Soodanim
Member
I used to use inverted too, but I now think even if you can explain it it's unnecessary steps that complicate things. When you tilt your head, there's no conscious "I will contract this muscle and it will pull the back of my head and I will look up", you just look up.for 1st person games, inverted Y makes the most logical sense.
for 3rd person games, double inverted makes the most logical sense.
in first person you look up and down through your character leaning his kneck back and forth. inverted Y axis emulates that perfectly.
in third person you are controlling a camera that's flying around your character. if you have both axes inverted that translates correctly to how the camera flies around your character.
this is why almost every single game in the 90s and early 2000s had inverted Y for first person, and inverted X+Y in third person.
this changed due to PC and console games becoming closer in nature and having more direct 1 to 1 ports of each other's games.
and on a mouse playing inverted was never popular and also makes less sense than on a stick.
and I'm saying all of this as someone who doesn't play inverted anymore... it still makes more logical sense...
just look at how you're moving your controller when you use Gyro aiming![]()
I've always hated inverted X in 3rd person. I get it, but to me it's not intuitive. Most games aren't Mario 64 where you can see Lakitu, the camera is just the viewpoint of the player.
Ultimately we're obviously discussing something entirely subjective, and it's entirely valid to see sticks as either a push or a pull system. I personally see them in an aiming context as a stand in for a mouse, and as such stick with standard X/Y inputs.
Gyro is an interesting one, it depends on how you think of the controller moving. If you tilt to look up, the top of the controller is moving up but the bottom is moving down. I'm glad you brought that up, I've never thought about it before.