Katamari Creator Critical of Revolution 397
Gamasutra has an article on Keita Takahashi's reaction to the Revolution controller. From the article: "Takahashi commented of the Revolution, which has drawn widespread praise for its underlying concepts from other Eastern and Western designers: 'I'm not really interested in it. I don't think a controller should have that much influence on the enjoyment of games.' He continued: 'I see what [Nintendo is] trying to do, but they're putting such emphasis on the controller; 'Woah, this controller lets you do this!' and I'm thinking - are you messing with us?'"
What Evokes These Comments? (Score:5, Insightful)
It's new. It obviously has new capabilities. How about you use your imagination instead of your tongue?
Re:What Evokes These Comments? (Score:4, Insightful)
Heaven FORBID that they need to go back to the drawing board on HCI (Human Computer Interaction) because there is now a lot more capability that was just added to the HCI interface. This completely causes you to re-design full gameplay and get new test studies on how to do things. It makes the companies work again for the titles instead of chop/paste from the past. WOW! They need to take some time again to develop games... what a concept. The sky is falling because of this.
Re:What Evokes These Comments? (Score:2)
Heaven FORBID that they need to go back to the drawing board on HCI (Human Computer Interaction) because there is now a lot more capability that was just added to the HCI interface.
You make this out to be some trivial process. It isn't. One of the first things taught in any HCI program is that it's an obscenely expensive and time consuming process, even when working with existing and well-known technology and paradigms. It's also the first thing you'll encounter doing HCI work in the real world, as you'l
Re:What Evokes These Comments? (Score:5, Interesting)
The thing that I don't understand about criticisms of the controller is that they seem to ignore the fact that "attachments" seem to be the order of the day. I'll balk at the Big N as much as the next guy if each attachment runs $20 and you need 4 or 5 in order to play the best games, but ignoring that, there's no reason he couldn't create a very creative game, and then create an attachment that really works for the game -- instead of having to graft it on to a standard controller.
Yes. (Score:3, Insightful)
Re:What Evokes These Comments? (Score:2)
Re:What Evokes These Comments? (Score:5, Insightful)
Nintendo's also known for innovation in its hardware. With the Game & Watch Nintendo invented the D-pad, and introduced it to the home console with the NES/Famicom. Then they introduced the analog stick with the N64 (albeit in a bizarrey shaped controller). With the Gamecube they created the "digital click" which, though largely unused, was a very nice compromise between digital and analog shoulder buttons (for a good use of this feature see Metal Gear Solid: Twin Snakes). And now, with the DS, they've introduced all kinds of interesting possibilitied with the touchscreen (not their invention, but it's a first in consoles). There are games for the DS that simply CAN NOT be reroduced with a standard controller, such as Yoshi Touch & Go and Kirby's Canvas Curse. Then there are interesting side-notes, like the gyroscopic controls in Kirby Tilt & Tumble.
Furthermore, you complain all you want about Nintendo's stable of franchises, but they do innovate a lot within the confines of said IP. For a classic example, look at Mario 64- it's basically the template from which all other 3D platformers are drawn. Also take a look at Super Smash Bros.- character-wise it's the epitome of Nintendo's franchise-itis: it's nothing but old Nintendo franchises stuffed into a fighting game. Pokemon, But, when you look beyond that, you'll find a fighting game that's hugely different from just about any other on the market. Pokemon, hated as it is by insecure teens, is another great example of innovation. It's a variation on the standard RPG formula, but it veers sharply from mand of the standards/cliches of the genre with wildly entertaining results. Finally, the Kirby titles in the previous paragraph also serve as a good example- the little puffball's had at least 4 different control schemes.
I wouldn't say that Nintendo's reliance on fanchises is a case of laziness. It demonstrates an understanding of the power and recognizability that such old standards can have. Hell, I'd go so far as to say that it's a testament to the power of Nintendo's innovation. You don't create such strong brands by simply doing the same thing over. You do it by making something new and different that sticks with people.
Re:What Evokes These Comments? (Score:4, Insightful)
Re:What Evokes These Comments? (Score:2)
Re:What Evokes These Comments? (Score:4, Insightful)
Try this, replace the word "controller" with the words "flashy graphics" in his quotes and I think you'll start getting a better sense of where he's coming from. I don't think his point is that he is not willing to adapt to a new controller, instead, he's saying that Nintendo seems to be emphasizing the controller itself instead of the things that Nintendo has been traditionally strong in, such as good gameplay and design. In a way he does have a point, cool controller does not a good game make. Just like having the most powerful graphics engine in the universe won't automatically make a crap game great. That's not to say that cool new innovative games that take advantage of the controller won't appear, I'm sure they will, but there's gotta be more than that in the long run to have a healthy platform.
