OCybrManO
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- Jul 31, 2003
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You're missing the point. For over two decades we have been using, essentially, the same control method for almost every single game. What was fine for Pong or Pitfall isn't necessarily the best control method possible... far from it. You keep trying to beat home this point that the physics and graphics aren't maxed out yet as some twisted sort argument for not advancing control schemes. It's bad logic. It's completely irrelevant. The fact is that a 2D control scheme is not ideal for 3D games. It doesn't matter how realistic you can make the graphics and physics if you're still trying to control characters with analog sticks and buttons. You have to advance the various aspects of gaming together for the best experience. When games were in 2D with simplistic graphics, the controllers were plenty to do just about everything the hardware could manage. Then, for more than a decade after the move to 3D, control schemes stagnated. There are only so many things you can do with a stick and a button. The further we go off into hyper-realistic 3D games... the less effective the current control paradigm becomes. When games approach perfect visual realism... input is expected to be realistic and natural as well... because you just can't get the kind of accurate, complex, realistic commands without covering the controller in sticks and buttons, growing extra appendages, and learning how to operate all of them in an awkward, arbitrary manner to produce the outcome you want. The Revolution's controller isn't perfect, but it's definately a step in the right direction. It's a step the entire industry needs to take seriously... because the jump from 2D control to 3D control could have an influence on gameplay equal to or greater than the jump from 2D graphics to 3D graphics. It's a natural progression. Resisting innovation hurts the industry in the long run. It's going to have to happen sooner or later and, IMO, sooner is better.Absinthe said:Was the inclusion of a Y axis in FPS gaming raising the bar or making a new one? What about the move from static props to real world physics? How about baked lighting to real-time shadowing? The move from charging brainless goons to dynamic realistic intelligence? This is stupid. Are you saying that these things aren't enough? That they mean nothing in the long scheme of things? I'm sorry, but you're freakin' nuts if you think that these haven't shaped the future of games.
The issue of not being able to raise the bar any further is so remote that we have no reason to concern ourselves with it. Our games aren't perfect yet. We still have lots of work to do in plenty of areas. The idea that we've reached some sort of level cap that the Revolution has bypassed is ridiculous.