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My Nintendo Revolution Controller Concept

DrGAKMAN

Banned
Concept...
nintendorevolutioncontrollerco.jpg

Description...
nintendorevolutioncontrollerde.jpg


Any questions? I'll be more than happy to answer.

Better revision on page 2!!!
 
Snide remarks are welcome, but I hoped for more serious discussion or questions.

I don't understand how this is too complicated...in fact it's less complicated than my past (two-peice) designs and even less complicated than the GCN, X-BOX, X-BOX 360, PS2 or PS3 controller designs 'cos there's only two thumb placements instead of four.
 
I don't see any point whatsoever in these "concepts" as none of you have any idea what the revolutionary aspect is and what it isn't.
 
Again...I welcome snide remarks, but aren't forums for discussion & speculation? I realize that there's alot of controller concept threads (or should I say FAKES with tons of "it's fake" vs "it might be real" debates), but there's about 5 times more NDS vs PSP sales threads so I don't see the problem.
 
but there's about 5 times more NDS vs PSP sales threads so I don't see the problem.

Well agreed that there are a lot of those threads, but at least there are weekly sales updates for people to talk about. And new game releases.

On the other hand Nintendo rarely gives out any info, and when they do it's usually so cryptic that no one could possibly guess what they're talking about. I think everyone beat this Revolution thing into the ground. We're all just waiting for the thing to be unveiled.
 
Matlock said:
This isn't PlanetGameCube.

That was uncalled for, someone actually posted something different from the typical 'Best [insert game genre] Ever' Thread or the Metroid Prime > Halo Thread.

No need for it.
 
Screenboy said:
That was uncalled for, someone actually posted something different from the typical 'Best [insert game genre] Ever' Thread or the Metroid Prime > Halo Thread.

No need for it.


When did this forum turn into the IGN boards? Did you see what he did? He literally drew a picture of what I guess is his concept for the revolution controller. Maybe you missed his post. I am willing to give you the benefit of the doubt here. =P
 
I don't know about all these mockups but there is one thing we can assume for sure.

The Revolution's controller will have:

-Start
-Select
-R
-L
-X
-Y
-D-pad
-Analog Stick
-C-Stick (or buttons)
-A
-B

So we should throw all these wacky notions out of the window already.

Perhaps it is detachable? As in, it splits in two? One side is gyro powered, the other is not.
 
Screenboy said:
That was uncalled for, someone actually posted something different from the typical 'Best [insert game genre] Ever' Thread or the Metroid Prime > Halo Thread.

No need for it.

His posting history (from PlanetGameCube, even!) is laden with long, drawn out and incoherent rants about Nintendo that make even loki go tl;dr. And now he decides to play show and tell with a drawing he did? Pfft.
 
Cold-Steel said:
I don't know about all these mockups but there is one thing we can assume for sure.

The Revolution's controller will have:

-Start
-Select
-R
-L
-X
-Y
-D-pad
-Analog Stick
-C-Stick (or buttons)
-A
-B

So we should throw all these wacky notions out of the window already.

Perhaps it is detachable? As in, it splits in two? One side is gyro powered, the other is not.
They better not pull that "c-stick" stuff again. Two proper analog sticks aren't too much to ask for.
 
Wouldn't it be kind of crazy if the Rev controller didn't feature gyroscopic technology? It's kind of been assumed that it's a key feature. Granted Nintendo has been hinting at it with their GB games, but I think a lot of people would be seriously let down if the Rev didn't have it.
 
I don't understand what the deal is... some people just want to show their ideas with the rest of the message board (no matter how apathetic they might be). GAKMAN wasn't causing trouble or inciting a flame war with his post, why do people take such offense?

Personally, I like seeing what other people come up with and speculate about, when it comes to this industry... sometimes the fans have better ideas than the professionals :P
 
Personally, I like seeing what other people come up with and speculate about, when it comes to this industry... sometimes the fans have better ideas than the professionals :P

Please, did you ever see IGN's clay gamecube controller mockup? That was first rate!
 
DrGAKMAN said:
Concept...
nintendorevolutioncontrollerco.jpg

Description...
nintendorevolutioncontrollerde.jpg


Any questions? I'll be more than happy to answer.

I'm interested in your concept, but the pictures confuse me a little. Are we looking at a top-down view of the controller? Does it split in half along that "seam" in the middle?

I also can't quite make out how the A high and low and B high and low work.
 
