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Why is Nintendo afraid of buttons?

In the last few years, it seems like Nintendo has developed an irrational fear of buttons. The GBA, which they knew very well was going to be a platform with a lot of SNES ports, should have had two more face buttons. The DS, which launched with an N64 port, is shy a few buttons from that controller's design. The Gamecube controller is missing 4 buttons vs. the Dual Shock and Xbox controller (select, L1, and the clickable sticks).

And now the Revolution controller is as button-free as they think they can get away with. WHY? Buttons are GOOD.

Even as I get excited about the possibilities of the Rev controller, I keep coming back to the fact that it NEEDS MORE BUTTONS. Not everything is better off being controlled by a wave or twist of your wrist, even if that's possible. Sometimes you're so much better off with a button. And sometimes you need several. Look at SSX. It has a simple trick system that couldn't possibly confuse anyone, and sometimes you may be pressing as many as 5 or 6 buttons in that game simultaneously.

I've seen some mockups with the Rev controller and an SNES diamond layout at the bottom, and that's great for SNES games. But what we need is a few more buttons for Revolution games. So here's my mockup with 4 buttons in place of A and 2 triggers instead of just one:

RevControllerLeonsMockup.jpg
 
you took out the big A button, big mistake. that button is for turning on the lightsaber :lol
 
The concept of a successful interface is for the interface to "disappear" once the user starts playing the game.

Having a lot of button functions almost instantly violates this model, since the emphasis is then put on carrying out proper commands rather than on fully interacting with the game.

It's very conceptual and hard to explain, but it's true.
 
Thats the whole point.

Have you ever gone back to a game after a few months and had to speand a few minutes figuring out how to do whatever or what does X do?

Even on the GBA, I played Harvest Moon again, and had to spend some mintues rememebring that Select+L and A+B and Start + R etc and what they did.

I know my mom wouldnt do that. And thats what Nintendo wants. The casual gamers (aka mom) being able to play for 5 mins without using 4 of those figuring out where Z is or how to get to the map.
 
Leondexter said:
In the last few years, it seems like Nintendo has developed an irrational fear of buttons. The GBA, which they knew very well was going to be a platform with a lot of SNES ports, should have had two more face buttons. The DS, which launched with an N64 port, is shy a few buttons from that controller's design. The Gamecube controller is missing 4 buttons vs. the Dual Shock and Xbox controller (select, L1, and the clickable sticks).

And now the Revolution controller is as button-free as they think they can get away with. WHY? Buttons are GOOD.

Even as I get excited about the possibilities of the Rev controller, I keep coming back to the fact that it NEEDS MORE BUTTONS. Not everything is better off being controlled by a wave or twist of your wrist, even if that's possible. Sometimes you're so much better off with a button. And sometimes you need several. Look at SSX. It has a simple trick system that couldn't possibly confuse anyone, and sometimes you may be pressing as many as 5 or 6 buttons in that game simultaneously.

I've seen some mockups with the Rev controller and an SNES diamond layout at the bottom, and that's great for SNES games. But what we need is a few more buttons for Revolution games. So here's my mockup with 4 buttons in place of A and 2 triggers instead of just one:

RevControllerLeonsMockup.jpg

People who don't play games and pick up a game where every button is used will confuse them. I've seen it time and time again and I'll get annoyed, just because I'm used to playing games. I don't stop think they're not.

What about the fact that there will be a normal controller available?

But come on, you're really looking for something that isn't there. Nintendo is afraid of buttons because DS has a few less buttons than N64? They need to keep having the same number of buttons or keep adding more? What kind of logic is that? The buttons on DS are all you need. Two shoulder buttons and 4 face buttons. And there's the freaking touch screen. You don't NEED 4 extra c buttons or a Z-trigger on the back.

And are you really trying to tell me Nintendo is "scared" of buttons because the GameCube controller doesn't have 4 shoulder buttons (although they do have the extra click) or clickable analog sticks? Please.

But, I do agree that the diamond shape should replace the A button on the controller. Keep two buttons on the bottom, one trigger on the back. No need to overdo it with 2 sets of 4 buttons.

That + packing the "normal" controller with the Rev are the only things I hope Nintendo ends up doing with it.
 
Sorry, that looks retarded.

You've the A button, the Dpad, the 2 Z buttons, and then the control of several axis which the controller recognizes. That should be enough for designers to implement around.
 
jamesinclair said:
Thats the whole point.

Have you ever gone back to a game after a few months and had to speand a few minutes figuring out how to do whatever or what does X do?

Even on the GBA, I played Harvest Moon again, and had to spend some mintues rememebring that Select+L and A+B and Start + R etc and what they did.

I know my mom wouldnt do that. And thats what Nintendo wants. The casual gamers (aka mom) being able to play for 5 mins without using 4 of those figuring out where Z is or how to get to the map.


How is figuring out that X makes Samus morph any more difficult than figuring out that "twist my wrist left" makes Samus morph?
And thanks for making my point about the GBA. You wouldn't be pressing "select+L" if it had enough buttons to avoid toggling.
 
I could see four buttons on the lower part of the controller, but I don't even really care that much. The controller has a shell, though I'd rather the whole top faceplate was removable -- replace with a four button/two shoulder button SNES pad, or a 6 button/two shoulder button N64 pad.
 
I think a single A button may be important for keeping the remote balanced.

Remember, this thing is not going to sit stationary at all! so keeping the placement of the thumb digit still may be paramount for comfort and control. Imagine moving your thumb from side to side all while "casting" the remote back and forth.

Its not as if Nitnendo hasn't tried all kinds of button configs before settling on this.
 