Re:What Evokes These Comments? (Score:5, Insightful)
If you require neither flashier graphics, superior processing power, nor a new look at game input, then you really don't need a new console at all. Which you could argue you don't, if in fact you are one of those who has mastered good gameplay and design. But if you want to create actual change in gaming from the standpoint of hardware, then a game controller is a good way to do it.
Case in point: Would you say that Nintendo abandoned good gameplay and design when they developed the N64 controller? Is a D-Pad all a good game designer ever needs? Or did the addition of the analog stick open up possibilities for good designers that didn't really exist before? From Mario 64 to Super Monkey Ball to Katamari Damacy itself, there are slews of games which were able to do more with an analog stick than they would with a digital one, and have much better gameplay as a result.
I highly doubt Nintendo has de-emphasized gameplay and design. I strongly suspect that Nintendo's game designers want the new controller as much as anyone as a way to realize better gameplay. If Nintendo is mostly talking about the controller, it's because 1) it's the major change the console brings to the table and 2) they probably don't feel they really need to say that they'll put effort into making games that are well designed irrespective of the controller.
Re:What Evokes These Comments? (Score:3, Insightful)
Never forget that was invented by Nintendo as well. Before the D-Pad, people used joysticks, and had no idea how much they hated them until the D-Pad.
In fact, being as how Nintendo was right about the D-Pad, right about the modern ``analog'' stick, right about the touching, why does it seem so difficult for people to believe that they might also be right about the freestyle wand?
Nintendo has demonstrated again and again that they invent excellent general purpos
Re:What Evokes These Comments? (Score:2, Insightful)
Re:What Evokes These Comments? (Score:2)
This coming from a guy that's a one-trick pony. It's also OBVIOUS that the new controller is perfect for Katamari. I don't understand the problem. What's happening is that it looks like the Revolution is going to be the best-seller in the next round of console wars. With its unique controller, it's going to be difficult to make mul
Re:What Evokes These Comments? (Score:2)
Re:What Evokes These Comments? (Score:2)
A new controller design, with new capabilities and layout, is simply a new opportunity for improvements. If peopl
Re:What Evokes These Comments? (Score:2, Insightful)
If you put your self in a bubble where the entire room is the screen and give your self a new controller (maybe the movement of your body? and a gun for shooting things?) and you've got yo
Re:What Evokes These Comments? (Score:2)
Because those games where not designed to work with a standard controller. The point that Keita Takahashi is trying to make, is according to my interpretation, not that the new controller is bad, but simply that you can make good and creative games no matter what controller you actually have at hand and I think he his perfectly right with that one. Current games are not all t
Re:What Evokes These Comments? (Score:2)
Thats just one example. And yes, a lightgun mig
Remember who's speaking (Score:4, Insightful)
Keita Takahashi, as a game designer, is not slave to the limitations of the hardware. He is master of the limitations of the hardware. Takahashi is one of those rare people who knows how to play limitations like a harp.
I would imagine this is why he is apparently not all that interested in seeing those limitations removed.
He is, of course, a bit of an aberration. Pretty much all other game designers are working at a quite different level. Among this group of developers ("everybody else"), there are quite a lot of people who are excited by the possibilities the Revolution controller offers nad feel it will allow them to express ideas that otherwise would be impossible to manifest in game form, and a lot of other people who aren't expressing interest in the Revolution but in the whole don't seem to think a whole lot about play control (and so keep churning out games which never quite feel natural or correct when thoughtlessly shoehorned underneath the modern standard maze-of-joysticks-and-buttons game controller). With both of these groups, and I think that's a significant portion of all game developers, both the developers and the resulting games would benefit from the Revolution control idiom if it became standard.
But if anyone has the right to say the revolution controller isn't necessary, it's the guy who, with Katamari Damacy, managed to make a totally revolutionary and unique control scheme out of the Dual Shock 2.
