I write long-winded posts, sorry, but I do. If anyone finds them as such, maybe they shouldn't click on topics started by myself and just let them die if they're so bad? But no, they have to try to make names for ourselves by attempting to dog me and posting about my posting "history" as "evidence" to how "lame" I am. Pffft...And to go further let's make a SEPERATE topic as if to try and undermind this one?
The reason why I created this topic (despite there being so many Revolution controller topics) is 'cos I didn't want another one of my concepts to get overlooked by posting them in tired or dead threads. The topic may be have been beaten into the ground with alot of you and that's fine, but why "feed the insanity" if you hate this topic so much. Face it...we don't know much about the Revolution controller...maybe it's foolish to try and predict or theorize on it...but it's what some of usgo to message boards for...to speculate and theorize and weigh the pro's & con's of this or that idea/design. Why do such things offend some people so much.
This is why I propose that there be ONE end-all thread (maybe even possibly this one) for "Nintendo Revolution Controller Speculation" so that if someone has an idea or wants to post thier concept or maybe they found a fake...they actually have one place to go to post about it instead of a seperate thread for every goofy idea and/or fake out there.
Back on topic...Amoungst some of the posts I did find legit questions so I'll try to answer them as best as I can no matter how much my simple harmless speculation offends or angrifies some others.
Cold-Steel...
There's two theories going around the main concensus in regards to what you're saying. Some are saying that with the GCN controller ports comes BC with past generations and therefore the new interface won't have to accomedate for them. Others are saying that the new interface will include new ways to play as well as all the functions of past controllers. I'm with that group...and if you notice, the mockup I've created is accomedating for BC even with GCN...
GCN::REV
-Start::Start
-Z::Select
-4 face buttons::2 face buttons with hi & lo functions each
-Stick::Stick
-C-Stick::Trackball
-D-Pad:

-Button
-L & R Clickable Analog Triggers::L & R Clickable Analog Toggle Wheels + Grip Sensentivity
Paladin69...
Again, it's more inviting than current controllers main 'cos of thumb placement. With GCN, X-BOX, 360, PS2, PS3 the player has 4 possitions to place thier thumbs across the face of the controller...this is very intimidating to non-gamers & drop-out gamers. In my design the 4 possitions become 2 without losing function by bringing everything closer together. While that may seem cramped or undoable the stick (on the left) and the buttons (on the right) are on raised surfaces so as to keep the thumb placement more centralized to 2 possitions instead of 4, but also prevents accidental pressing. Also...the face buttons are more basic/simplistic and less intimidating 'cos there's only 2 of them...but since each button has a hi & lo press, that basically means 4 buttons in the guise of 2 so as to be more inviting without losing function.
However...the clincher that goes along with the Iwata comment about a mother picking up a game after watch her child play is the gyro motion control. People can understand swinging or shaking, rattling, steering, aiming, etc. 'cos those are day-to-day motions everybody does. *That* will get them interested enough to at least hold the controller 'cos that is more understandable than memorizing all the sticks, triggers & buttons, let alone combinations of those functions.
KDups...
I have thought of that...it's part of the reason I've reverted back to a one-peice controller design instead of a gyro centric two-peice interface. It could be possible (I don't think very likely though) that there won't be gyro's in the controller, but there will be AT LEAST some kind of motion sensing technology like a built-in tilt-pak at least I'm sure. With a one-peice design, gyro motion control doesn't take center stage as "the" Revolution...but it plus grip sensitive control could very well be it.
djtiesto...
Thank you for your kind/sensible post. I don't know why my simple doodles offend people either???
Ancestor_of_Erdrick...
Sorry...the drawing is a face view and the line down the center of the controller is a crease in the paper I drew it on. In past doodles I've drawn I had two-peice interfaces, some where they're totally seperate, others where they have attached & detached modes. I went back to a one-peice design 'cos of price, practicality & battery life issues. This new design isn't a two-peice interface...however...holding one of these controllers in each hand will make dual-gyro motion control possible with games like Punch Out! where you shadow box your opponent, or Pilotwings piloting a hang-glider or para-shoot, or dance/rythm games, sports games or even a game that calls for the player to simulate using a sword & shield by holding one controller in each hand...there's tons of potential.
As far as the hi & lo functions go. Think of a teeter-totter button...the upper & lower parts have thier own presses, making it a 2-in-one button. So while to the non-gamer, casual gamer or drop-out gamer it looks like 2 simple buttons...it's actually 4. It would be less intimidating to them (probably a goal for Nintendo). Plus a two-part button would be cool for games that call for quick presses between them for combos...or imagine holding the "hi" part of a button to "increase power" and then slowly (or quickly) shifting your thumb down to the "lo" part of the button to "decrease power" in other games. Less is more.
Shaheed79...
I did put alot of time into brainstorming this. I have tons of different doodles and (for now) this is the most ergonomical/playable design for what I'm calling for it to do. I wanted to make a controller that could be held "normally" in the traditional horizontal way, but I also wanted to make it long enough & thin enough in the middle to be held (like a dumb bell) vertically with one hand. Also...I designed it to where the controller (when held in one hand) could be shaped in a way that the players thumb could still reach/use the face controls. Holding one controller in each hand the player could still have any combination of the face functions at thier disposal
because of the controller's odd bone shape which would not only allow for lot's of different ways to play but goes right back to giving them the freedom a two-peice gyro motion control interface.
Why did I design it in such a way? Because I wanted to give the sence of freedom (of dual gripped gyro motion controls) without the sacrifice to price, practicality & battery life. Also, 'cos I think Nintendo is headed in the dirrection of being able to hold one controller in different ways and getting the player to become more active in the way they control. Look at NDS, look at Wario Ware, look at the new Mario Party even...2 players on each controller!!! Designing a controller with that in mind might call for an odd shape like my bone-like design as long as it's comfortable/functional to hold.
I like to think of this new concept like the redesigned NES "bone" controller. If any of you have one, hold it horizontally (traditionally) in both hands, then hold it vertically (like a dumbell) in one hand...it's comfy either way! Hold it vertically, imagine it a lil' larger with more function, wireless, more features and gyro motion control...it would still be comfy despite looking like a bone! Hold it horizontally again, imagine it having larger shaped grips build in where your hands would hold it on either in (like today's controllers)...it's still comfortable and it still works.