Snotnarok said:
Sight Unseen said:
Snotnarok said:
The Lugz said:
Snotnarok said:
There's no dpad and there's no physical feedback, granted my example below is old but it's the same issue tablets/phones have with games today. No physical sensation of buttons clicking/pressing or stick angles and you're making it very challenging to play
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the controller has haptic feedback, you feel whatever the programmer wants you to feel. so for example you want to play a game where you pop bubble-wrap? you guessed it 'pop' 'pop' under your finger. emulating a button push would be impossible but communicating to the player they've pushed the button is easy it's basically like touching a speaker, so yes there can be feedback, you could even be a smart-ass and program several levels of feedback and one for 'the limit' of activation, similar to mechanical keyboard keys
I applaud valve for trying something new, frankly these technologies will never be accepted until someone puts them out there, hell the first 'standard' 16 button controller raised a few eyebrows from the crowds of arcade game button-mashers so only time will tell, I personally think it will work solidly as a controller, but the average gamer just wont want it on principal because they've used dual sticks for half their lives.
I'm glad you didn't finish reading my post where I had written I know there's haptic feedback, but I'll explain this anyway; the ability to 'let the programmer make you feel what he wants you to feel" is a interesting idea idea, the problem is this never works, it's a gimmick that few games take advantage of then it's just thrown in at the last minute because the console creators 'would prefer' you use it. Look at; the Wii's entire library or the six-axis, PSV's rear touch panel 3D. It's a forced feature that typically hurts gameplay. To top it off many devs rarely let you even change controls the most basic and easy thing they could implement and you think they're going to take the time to add in these features for a controller that won't be the majority on steam or steam box?
This is how it'll likely go, a few games in the first year will use it and likely be impressive in their own right, then they will default the haptic to emulating the current controllers in some way. Because that's what everyone has keyboard and mouse and a controller and this isn't likely to be a standard because everyone who has a PC has their preferred control method, those who do get this aren't going to be close to the majority so that will likely end that.
Again: it's a very interesting idea that fits little into games currently and I can't see it wedging it's way into the normal game pad world.
You would have a point if the controller wasn't moddable and customizable. Valve is planning to let you share custom controller configurations (which I would assume includes custom haptic feedback because they said you could customize the hardware and software of the controller) through the steam workshop. So if a developer doesn't provide an adequate controller layout, you could just find a custom one made by a fan that works for you or better yet, make one yourself! Even if the game doesn't have native controller support, the controller has a "legacy mode" that tricks the PC into thinking it's a mouse and keyboard, whose keybindings are completely customizable. So I don't see this being as much of a problem as you seem to think it will be.
Many things are moddable and customizable on PC, you can get a Genesis/atari/snes controller working fairly easily but many people default to a 360 or PS2 controller via adapter.
Okay it's customizable but I'm skeptical of it, are you saying you're sure that this tech can not only emulate other controllers but do it as good? That's the idea behind this right? If that's what it does, then why would many people get this? Many have controllers they like and I don't see how something emulating other ways to control will surpass them to make the purchase worth it.
I'm NOT saying it's bad it's just I don't see the application for it. Relying on people to hack and make things work for games doesn't impress because it will just to allow compatibility not really take advantage of this thing that emulates the feel of doing other things so I don't see the point again.
For your first point, modding and customizing will be easier and more publicly available due to Valve releasing the devkit and information about the console, as well as allowing an easy system to share, rate, and download controller mappings with the Steam Workshop which IMO is a fantastic system. No other controller has this level of ease of adaptation and sharing. None.
As for your second point which I feel wasn't really addressing my post, but whatever, I'm not completely sold on this new controller being the next greatest thing since sliced bread. I am however extremely optimistic for it and very eager to buy one and try it out myself. They aren't just trying to
emulate controllers they are trying to
improve upon them and allow them to do things which most controllers either can't do at all (RTS, grand strategy games, mouse movement, etc) or which do more poorly when compared to a mouse and keyboard (ie. FPS, some RPG's, etc)
You have to keep in mind that Valve is trying to make the PC (or their console(s)) more viable and enticing for people who want living room entertainment systems. Their entire goal is to make PC quality gaming more accessible, affordable, and living room friendly. And let's be honest here, a mouse and keyboard, while a great input system and I use it for most of my games nowadays, is not as accessible or as living room friendly as a controller is, and it also has limitations of its own (not having pressure sensitive movement speeds like an analog stick does for instance) So Valve is trying to make a new controller that takes the strengths of the controller (comfort, living-room compatible, analog movement, accessibility) and the strengths of the mouse and keyboard (customizable key bindings, more accurate mouse inputs, more buttons, less latency) and combine them into one package without any (or most anyway) of the drawbacks of either input system.
Whether it'll work as intended is anyone's guess, although knowing Valve they'd never let this see the light of day if it wasn't super polished and worked as intended. Whether it'll cause a revolution in the gaming input world, create a small but dedicated niche following, or flop completely is still to be seen. However I'm pretty optimistic and I cannot freaking wait to try one!