Now, there's no shame in having no experience flying a helicopter. But. "Inverted" implies that it is the opposite of the norm. When you're pointing an aimer, up is up and down is down. When you're flying a helicopter, back is back and forward is forward. You want to tip the helicopter forward? Tip the joystick forward.
Brandon plays inverted.
Unless you are playing a flight sim.
And you shouldn't be playing FPS games on a console anyway.
I play most of my FPSs on console. Why should they be played on it?
For one, I find that Battlefield 3 is actually more enjoyable without people sniping me with smgs from across the map.
Damn non-inverted lefties ruining everything including Splinter Cell.
Tilt your head back - you're looking up.
Tilt your head forward - you're looking down.
Make sense now?
It would be "normal" in the case of a real helicopter, but here we are applying videogame logic, so "normal" would be "up = up" and "down = down."
On consoles, I snipe with the pistol from across the map.
On topic: Up is up, down is down.
It's subjective -- to me, in any situation when I'm orientating my entire being rather than just looking around, forward = forward and back = back. One's no more right than the other, except that one is seen in a lot of real-world applications. The other, as demonstrated in this video, is often considered "inverted".
I also get the complaints about having to change controls when someone switches off with me, but get this, I HAVE TO CHANGE THE CONTROLS EVERY TIME I PICK UP THE CONTROLLER. Quit yer bitchin!
I mean "normal" as in people who play inverted, because people who play normal are just fucked in the head.
Edit the controls? you mean switch inverted off?
what do you do, like, CONSTRUCT sandwiches instead of make them?
Also, when I'm playing a game, I'm not worrying about which direction I'm tilting my head. I'm not tilting my head, I'm moving a fucking dot around a screen.
Up goes up, down goes down.
And yet, almost every game I've played has that. I can't even imagine getting used to inverting X.
Who the hell tilts their head down to look up? That doesn't make sense at all since that's not even what the argument is.
You tilt you head forward to look down and backwards to look up, which is why inverted makes sense.
Up and forward is not the same thing, same with down and backwards.
Also, for people who actually think about the physics of it all: when pointing a weapon(a shotgun for example), you move the front end of it to aim, while the back end is pressed against you(and pretty stationary).
Also also, in·vert (n-vûrt)
v. in·vert·ed, in·vert·ing, in·verts
v.tr.
1. To turn inside out or upside down: invert an hourglass.
2. To reverse the position, order, or condition of.
The definition pretty much says it all; if you invert, you are backwards.
How do you like them apples?
Normal for FPS, Helicopters and Inverted for Jets and Third Person.
I think the "up"="up"/"up"="down" crowd is partly on whether you consider the control stick to be forward/back or up/down, and partly on whether you think the stick controls your head or just your eyes.
If you can imagine the control stick is stuck on the back or top your head, pushing forward would push your viewpoint down, whilst pulling back would pull it up - only in the situation that you're controlling it from in front of your character would you consider that to be otherwise. If you imagine the control stick is essentially a glorified (and slightly wobbly) d-pad and moving it simply moves your eyes, then up is up and down is down.
Personally, I see the control stick as forward/back in 3D worlds, so likewise I see the traditional way as correct, as opposed to the 2D way.
Anyway, I find I can generally get used to any camera configuration within 10 mins of play, but prefer non-inverted, as I don't think of it as an actual camera or head. Press up, view goes up, down and view goes down, left goes left, right goes right. Makes more sense to me than one dierection inverted and the other not.
Ubisoft, Y U no want my money?
Also, fuck inverted controls.
On the other hand, if you think of controlling the player character's orientation as shifting their centre of gravity, it all makes sense.
32BitSin: FPS's used to have "invert mouse" as the norm. The option was called "invert mouse" as the mouse's primary function is to move a cursor around. Pushing the mouse forward would make the cursor move upward etc. Since a game like Quake would have the player's perspective locked to the cursor, the mouse was inverted by default for a natural feeling control scheme.
So guess it was really gamepads with analog sticks that "messed people up."
When manipulating an object (such as an aircraft) -- forward = forward, back = back, left = left, right = right (you'll often turn left or right by tilting your aircraft in that direction, even if there's technically more to it than that).
Some third-person Japanese games calling it the other way around -- this often comes from the idea that you're moving the camera, not rotating it. Move the camera to the right in a third-person game, but it is locked onto the player, so it looks left as it does so. Many early 3D platformers would have you moving the camera rather than moving your viewing direction.
Inverted - Using the idea of tilting heads explained the concept quite well. Tilt forward to lookdown, tilt backwards to look up. This idea assumes you look at it in a three-dimensional space.
Normal - Assume the crosshair in your game is in a 2D plane, namely the YZ plane. Hold a flat surface upright, place your thumb on in, and designate the place you placed the thumb as co-ordinate 0,0. Move your thumb up, your "crosshair" goes up, down, and etc etc.
There's nothing wrong with preferring one option than the other. If your brain is hard-wired to perform in one way,then by all means do so.

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