nascar rumble on psx 1 tho. But other then that, i dont really notice it anymore and just leave it be.
 
feedback/vibration has become second-nature to me by this point. While a lot of games make poor use of it, it seems the really keen developers take great advantage of it and now it just feels "right" to have vibration as part of the tactile feedback from interacting with the game physics being viewed with the eye.

So yeah, vibration is now for me a required feature.
 
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