Ahhh cool.
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can i ask you a question about the steam controller Krejlooc, cause you very knowledgeable about it.
Umm, how do i ask this, even though i haven't touched any of the designs, the "dog" prototype seemed better because it had the four face button instead of the analogue stick.
So i guess my question what do you think about the change, if you don't mind me asking.
Sorry if this seems like a dumb and rambley question, i just really liked like the look of it (the button placement), compared to the final design.
For anyone who is curios, this is the dog prototype.
So, let's go into a bit of history about how the analog stick itself evolved. Originally, the steam controller was going to have a touch screen in the middle of the pad, like so:
The way this would work is exactly how the touch keyboard described above worked. Valve talked about this at Dev Days. Originally, they had in mind that, when you needed to input text using the controller, a keyboard overlay would appear on screen
and on the controller itself. You would type on that controller by moving your thumb around the touch screen, which could also be pressed like a large button. That way, you could look down at your controller and see actual keys if you needed, or you could just glance on screen at the on-screen keyboard and touch-type. They also intended for this screen to be programmable, so developers could design their games to have touch screen components on the gamepad.
Additionally, when in legacy mode, the touch screen would be split into 4 to act as 4 more buttons for input.
When they shipped the original steam controller prototypes, they couldn't actually provide the touch screens, so instead they provided devs with 4 big buttons where the touch screen should go:
This was to give devs an opportunity to start developing their games with touch screen components in mind. Their functionality would have to be limited (because you basically had a touch screen resolution of 2 x 2) but it still got the controller into devs hands.
When you used this controller in legacy mode, those 4 buttons that represented the corners of the touch screen were called 1, 2, 3, and 4. You may also notice there were 4 other buttons on the controller - A, B, X and Y.
Well, the protos go out into peoples hands, and some people just cannot get used to the left haptic pad. This is partly because their legacy mode implimentation is poor (currently, it works like a
touch screen where even the slightest touch is registered as input, which is terrible, when it should be
push button activated and using the actuators to make it feel like the pad pivots, which makes it feel like a real d-pad), but also because some people were used to old inputs. A near-universal request was to normalize the controller a bit, to provide a more easy transition. As an example, while the controller used to have ABXY buttons, and while it can operate like an X-input device (making it, effectively, an xbox controller), the layout of those buttons were so alien. When people design controls for games, they usually consider the position on the controller. Thus, where certain in-game functions made sense when ABXY were in a cluster, they made no sense when they were spread around the controller.
Additionally, people quickly noticed that there was no corresponding equivalent of the d-pad buttons on the Xbox controller. While ABXY were represented, Up, down, left, and right were not. And in most 3D action games, those buttons are not used to directional input, but rather as odd-ball buttons, like inventory management or maps or things of that sort. Devs wanted an equivalent so that the controller made a bit more sense when they played X-input games.
By this point, valve had also decided that the touch screen input was pretty redundant, as they could duplicate all the functionality, sans the on-controller visuals, with the current touchpads and the ghost keyboard on the screen. So they decided to nix the touchscreen. To prevent devs from losing their functions of the 1, 2, 3, and 4 buttons, and to simultaneously satiate those asking for equivalent d-pad buttons and for something resembling directional input, they compromised and moved them to the diamond cluster. I thought this was pretty logical.
That said, I like the analog stick much more. For the most part, analog sticks are usually better than d-pad input for 3D control. And the left haptic touchpad can emulate a physical d-pad pretty well. It made more sense to replace it with an analog stick, and I think it's the right choice. If devs need an equivalent of the xbox d-pad, they can use the actual touchpad.