Matlock said:
His posting history (from PlanetGameCube, even!) is laden with long, drawn out and incoherent rants about Nintendo that make even loki go tl;dr. And now he decides to play show and tell with a drawing he did? Pfft.

:lol my mistake, didn't know you did your research!
 
I can appreciate how you put a lot of time and thought into this so I'll give you an honest response. I hope the controller is nothing like that. Some of the functions sound interesting but the controller design itself screams impractical just because of how different it is. It reminds me of that tactile touch-screen mock-up.
 
FWIW, i liked your GRIP concept a bit better from what i remember. It wasn't feasible for a standard controller, but it could've been interesting as something from a third party.

The main problem with your concept is that the buttons are too close together. The left analog would overlap the jog wheel when pressed to the right, and the hi/low A and B buttons are too hard to distinguish, unless i'm just missing the perspective.

Also, the mic and headphone jack need to be in the center. i imagine that the current mic placement would get almost as much attention from thumbs as the trackball.

Speaking of which, i do like the idea of a trackball - good ones work quite well and could be a quite useful replacement for the analog sticks we use now, but i don't know how well they'd work long term given the constant pressure you'd be applying to them. Seems like it would be painful in a controller. And the dual controller scheme reminds me of Smash TV which i like, but not as a standard feature.
 
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::D-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.
 
aoi tsuki said:
FWIW, i liked your GRIP concept a bit better from what i remember. It wasn't feasible for a standard controller, but it could've been interesting as something from a third party.

The main problem with your concept is that the buttons are too close together. The left analog would overlap the jog wheel when pressed to the right, and the hi/low A and B buttons are too hard to distinguish, unless i'm just missing the perspective.

Also, the mic and headphone jack need to be in the center. i imagine that the current mic placement would get almost as much attention from thumbs as the trackball.

Speaking of which, i do like the idea of a trackball - good ones work quite well and could be a quite useful replacement for the analog sticks we use now, but i don't know how well they'd work long term given the constant pressure you'd be applying to them. Seems like it would be painful in a controller. And the dual controller scheme reminds me of Smash TV which i like, but not as a standard feature.

Thank you...this is the kind of constructive post I want to help me fine tune my design. I like my two-fisted grip design better too, but you're right...it wasn't feasible as a standerd controller. Hence why I went back to the drawing board and back to a one peice controller.

You say the main problem is that everything is close together...it does look scrunched, but the darker parts of the face around the main stick and the buttons are a raised surface keeping everything close, yet keeping things seperated in case of accidental thumb slipage. I find that alot of novice gamers find it difficult to think of where to place thier thumbs when playing games even...I designed the face layout with this in mind.

The hi & lo functions of the buttons, I guess, need more explaining. There's only 2 face buttons, but the line running thru them is actually a seperating angle. The angle divides the top from the bottom 'cos the top of the button is the "hi" press and the bottom on the button is the "lo" press. I have more on this in my previous post.

The mic needs to be moved so as to not pick up thumb sounds, I agree...I've already found out where I wanna move it to in my more fine-tuned design so that it's outta the way, but still usable. It won't be in the center though 'cos the grey area (which also encompasses the whole back of the controller) is the touch/grip sensitive area so I don't want anything in the way of that. Plus, when holding the controller vertically I don't want the mic to be covered by one's palm or the headset jack to be in the way either.

The trackball would be a great addition, but you're right, there would have to be some way to clean it (as you would with a PC mouse). I'm thinking either making the faceplate removable or making it so where a brushing tool could be inserted to clean it from the inside. With a removable faceplate you could change trackballs & faceplates for different designs, but making it removable could also invide problems...so I think I'll go with a cleaning hole to insert a tiny brush to keep the trackball working.

Holding two seperate controllers so as to get that dual-gyro effect is why I made it holdable vertically. This too, reminds me of Smash TV where one controller was used in each hand. And again, I agree that not all games would use it, but for those that did, it would be a neat option. While I went "back to" a one-peice controller with this design, 'cos of it's shape the possibility of holding two of them for dual gyro is still open.
 
hi drgakman,

i like your drawings but i really do think that your concept is a bit too complicated in the sense that it's trying to get everything on a controller. the more bits you have, especially moving parts, the more possibility it can go wrong and break down.

it would be indeed interesting to see what nintendo will come up with after all the hoo-ha. if they don't have a D-pad and everything's on analogue, would it anger all the beat 'em up fans? if it doesn't have some sort of dual-stick/ mouse/ trackball kind of component, would FPSers be neglected?

