Retro Studios on why they didn't do dual analog in Metroid.

SiegfriedFM said:
Standard controls > "innovative" controls that never feel quite right

Oh well, I bought Metroid Prime thinking I could adapt. Being stuck in Phazon Mines for hours it's obvious that I can't. Metroid Prime 2 sales -1. No big deal. I have other games to play this fall.

Wouldn't standard controls be a mouse and keyboard?
 
DaCocoBrova said:
Just give us the gotdamn option!!!1

Sh!t.
Hit the nail on the head. Prime's controls are workeable, but so are a lot of games. I don't care what they say, Metroid Prime is a fucking FPS. It should have FPS controls. It would have made it a lot easier to jump right into IMO. Oh well, it takes a little getting used to, but at least it's playable. But that's a real copout of an excuse. At the very least, make it an option in the controller settings. PEACE.
 
no one complains about having options. But you see, this is the real world. Perhaps in some magical fairie realm, resources are free and everyone has the ability to stop time to get all of their work done. Such is sadly not the case.

It would have taken time and effort on retro's part to add this option. This would have either delayed the game, (in which case, fuck you, I don't want the game delayed for an option I'm not going to use) or something else would have had to have been cut from what was there in order to give this option (in which case, I wouldn't want it cut)

It amazes me how easy people think shit is. "Oh, why didn't they spend the week to add online play?"

I went to a video game conference in chicago recently where developers have panels where they all talk about a certain subject. One was on making games playable online. The entire panel agreed that it was an unbelieveable nightmare that can take upwards of 40% of the total development cycle. It requires a dedicated network team, working throughout the entire creation of the game along with months of testing.

Hell I remember when I worked over the summer at a software company we were freaking out because the developers were thinking of making one minor change to a single button. This minor change was going to take aproximately a week to implement, and a further week just of testing. Just for 1 minor change to 1 button.
 
Hellraizah said:
And I'm glad you don't make video games. You know, there wouldn't be any rooms for OPTIONS.

What I see here is a vast majority of gamers that DON'T want the option in a Metroid 3D game fearing it would control better. What is the point of not having the option ? You could still use the old control method, only people wanting dual analog stick would be happy.

I agree, it would cause a real mess if Metroid Prime 3 came with the dual analog option and that 90% of gamers started using it. It would make some feel pretty dumb about this question (for the first 2 Metroid Prime).

When that option would add about a year onto development time (they'd have to make sure the controls were suited to both forms of play) and then even more in testing... THAT is when I have a problem with options.

Edit: What slayn said. Exactly what I'm talking about.
 
slayn said:
no one complains about having options. But you see, this is the real world. Perhaps in some magical fairie realm, resources are free and everyone has the ability to stop time to get all of their work done. Such is sadly not the case.

It would have taken time and effort on retro's part to add this option. This would have either delayed the game, (in which case, fuck you, I don't want the game delayed for an option I'm not going to use) or something else would have had to have been cut from what was there in order to give this option (in which case, I wouldn't want it cut)

It amazes me how easy people think shit is. "Oh, why didn't they spend the week to add online play?"

I went to a video game conference in chicago recently where developers have panels where they all talk about a certain subject. One was on making games playable online. The entire panel agreed that it was an unbelieveable nightmare that can take upwards of 40% of the total development cycle. It requires a dedicated network team, working throughout the entire creation of the game along with months of testing.

Hell I remember when I worked over the summer at a software company we were freaking out because the developers were thinking of making one minor change to a single button. This minor change was going to take aproximately a week to implement, and a further week just of testing. Just for 1 minor change to 1 button.
This is controller tweaking. How many games get delayed in order to change the button layout? Seriously, this is a cheap copout. So many console FPS use the dual analog setup. There's simply no excuse for not including it from the getgo, even as an option. If Retro couldn't do it without delaying the game or runnng up development costs, then maybe they're totally worthless as a game developer. How can I pick any key layout from as far back as Doom1 on the PC, but somehow, implementing a free look and sensitivity setting for the C-button is so difficult. Unless they're paying you, I don't think you should be making excuses for Retro here.

Like I said, the game's plenty playable, but that's no excuse for the fairly stupid control scheme. I had similar complaints with Goldeneye on the N64, and less so with Turok Rage Wars. But at least they had an excuse, the didn't have two analog sticks. Meh, a pretty glaring oversight with some pretty weaksauce excuses provided. PEACE.
 
the "excuse" is that the gameplay was better because they didn't cave into your whiney bitching.

unless you can prove otherwise, its just your wild speculation of how easy it is to implement things vs their word that it wasn't worth the cost.
 
No one's against options. The problem is when those options are make no since. Some people are saying that they can get through MP fine with dual analogue controls--I have a hard time believing that, but there's no way of any of us proving that since Retro has given a definitive no on the subject.
 
Top Bottom