Re:Remember who's speaking (Score:2, Insightful)
Have you ever played Katamari Damacy? Katamari is a slave to that controller. You could not play that game without two identical joysticks. MAYBE you could p
Re:Remember who's speaking (Score:2, Insightful)
Re:Remember who's speaking (Score:2)
Yes you could. One joystick and two analog triggers would be fine. Katamari only uses three axes, not all four.
And I'm sure we could work out a way to do it with the Revolution controller alone.
Re:Remember who's speaking (Score:2)
Re:Remember who's speaking (Score:2)
Okay. But imagine how much MORE fun Katamari might have been if the most natural interface for rolling a ball around -- a trackball, naturally -- had been available.
It's great that Takahashi figured out a way to shoehorn an intuitive control scheme onto a decade-old input device. But not every game designer can, or should be expected to, work under those same constraints.
Re:Remember who's speaking (Score:3, Insightful)
Re:Remember who's speaking (Score:3, Informative)
Unless I'm thinking of someone else, I'm pretty sure Keita Takahashi isn't a game designer at all. He doesn't even play games, and never even liked them much. He has said so himself before. He considers himself an artist and he wasn't really even thrilled at the idea of working on video game design, but it was a job that came along and he took it.
I tried to find the interview where he admits this, but I failed. If I'm t
You're proving yourself wrong (Score:3, Insightful)
So what you're saying is that Katamari Damacy would not have been possible with a controller without two analog sticks? That's, like, every console generation before the current one.
Not to mention that it was Nintendo who introduced the analog stick. But that shouldn't have that much influence on
Re:Remember who's speaking (Score:3, Informative)
Next time you play, try doing the introductory level where it teaches you the controls, because Katamari doesn't even come close to ignoring all the buttons. Of the thirteen buttons, R3 and L3 are pretty fundamental to the game, as together they switch your direction 180 degrees. R1 and L1 are both used for looking around in different ways. Start pauses, as it does in every game. Sel
Re:Remember who's speaking (Score:2)
Anything else is just more of the same.
What do you mean? You already can! Telekinesis is moving things with your mind -- just use it to push the buttons! Actually, I'm really looking forward to the Revolution as a way to practice even finer grained control of my telekinesis to maneuver the controller in 3D space, rather than crassly mashing buttons with bolts of mental force.
Re:What Evokes These Comments? (Score:2)
"How about you use your imagination instead of your tongue?"
I agree with your statement completely except for the referance above. This man does not lack in the imagination department. Anyone who has played Katamari Damacy will vouch for that.
Re:What Evokes These Comments? (Score:2, Flamebait)
I'd also like to point out that virtually every innovative console game (and borin
Re:What Evokes These Comments? (Score:2)
I agree with the assesment that this new controller might not be the end all and be all...it seems like it might get very tiring after a while.
But at the risk of sounding like that patent office guy who said we figure pretty much that can be invented has been, it seems like the only thing this "sub-par hardware" would cut back on is eye-candy. I can't think of too many things that
Re:What Evokes These Comments? (Score:2)
And I'd like to point out that every controller design from Nintendo since the NES(well before the GC) has had an impact on that same controller we've been using. Cross D-pad, shoulder buttons, analog sticks, canned force feedback are all console precendents set by Nintendo.
Re:What Evokes These Comments? (Score:2)
How so? Seriosly it is an INTERFACE. So now instead of pressing A to jump I am going to flip the controller? Instead of pressing A for left or B for Right I am just going to titlt it to the side? All the input gets translated to a function in the game.
The only thing this will probably improve is being sore after a long game of Mario Party. The controller will not spawn any new types of games but make certain games seem alot more fluid.
Lets apply his analogy some more! (Score:2)
"I'm not that impressed with the remote control. Why should my ability to change the channel be so dependant upon this thingy i can hold in my hand?"
"I'm not impressed with google, why should my ability to find porn on the internet be..." oh nevermind
Re:What Evokes These Comments? (Score:2)
He isnt saying the games shouldnt be influenced or take advantage of the controller, he is saying the controller shouldnt be the focus of the game. That I agree with greatly. I think if Nintendo keeps putting so much focus on the controller, game devs are going to come at it the wrong w
Impact of controllers (Score:5, Insightful)
Re:Impact of controllers (Score:2)
I'm going to disagree. Pretty much all NES games play quite similarly with a joystick, which was the standard controller before the gamepad. Where the gamepad outperforms a joystick is in cost, convenience (size), and the ability to put a lot of controllers/buttons in your hand. Until the game makers started putting a large (and in my opinion, excessive) number of controllers
Guitar Hero via Gamepad ... DDR via Gamepad ... (Score:2)
Simply put, different input mechanisms allow for a better gaming experience.
