That's a good point, Bill. Over the years we've seen controllers evolve from simple knobs and buttons to joysticks and finally to gamepads (with various hybrids and keyboard-combos along the way). I think the reason these controllers have triumphed is that they are so versatile--plus, the mechanism is very abstract. Players are familiar with the gamepad and thus don't have to continuously retrain. After enough use, you simply forget that you're using a gamepad (at least, not consciously) and just focus on the game. Of course, pains in the thumb or wrist are enough to remind you of the physical aspect...
Specialty controllers, like the virtual baseball bat for the SNES and steering wheels, are obviously more limited and only suitable for certain kinds of games. Plus, it's more challenging to get these setup in a convenient way. I'm sure that many games would benefit from a special controller made just for them, but that's just not practical in the long run.
I can remember, for instance, when many games came with a keyboard overlay that eliminated the need to have to memorize or constantly search in the manual for key codes. I haven't seen these in a long time. Now, the controls are so standardized and universal that you shouldn't need one--plus, most games like FPSs are smart enough to let you program the codes you're already familiar with for things like grenades, flash lights, jumping and so forth. I remember lots of folks complaining back in the 8-bit and 16-bit games when a game came out that used the "wrong" button for jumping or shooting. It's not that it's "wrong," it's just that they were already accustomed to the "standard" setup established by the pack-ins and other prominent titles on the system.
What's really neat about the "mind controller" is that it's even more abstract than the gamepad or keyboard/mouse combo. The big question (to me, at least) is whether something like this could ever be as precise. Space Invaders is a very simple game--left, right, shoot. What I'd like to see is someone using their brain to play Doom or Civilization. That would definitely require more "brain power," but the possibilities once that's reached are endless.
That's a good point, Bill. Over the years we've seen controllers evolve from simple knobs and buttons to joysticks and finally to gamepads (with various hybrids and keyboard-combos along the way). I think the reason these controllers have triumphed is that they are so versatile--plus, the mechanism is very abstract. Players are familiar with the gamepad and thus don't have to continuously retrain. After enough use, you simply forget that you're using a gamepad (at least, not consciously) and just focus on the game. Of course, pains in the thumb or wrist are enough to remind you of the physical aspect...
Specialty controllers, like the virtual baseball bat for the SNES and steering wheels, are obviously more limited and only suitable for certain kinds of games. Plus, it's more challenging to get these setup in a convenient way. I'm sure that many games would benefit from a special controller made just for them, but that's just not practical in the long run.
I can remember, for instance, when many games came with a keyboard overlay that eliminated the need to have to memorize or constantly search in the manual for key codes. I haven't seen these in a long time. Now, the controls are so standardized and universal that you shouldn't need one--plus, most games like FPSs are smart enough to let you program the codes you're already familiar with for things like grenades, flash lights, jumping and so forth. I remember lots of folks complaining back in the 8-bit and 16-bit games when a game came out that used the "wrong" button for jumping or shooting. It's not that it's "wrong," it's just that they were already accustomed to the "standard" setup established by the pack-ins and other prominent titles on the system.
What's really neat about the "mind controller" is that it's even more abstract than the gamepad or keyboard/mouse combo. The big question (to me, at least) is whether something like this could ever be as precise. Space Invaders is a very simple game--left, right, shoot. What I'd like to see is someone using their brain to play Doom or Civilization. That would definitely require more "brain power," but the possibilities once that's reached are endless.
Matt Barton, Managing Editor
Location: St. Cloud, Minnesota, USA
Email: matt@armchairarcade.com