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Elsa sneaks up and grabs the flag... she's running with two enemies following close on her heels firing at her. She sees the tank up ahead and runs toward it - instant cover and protection! It's only a few feet away now... she runs up to it... and squats beside it. WTF? Is she taking a pee break or something? Why the hell didn't she just get in the tank? No... I did not mean to squat beside the tank, I pressed the button to get into a vehicle... for the wrong game! My name is Elsa and I have a problem. I play too many games and have OCD... Over-gaming Controller Dementia. So much of gaming is automatic, once we get used to the controls we often don't even think about the buttons we are pushing to achieve the action... until we push the wrong button and instead of jumping, we throw a grenade at our feet to commit a spectacular suicide. There isn't even any standardized controller configuration... while most games use R1 to shoot, every once in awhile some game comes along and decides to use R2 just to screw with you. The other day I accidentally loaded up a game using my husband's ID... and suddenly I was in a game using switch sticks with an inverted view. I quite literally could not play the game. My lil avatar was running into walls while looking at the sky or his feet and doing pirouettes... it was like being a drunk epileptic trying to do microsurgery. With the abilities of current gen games where we can customize our avatars with different heads, voices, outfits and even facial scars... why does every game not have ingame controller customization? Why don't more developers allow for button remapping? Resistance 1 and UT3 both had this capability, why can't every game include a comprehensive controller configuration menu? Why doesn't Sony buy this code and give it away free to every developer rather than spending money making more pick-up bar emulator locations for Home? In fact, why isn't a controller remapping widget not built directly into the console operating system? Just as we can access the XMB to change our headset volumes and configurations, why can't we access a controller remapping system that retains the configuration for each game? The very basics of gaming is the input controls... why don't console developers work to create a way for the users to create their own customized and comfortable control inputs? Many of us are old enough that gaming controllers essentially worked like this:
Nowadays, the L2 and R2 triggers work as "alt" controls for the entire controller... essentially creating a controller like this:
When new gamers take up gaming nowadays, the learning curve is much more difficult... this is exacerbated when games don't give controller options but instead give a "standardized" configuration that the user has to adjust to. If third parties like Splitfish can create the Frag FX controller that has remappable controls, then why can't console developers create their own 1st party controller remapping systems? Why should I have to adjust each time... why can't games adjust to me? Isn't this the "next generation" of gaming? I'll be honest, there are games I didn't buy because I hated the controls. Resident Evil 5 was one of those games. Yes, I probably would have adjusted to the controls, but in this day and age, why should I adjust to awkward controls? There are other games where I tried the demo and specifically bought the game because the controls felt natural. Bioshock was one such game. Battlefield:Bad Company was a rental... because it didn't have a southpaw control scheme for my husband, so I knew it wouldn't be a game that he would play or that we could play together online - otherwise they might have sold two copies of the game. The basics to most any online game nowadays are the controls... and voice chat. This is another area where the PS3 seems moronically inconsistent. How does a game like Battlefield 1943 manage to pass any type of quality control process when voice chat consistently fails after a game or two? How does a game like Sacred 2 manage to be released with "4 person co-op play" when the person creating the co-op game loses voice chat the minute there are more than 2 people in the room? I think that one of the reasons for the commercial failure of UT3 was the lack of voice support. For the first several months after the game was released the developer refused to believe that voice support was even problematic despite the numerous complaints... the fix simply came too late. Again, why isn't there either standard programming for voice chat that is freely given to all PS3 developers or alternatively an operating system option for voice chat that works in all games? The PS3 is an amazing piece of electronics... you can watch blu-ray movies, you can download movies, you can watch movies from a flash drive, you can voice/video chat, you can play music, do a slide show, you can game online for free and can even opt to inhabit the second-life world of Home... but it seems that the actual function of gaming is not as fully supported as other aspects. Why can't every game have reliable voice chat and customizable controls? These two fairly minor issues... but they continue to piss me off! :(
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As for the controller issue, it does unfortunately suck that a lot of games don't allow you to remap the controller buttons. I agree that it makes switching from one game to the next very difficult. To get around this I try to stick to only playing one game at a time, and when I'm done I move onto the next. The other way to get around this is to play PC games, where 99% of the games allow you to remap the controls.