What this guy should be doing is working out how to use this control system in a future game to best effect.
Not all games can benefit from it I'm sure. The question should be whether enough games will to make it worthwhile for Nintendo to make it a base component of the system, unlike the examples above. Gameplay examples have been thought of b
Re:Guitar Hero via Gamepad ... DDR via Gamepad ... (Score:2)
I wasn't excited about the Revolution...until I actually played with a DS and saw how a new control scheme can really spark developers' imaginations.
Nintendo's got it backwards (Score:2, Insightful)
paradoxical comment (Score:5, Insightful)
MOD PARENT UP (Score:2)
This is an excellent point, and one I really hadn't thought of previously. Great comment!
Re:paradoxical comment (Score:2, Flamebait)
It's still an abstraction, just a different one.
Re:paradoxical comment (Score:2)
Re:paradoxical comment (Score:2)
Re:paradoxical comment (Score:2)
Re:paradoxical comment (Score:2)
In the end that might be true, but as it stands right now its all about the controller and only about the controller, we know exactly *nothing* about the games we will play on Revolution (except a few screenshots of Red Steel and N64, SNES, NES, etc. of course) and that is most likly what he is complaining about.
With the N64 we had Mario64, so we raved about Mario64 and not the new analog-stick, with the Rev we rave about the control
Re:paradoxical comment (Score:2)
So where was he when Sony and MS were all about the graphics of their new consoles?
Eh? We r
Re:paradoxical comment (Score:2)
It worked just as it was intended to, and it was absolutely the most annoying device I ever put my hands on.
What's worse is that they made this the only/primary controller for the Revolution. Throwing the gyro controller in the box as an option like the light gun was would have been a really,
Re:paradoxical comment (Score:2)
Does "it" mean the controller or the platform? (Score:4, Interesting)
Hmm... good opinion (Score:2, Interesting)
On another note, I am enthused about the Revolution's controller but even I still have a nagging feeling that this step won't stop cookie-cutter games that all play alike, it will just create new styles of cookie-cutter gam
Re:Hmm... good opinion (Score:5, Informative)
Re:Hmm... good opinion (Score:2)
I don't know how much hands on experience this guy has had with the new controller. The article wasn't terribly informative. Hopefully his comments
Re:Hmm... good opinion (Score:2)
Criticism Warranted (Score:2, Insightful)
But, speaking as an overworked graduate student in CS who once floated through K-12, I can say I don't have time for these "revolutions" in the game industry. Katamari Damacy is the only console game I've pla
Re:Criticism Warranted (Score:2)
I'm with you. I was all set to bury my anti-MS feelings and get some next gen goodness with the XBox 360, but when I saw the initial lineup: FPS, sports, sports, FPS, FPS, FPS, sports, sports, sports... I passed. BTW, I consider car racing games as "sports" even if it's some silly "Oooo! Illegal street racing doodz!" title.
PS3 lineup isn't starting to look all that much better. :( Although that shooter from Insomniac may have potential.
Re:Criticism Warranted (Score:2)
Maybe I'm just not seeing something here, but I don't see how your first sentence has anything to do with the second. What makes you think Nintendo and other game companies can't/won't make games that have you wave the new control
Re:Criticism Warranted (Score:2)
Re:Criticism Warranted (Score:2, Informative)
Your enjoyment of Katamari has EVERYTHING to do with the controller; in particular the control scheme. The reason why you, as a very busy individual, could sit down and enjoy it was because the interface was simple and intuitive. The number of games and the breadth of design for them allowed by controllers like the Dual Shock is extremely limited though, which is why there aren't a ton of games out there like Katamari.
Nintendo is doing their best to make
Re:Criticism Warranted (Score:2)
Nintendo is broadening the types of games that will be played on Revolution, not restricting them.
Re:Criticism Warranted (Score:2)
Re:Criticism Warranted (Score:3, Informative)
1) Nintendo is sacrificing its "old" audience (that enjoys adventure games, etc that require time) for a "new" audience (casual gamers).
2) As an adult, you are pressed for time and prefer casual games, and Nintendo is overlooking you.
I think that 1 is more correct than 2, though I don't think it's totally correct. The whole point of the Revolution (and its more-intuitive controller) is to get casual gamers off of Yahoo! games and onto a console. Nintendo kn
Re:Criticism Warranted (Score:2)
You just described a DS.