I think games will also use an additional "virtual button" by pressing A and Z at the same time. Unlike pressing simultaneous buttons on standard gamepads (i.e. A + shoulder button), pressing A+Z on the rev controller seems like it would be alot more intuitive since its a familiar clinching/grasping action with our hands.
 
I think not having the SNES button layout is a mistake. Also, the button layout on the GCN controller was complete arse.

Really, who knows what Nintendo thinks? They're like your crazy uncle that shows up everywhere with no pants on and acts like absolutely nothing is wrong.
 
Okay...this is something I don't get. When held horizontally (longways in two hands) it can play NES games...but...that's about it. When held vertically, it can also play NES games...with just one hand (top part of your thumb on the D-PAD, bottom part on the big A button and the index finger on the B trigger). Point is, if the lil' a & b buttons are for playing NES games "traditionally" why not just add the SNES's x & y face buttons too so it at least can play SNES games too (granted you'd have to use the tilt functions for L & R)?

They should either get rid of the lil' a & b buttons on the lower end of the controller (to drive home the one-handed NES playing) or add the x & y buttons so you can at least use it to play SNES games (horizontally). That way, you'd only have to use the "classic shell" for GCN games & ports from other systems (N64 games can be played with just the remote-controller + analog attachment really).

NES
-one handed vertically
-two handed horizontally

SNES
-two handed horizontally (if they add the x & y buttons and use tilting for L & R)

N64
-with analog attachment (C-Buttons mapped to the D-PAD, A & B, Z1 & Z2 act as the Z/L & R buttons)

GCN
-use a GCN controller thru BC ports
-classic shell

Other (ports from other systems, specialty, etc.)
-classic shell
-other attachments
 
I'm hoping they will add X and Y buttons to the bottom. It just makes since to have them there. Remember the DS had only A and B buttons when it was revealed, but X and Y were added. Hopefully the same will happen here.
 
Leondexter said:
How is figuring out that X makes Samus morph any more difficult than figuring out that "twist my wrist left" makes Samus morph?
And thanks for making my point about the GBA. You wouldn't be pressing "select+L" if it had enough buttons to avoid toggling.

Because you need to know that X= morph y=fly dpad up=map dpad down=whatever cup=x visor z =...

etc.


Incidently, the bottom two buttons are called "X" and "Y" on the button, and "a" and "b" are printed below the buttons on the control.

They just changed the lables from the released images.
 
PkunkFury said:
I'm hoping they will add X and Y buttons to the bottom. It just makes since to have them there. Remember the DS had only A and B buttons when it was revealed, but X and Y were added. Hopefully the same will happen here.

I thought DS was shown as it is now...?
 
f_elz said:
I thought DS was shown as it is now...?

It was. I think he means that when the specs sheet was leaked it only had A and B. It said a decision on the other buttons was still pending or something.
 
If you understand Nintendo's controller design then you'd realise how limiting traditional controllers are. If you don't understand it then shut up, please. Thanks.
 
gettergooey said:
No shoulder buttons....?

Why is Nintendo AFRAID of shoulder buttons..!?!?!?
and what the hell are those blue things at top of the "classic shell" ign did?
 
10010051.jpg


Gasp! WTF is wrong with some designers! This will never catch on! Who the hell can ever use this many buttons when watching a movie? I'm scared just looking at it. My parents will never touch it in a million years. [/sarcasm]


Seriously, take that first photoshop, add some inset "z1" and z2" buttons to the right side of the unit (to serve as L and R buttons), change the letters on the upper diamond to uppercase, and you've got yourself a real controller (in addition to being a Revolutionary gyro-thingy).

BTW, if Nintendo's going for the "it's a remote" feeling, they should REALLY include the DVD playback as standard. Also, where the heck did the little indentation in the center of the D-pad go? It actually helped the D-pad work. But I guess Nintendo thought it was confusing the kiddies and grannies.
 
GDGF said:
It was. I think he means that when the specs sheet was leaked it only had A and B. It said a decision on the other buttons was still pending or something.

Yeah, taht's what I was remembering. Guess since it was a leak we are less likely to see more buttons pop up this time :(
 
left analog stick say 4 buttons
2 Z buttons
d pad = 4 buttons
a button
tilt = 6 buttons (forward back, up down left right)

plenty.
 
Kabuki Waq said:
you guys have obviously never tried the Jaguar pad.


ugh.

I've tried it.. it's more like a keypad than a controller and it HURT MY HANDS playing with it.

Now where did I put those keypad overlays?
 
The controller is a little meager on buttons, but that just enforces the motion control, which could be quite versatile if you think about it. It's a challenge to approach game design in a new way. That's what Nintendo wants and that's what interests me most about it. They're just replacing buttons with 3D movement.
 
RevControllerLeonsMockup.jpg

i actually agree with every change there, except for replacing the big A button with x,y,a,b. Having four buttons immediately beneath the D-Pad is overkill.

also, it might be a good idea if Nintendo puts shoulder buttons along the side so that when you turn the controller around for NES and SNES games it will mimic the SNES controller perfectly. That might look and feel a bit clumsy though. in any case, the x,y,a,b buttons at the bottom of the controller and the second trigger button are important additions that should be made.
 


Here's my shoddy MSPaint mockup of a SNES-compatible remote. shoulder buttons are on the other side so your hand doesn't get irritated. Also, i switched the D_pad and the buttons because they are more useful. Note that its ALMOST street fighter compatible in this form (5 face buttons =) ).. its less sexy looking, and it might scare off the grandmothers tho =)
 
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