I guess you just can't win can you Elsa? Since you know that, get to making me a sandwich woman!
Kauza... I still don't understand why they can't give the code away to every game for remapping the controls. Surely it can't be so difficult? Even something simple as the R2 button for voice chat in Fat Princess drives me crazy because for me voice chat is L3. :(
I never got the hang of the symbols on the playstation controllers, but the layout and colors on the XBOX 360 one are just right. Also L1 and L2 always give me dyslexia, but calling one a button and one a trigger makes a huge difference.
Bungie Employee going to be posting on Elsa's Blog... (Pic 2/2)
C Wut I did Thur?
I will say though, that the only thing worse than playing a game with no button mapping options is playing a game with button "schemes." You know those games, in the options menu they let you choose between a Type A, a Type B and a Type C scheme for your controller. Those I actually find more frustrating, because it feel like the developers are rubbing it in my face that they aren't letting me choose for myself.
In conclusion, rabble rabble!
Pee. Ess. Free Controllers. TALK TO ME.
You might not get this joke if you've never seen Fonejacker...so here's a helpful clip.
http://www.youtube.com/watch?v=_Ua-7YpUtPA
My girlfriend hates any controllers byond the DS. She broke down and cried tried to play Kane & Lynch: Dead Men with me. Ha!
Why player-customizable control mapping isn't standard in every current generation game is absolutely beyond me. It's like non-pausable cutscenes, there's no reason for a developer to leave them out. The function can only add to the value of the game.
Customizable control mapping really is important in today's games. I wouldn't be half as good at Brawl if I didn't have my own control scheme. :)
I have a much greater issue when they map a whole bunch of commands to the same buttons but with the pressure being different or something. Notable offender here is Metal Gear Online. "I WANTED YOU TO ROLL, NOT LIE DOWN ON THE GROUND!!! NO, THROW OVERHAND, NOT UNDERHAND!!!"
@BS3owner... I can see the full pic by right click "view" option! :)
@bodybreak...yeah, it's not unusual for me to yell out in a game "how do I throw a grenade?"... now that I think about it, I must sound like a n00b!! LOL!
@KingKongfive... my cat rubs likes to sit on my lap while I'm gaming and often rubs up against the triggers... my cat once teamkilled a friend of mine! :(
@Stevil... my husband gets frustrated... he's thrown a controller or two in his time (though crying would be cheaper than buying a new controller).
@Walkyourpath... yeah, it's an old idea, but it is just incomprehensible that they can spend their time creating these new "body motion" technologies with their R&D budgets... but still can't resolve something as simple as controller mapping for every game!
@Ron, yeah, I tend to adjust ok... but not when playing multiple games. Also new gamers (especially older new gamers) must have a hell of a time learning the controls for every game.
Confusionbomb... yeah, if they had to copy one thing from the 360 I don't know why they didn't copy this... on day 1 - with release of the console!
Anonymouse! Yeah, I LOVE remappable controls... my UT3 set up is exactly right for me!
Palidi... LMAO... yeah... I'm running along wondering why my guy isn't running... only to find out I'm crouch-running! Oh... and I hate it when I push to hard on L3 and start melee-ing while I'm shooting... so embarrasing! :)
The control interface should not be a focus when designing the typical game. This is why I think QTEs still suck, despite some people's newfound appreciation for them (part of which I think is just the need to have a contrary & seemingly original/independent opinion all the time, but I digress).
QTEs rip you out of the game and ask you to remember where the "A" or "X" or "Z" button is. I don't process in that way. As I'm playing, I'm not consciously telling myself I'm mashing the B button to swing my sword. It's the "sword button" in my muscle-memory. The minute some jarring on-screen instruction tells me to "push B now!", I have to process and map that instruction and get disconnected.