One Man's Opinion (Score:5, Insightful)
Keita can go and make Katamari Damacy for the original PS1 then. Oh, what's that? Can't handle the huge number of polygons in the game? Lack of dual-analog CONTROLLER makes it not nearly as fun? Yeah, that's what I thought
The Revolution's controller, at the very least, will allow for new gameplay elements. Whether or not this will lead to new and exciting game design is up for speculation, but it won't hurt and it's certainly not some kind of smoke screen.
Re:One Man's Opinion (Score:2)
Re:One Man's Opinion (Score:2)
Re:One Man's Opinion (Score:2)
The dual analog sticks weren't added until later. And the individual objects in Katamari have a low poly count, but taken in aggregate it's a decent number of polys. My point was that Keita made a game that relied on the controller and specs of the system it was made for, it wouldn't have worked as well on previous generation hardware. See the other comments in this thread, someone replies to me with a description of the PSP version that pretty much illustrates my point exa
Not deep enough? (Score:5, Insightful)
The controller has everything to do with the enjoyment of games, because that's how you interact with them. If this statement was really true, we'd all be using controllers like the Colecocision [videogamecritic.net] and other such monstrocities from the early 1980s. Look, it has nine buttons AND A KNOB! What more could you possibly ask for? And it's a sturdy, small design, so it can easily be stored.
Can you make enjoyable games with the current controllers? Hell yeah. But the Revolution contoller is about immersion as much as it is about enjoyment. Instead of sending an instruction to your character to swing the sword (passive second person) you actually move your arm to swing the sword (active first person), which will make people much more interested if they actually play the game instead of watch it.
Let's say you like playing sports. Which would you rather do? Be the coach who sits in the box and tells the batter when to swing, or be the batter and decide when you want to swing?
Games will be made on the PS3, 360, and Revolution that are enjoyable. But games will only be made for the Revolution that are immersable, which just compounds the enjoyment.
Re:Not deep enough? (Score:3, Interesting)
Unless the game itself features a character reaching its arm out, I don't think the Rev controller will really be that much more immersive than a gamepad. If the controller moves a spaceship or Mario's body or even a mouse cursor, players will still have that extra degree of separation as they translate their physical moves to the
Re:Not deep enough? (Score:4, Funny)
Which is great, but I suspect that a few years down the line you will a Lancet study on a whole slew of Revolution related injuries - RSI, bruises and fractures etc. - caused by a system that requires someone to wave a controller around, possibly quite forcefully.
I think everybody's missing the point (Score:3, Insightful)
Re:I think everybody's missing the point (Score:3, Informative)
I tend to agree. (Score:4, Insightful)
I personally cant stand the existing controllers covered in buttons and poorly designed games where developers felt the need to use every single button on them. So, I'm not saying Nintendo shouldn't use this thing as the centerpiece for the Revolution. Games like Guitar Hero have shown that Nintendo doesn't really corner the market on unique controllers. So I don't think it's going to quite spur the sort of innovation some people are expecting. The innovations that come will be due to compelling game design, not because some unusual controller has inspired it.
The King of All Cosmos says... (Score:5, Funny)
We dropped the controller there. It just fell out of Our hands while We were playing. Just slipped right out.
We hope you can visit during the day's rolling. Like that's possible.
If We were designing the controller, We would have made it much bigger.
Something is wrong here. (Score:2, Informative)
I dun get it.
I think people miss the point. (Score:2)
The Revolution faces a challenge (Score:2)
Re:The Revolution faces a challenge (Score:2)
Oh and lifting from Wikipedia:
"Companies developing or intending to publish games for the Revolution include Activision, AQ Interactive, Artdink, Atlus, Blitz Games, Clover Studio, Crossbeam Studios Entertainment, Electronic Arts, Grasshopper Manufacture, Koei, Kojima Productions, Konami, Kuju Entertainment, Midway Games, Namco Bandai, Natsume, N-Space, Inc., Sega, Square Enix, Ubisoft, Tecmo, Pandemic Studios and THQ."
