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zakruti.com » Knowledge, science, education » Crash Course
Input Devices: Crash Course Games #24

Input Devices: Crash Course Games #24

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Rating: 4.0; Vote: 1
Today we-re going to talk about controllers. Controllers are incredibly important in the gaming experience because they are how we communicate actions within a game and often play a significant role in why we like or dislike certain games. And over the years they have seen some huge improvements mostly brought on by the creation of more complex and immersive video games. Controller design is so important in fact that some of the largest game console manufacturers spend hundreds of millions of dollars each cycle trying to update and refine their designs. But interestingly, the same can-t quite be said for one of the biggest gaming platforms right now - so we-ll talk about that too. Want some Crash Course Games merch? Check out our beautiful Snake-inspired mugs! Also
Date: 2022-04-04

Comments and reviews: 10


The Atari style joystick had EIGHT directions. It was basically constructed as a four-button electronic pad mounted below a stick with 4 tabs that would press each of the 4 buttons as the stick was moved about. However, when the stick was moved diagonally (up-left, up-right, down-left, or down-right) 2 of these buttons would be pressed simutaneously, effectively informing the game that the player wished to move diagonally. BTW, this is how most home versions of Qbert functioned, by reading the diagonal movements of the joystick as combinations of vertical and horizontal electronic button presses, although I believe the original arcade version actually set the electronic buttons under the joystick at the 4 diagonal positions instead.
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08: 20 -optimize the experience for FPS players- yet it isn't at all been-optimized- all it needs is one trackball which has been demonstrated and we could actually start having X-platform games. The dual analog is terrible for shooting games, just like the keyboard is terrible for racing games. There is no need to be so stubbornly status-quo. I think it's a shame that MS and Sony have not innovated at all really in this area.
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To be honest I feel like Nintendo shot themselves in the foot by dropping motion control.
We don't really want a tablet or a touch screen. Most of us did like motion controls. We've just been silenced by the vocal minority of couchsters and haters.
I want to immerse as much as possible into the game world. We need better motion controls, not _no_ motion control.

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Just as a gamer who is developing arthritis in my early 30s and experiencing some nerve issues, I'm very interested in developments in alternate control devices, particularly for existing types of games. I can't play games for very long before my hands start cramping up or even going numb, particularly with keyboard and mouse controls.
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Seems like a narrow minded view from the world of canned games. Note: PCs exist, flight and space sims exist, mouse and keyboard is king in FPS still after more than 20 years! So don''t pretend to teach something valuable about -food- in general, but then proceed to talk exclusively about canned food plz.
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This video is giving too much credit to Nintendo. Nintendo didn't invent the D-pad, just the cross design. Neither shoulder buttons, nor an analog stick.
-HOW DO U PEOPLE SCREW THIS UP? -

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Sony sent controller prototypes to FPS devs to optimize the experience.
FPS devs must be like: That's cute. Now here's a keyboard and mouse you can plug into your PS4.

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Hey, why do you record these videos with 24 fps when they're exclusively played on the internet and not on broadcast TV? Higher fps like 30 or 60 would make them much better.
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EDSF + MOUSE. Never cared for WSAD. E has a nub to feel out and this position allows you to still reach the same left side keys whilst opening up more to the left.
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It's a shame this episode was likely recorded prior to the revelation of the Nintendo Switch. It would have been interesting to hear their take on the new input device.
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