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Softpedia has taken it upon themselves to question Cliff "CliffyB" Bleszinski, lead designer for Epic Games and his recent statements about the next Xbox's controller:
"I hope if there's a new Xbox that there'll be fewer buttons on the controller," [Bleszinksi stated in a CDV interview]. "This is purely me speculating in my own realm of game development, but if you look at a controller right now it looks like an alien spaceship."
The site's writer, Silviu Stahie states developers like Bleszinski undermine the intellect of gamers, recollecting the controllers of olden times.
What do you think? Is Bleszsinski making a valid point about evolution and efficiency of design, or demeaning gamers (directly or indirectly)?
We might even go as far as assuming that a lot of game developers think that less buttons means more customers. This is not the issue of motion sensors or other kind of gimmicks. The issue here revolves on simplification and how it affects gaming and how people are perceived by the publishing companies: are we monkeys or gamers?
The current generation of consoles, according to Cliff Bleszinski, is way too cluttered with buttons and apparently it needs some simplification. Im sure they have in mind a couple of knobs that would certainly make life a little easier for Epic but my personal opinion is that the perfect gaming controller that would satisfy the monkey and the majority of the audience should look like the one below. I have one last question: simpler means cheaper, right?
Latest comment:
Most recently commented on by on Jul 13, 2008
Most recently commented on by on Jul 13, 2008





Comments
Unless you like those games where you have to press and hold one button for ten different actions.
Buttons = Features
Of course too many buttons and you end up with the same *bleep*ing issue I have with the godamn keyboard.
maybe nintendo overshot it with the n64. but still..
Left thumb = Control directions (analog stick usually, also a button in itself) and D-pad (D-pad tends to have non-directional applications lately, as devs use it as a quick-select or irregular action expansion). Select/back button as well.
Left pointer finger = Top buttons (L2/L1, LB, LT)
Right thumb = 4 main face buttons, right analog control (usually camera, also a button in itself), start, and 'home/guide' button (usually)....
Right pointer finger = Top buttons (R2/R1, RB, RT)
Heck, the way games are going, we might need even more buttons eventually @_@ THAT might start becoming a problem....Currently, devs are starting to use the D-pad as a button for irregularly used options (like dropping currently equipped item)....
Well, hopefully before then, we'll start going with neural interfaces (as action inputs)...
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