It takes the internalized interface, remaps it to the instruction manual, and throws that in the foreground, right in your face. I don't like that.
I say bring back simpler controllers, leave the 6 buttons to fighters, and stop... just stop with the QTE stuff. Don't fetishize the controller and make games more playable.
They can still be hard as hell: S'plosion Man. But the difficulty shouldn't be based on the complexity of button presses.
I grew up around simulations so I guess I was never intimidated by having too many buttons and instead I always felt like context sensitive buttons were somehow cheapening the thrill even if they sometimes solved redundancy.
Nothing says "A whole damn buttload of buttons!" like the Tesla IV BattleTech pods. Heck even the training guy says "50% of the buttons you shouldn't touch on your first day, such as detach gunpod, dump ammo [type], eject and puncture reactor" but heck once you learned it you'd find a situation for every which one!
http://www.mechcorps.com/00art/pod_interior.jpg
*No seriously having R3 sensitive bound to execute and interrogate is the most stupid control combination ever.
LMAO Takeshi... that seriously made me laugh out loud!! (and you have excellent taste in sandwiches!!!)
Zodiac... speaking of PC gaming, I'll reiterate that I don't understand why more devs don't allow for mouse/kb input on PS3 games. The capability is there and for offline games (or even some online games) it makes little difference except as a more comfortable input for many people (in fact comfortable enough that some could switch over to consoles from the PC)
Yehat... Wow! That battlepod is something else! I guess it would be fine if you learned the controls for one game.... but what if the controls changed every time? That's the problem with console gaming. :(
Deathofthedead... I agree, no excuses!
Armored Core 4A seems to have the absolute worst(est!) controller scheme imaginable. Then again, I switch between games during the week so much it's a wonder I've finished any due to forgetting which button does what.
I've a pet peeve with the lack of custom soundtracks in many PS3 games. Warhawk and Killzone 2 inexplicably have the ability for custom soundtracks during gameplay (um, team communication > Metallica?). Heck, custom XMB soundtracks are Sacred 2's saving grace! Sony can't legally* include it (ingame-XMB music for all games, that is), but developers can put in a few lines of code which would allow XMB-based playlists to be played during gameplay...if they wanted to XD
*Microsoft patented the "mechanism" for custom soundtracks via console during gameplay...
Most recently, playing Mirror's Edge was made really difficult any time I wanted to shoot an enemy. I would press R1 and accidentally about face, then get shot in the back by my enemies and die. I did this many, many, many times throughout the game. It's so incredibly frustrating that I cannot help but wonder why there aren't options to remap controls.
Perhaps, I am just spoiled after playing the Conduit though.
It took me a little bit to get used to the new scheme, but once I did, I was fine. But if I had the option of remapping the controls, I would have done it.
Watching Cad play Mirror's Edge after Killzone was pretty hilarious though.
@Jack... yeah, it's my blog and I'll whine if I want to! :)
Jack and Mushman.... I've been playing the MAG beta, then Warhawk, then Sacred and also some Killzone and R2 this week... and keep making stupid controller related mistakes. Maybe I'm playing too many games... maybe I'm just getting old... but yeah, I can't seem to adjust as quickly anymore. :(
Hey Cad and Triple! LMAO... so R1 is an about face?? OMG, I can't even imagine how awful that would be!!
... and triple, you're right... Bioshock had no customization. Now that I remember back... I had a hell of a time with the intial controls... but was only playing the one game... mostly late at night because my dog was quite sick at the time. Bad example... but the movement felt good, but the controls... yeah, they were pretty messed up from the "norm".
Anyways great write up. I'm not sure if there is any truth to it but I heard that Sony has universal cross-game voice chat and in-game music ready to go for all games but EA is the reason why they haven't released it yet. Something about how some of their games' codes aren't up to Sony's minimal standards so these features wouldn't work with them. And since they don't want people to know about their shoddy work, they're threatening Sony with pulling support if they do release it. Sounds farfetched but you never know....