by focusing on a small handful of key aspects, and making them robust and fun, are existing gamers prepared to change their ways and try out something new? a lot of people have commented on past touch screen games and how dire they were, but the NDS is now doing great and developers are finding new methods of utilising this interface.

so if the "look" function of first person games are controlled by the gyro mechanism in the new pad, say, are hardcore FPS games prepared to try it out? and will this type of player input attract new gamers just as the touch screen on the NDS? of course, the gyro mechanism can cater for many different types of games than just FPS, so that's what i meant by focusing on a small handful elements.

damn, i sound so boring... -_-!! but i hope you get what i'm saying.
 
sp0rsk said:
I made this based off of insider info.


Now you're playing with boobies!!!

give it a nurple to run left a titty twister to jump. caress the nipp ever so soft to crawl.

brilliant. lol
 
StRaNgE said:
Now you're playing with boobies!!!

give it a nurple to run left a titty twister to jump. caress the nipp ever so soft to crawl.

brilliant. lol


Someone said that video games are getting too "hard". Nintendo wants a controller that even your mother can play with.
 
jerrymaguire said:
hi drgakman,

i like your drawings but i really do think that your concept is a bit too complicated in the sense that it's trying to get everything on a controller. the more bits you have, especially moving parts, the more possibility it can go wrong and break down.

it would be indeed interesting to see what nintendo will come up with after all the hoo-ha. if they don't have a D-pad and everything's on analogue, would it anger all the beat 'em up fans? if it doesn't have some sort of dual-stick/ mouse/ trackball kind of component, would FPSers be neglected?

by focusing on a small handful of key aspects, and making them robust and fun, are existing gamers prepared to change their ways and try out something new? a lot of people have commented on past touch screen games and how dire they were, but the NDS is now doing great and developers are finding new methods of utilising this interface.

so if the "look" function of first person games are controlled by the gyro mechanism in the new pad, say, are hardcore FPS games prepared to try it out? and will this type of player input attract new gamers just as the touch screen on the NDS? of course, the gyro mechanism can cater for many different types of games than just FPS, so that's what i meant by focusing on a small handful elements.

damn, i sound so boring... -_-!! but i hope you get what i'm saying.

Thank you.

In past designs I had WAY more features and such, so I've calmed down a bit. I had everything from sensory feel buttons, GB cart slots and built-in touch screens on my designs...so this is really quite modest *and* feasible. So really, this new design isn't too complicated nor does it have the kitchen sink in it either. Nintendo makes durable products so I don't see things breaking on the controller. Buttons, rumble, toggle wheels, sticks, trackballs, etc. have all been put in consumer products in the past so I don't see them "breaking" and the gyro & touch/grip sensitive control are more internal so I don't see that as a problem.

I agree that several innovations (some being small additions like a trackball, toggle wheels or mic) are what the Revolution interface will feature just to make the deal nicer...but the bulk of the innovation will come from the two new "main" features. Like NDS, it has a mic, wireless, GBA connectivity and all that, but it's main innovation is driven by two bigger features (being the touch screen & dual screen). The Revolution's features would be the gyro motion control and the touch/grip sensitive skin on the body of the controller.
 
if the Revolution indeed contains all those features, wouldn't it drain the battery quickly?

I always thought the limitations of the GCN controller compared to XBox and PS2 in terms of numbers of buttons and sensitiity/analog triggers helped Nintendo make an efficient Wavebird, and kept Microsoft (who seems to have kept the same or simplified their controller for the Wireless XBox 2) and Sony from being able to make a cost-effective wireless controller this generation...
 
Alcibiades said:
if the Revolution indeed contains all those features, wouldn't it drain the battery quickly?

I always thought the limitations of the GCN controller compared to XBox and PS2 in terms of numbers of buttons and sensitiity/analog triggers helped Nintendo make an efficient Wavebird, and kept Microsoft (who seems to have kept the same or simplified their controller for the Wireless XBox 2) and Sony from being able to make a cost-effective wireless controller this generation...

I don't see how "all those features" would kill battery life. Rumble would be the most draining, the rest are simple buttons, wheels, a stick & a trackball. And the grip sensitive skin shouldn't be too demanding either. Hell if Nintendo can get NDS to run wirelessly with two screens plus all it's features I seriously doubt this controller would be so draining.
 
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