If most of the
Re:The Revolution faces a challenge (Score:2)
Wow a sony dev has no interest in Nintendo? SHOCK (Score:5, Insightful)
As for the controller, I believe Nintendo's goal isnt to focus on the controller but to make the controller something you dont have to think about. I really think they have the right idea and if its done well, it will revolutionize the game industry. Imagine an interface that has virtually no learning curve. People that have never gamed before will be attracted to it after learning its as easy as using a remote control. As a bonus, educators and parents groups will praise it because it not only encourages but requires physical activity. I really think the hardcore gaming community is really underestimating what Nintendo is bringing to the table.
Playgrounds or Video Games? (Score:2, Funny)
Do you remember (Score:4, Interesting)
Re:I doubt it will ever materialize anyway (Score:5, Insightful)
The difference is that the Revolution controller does more than a normal controller, not less.
There already is one. It's called the Gamecube controller, and you'll be able to use it with the Revolution.
Lot check (Score:2, Informative)
There already is one. It's called the Gamecube controller, and you'll be able to use it with the Revolution.
Unless Nintendo's lot check guidelines require that only GameCube compatible games may use the GameCube controller. This is not without precedent: the GBA hardware accepts a GBC 2-player link cable just fine between two GBAs, but licensees are urged to make their games compatible only with the GBA-GBA multiplayer cable, which is actually slower (half duplex, slower baud rate) than the GBC cable.
Re:I doubt it will ever materialize anyway (Score:5, Informative)
Many different gaming magazine writers got to sit down and actually use the controller with demo games. Pretty much every one commented on how flawlessly it worked.
Imagine if the NES had been released with the light gun as the only controller?
That would have been a problem because the light gun had only one function- read in light patterns from the screen. It did nothing else, so programmers would have been able to use that one function in their games.
This is far from a light gun.
(Also, Nintendo has already stated that it is making a "shell" for the controller so it will be more like a conventional one, for the developers and gamers who pussy out.)
Re:I doubt it will ever materialize anyway (Score:2)
And if thats not good enough I understand that you can still hook an old gamecube controller to it.
Re:I doubt it will ever materialize anyway (Score:2)
As for Takahashi's whine, he seems to be talking out of the proverbial hindquarters. Of course c
Re:I doubt it will ever materialize anyway (Score:5, Insightful)
Do you really Nintendo would not bother to beta test their flagship product?
I'd think if they were going to ship a product that was horribly flawed they would notice it before they spent millions of dollars to bring it to market.
Re:I doubt it will ever materialize anyway (Score:2)
Hello, Virtual Boy! How have you been?
Re:I doubt it will ever materialize anyway (Score:2)
Yeah, or if someone were to like ship a bunch of systems that got really hot and caused all sorts of problems and negative feedback. That'd be stupid!
Re:I doubt it will ever materialize anyway (Score:2)
So you've missed where many industry people have already had hands-on experience with the thing, and are already a fair way through developing games that use it? Apparently you're assuming Nintendo learned nothing from the Power Gl
Re:I doubt it will ever materialize anyway (Score:4, Interesting)
Wow, what kind of morons do you think are running Nintendo? This company has been around for over a century, and is the only company currently managing to make an actual profit on video game consoles. You actually believe that they would risk the entire existence of their company by putting out a new console (in a very competitive marketplace) with a main controller that faulty? I mean, if they would, they don't deserve to keep existing anyhow, because that would be such a colossally stupid move. They're not Sony or Microsoft, they don't have a bazillion other products that can keep them afloat if their console bombs. They've got consoles and handhelds, and that's their business.
Yes, it could still be a flop just because of the whims of consumers. But I seriously, seriously doubt it will be because of actual flaws in the technical aspects. They'd push back the date or cancel the controller entirely rather than risk that. The fact that they've gotten this far strongly suggests that it won't be a problem.
Re:I doubt it will ever materialize anyway (Score:3, Informative)
The kind that would release the Virtual Boy.
The kind that would lose a virtual monopoly on the console industry.
Should I go on?
-Eric
Re:Excuse me for responding to flamebait... (Score:2)
Nice to see the ad hominem attack is alive and well on Slashdot.
Re:Only on slashdot (Score:3, Funny)
Who needs a controller to play games? FMV, dude!
Re:Only on slashdot (Score:2, Informative)
Re:Sure, sure... (Score:2)
The problem arises when console manufacturers start (or rather, when they started, since they've gone too far already) putting far more buttons than a typical human can remember how to use. Add in the idea of mode-specific buttons ("X fires in the minigames, jumps in the main screen, pans left on the map...") or even chording, and you quickly have even experienced gamers who limit their interaction to the mere