Snotnarok said:
Rumble is standard in all controllers now, it's not something that's in some, or requires a lot of effort,
Yeah. It is
now. It wasn't before. When it first appeared it was barely a novelty.
But over time it became more prevalent. Now it's a standard.
So it bares asking: Why then are you so adamantly against this more advanced form of haptic feedback? Why are you SO convinced no one will want to use it when designing their games?
You act as though we should just stop making advances in our current controller technology. As if stagnation in this medium is a
good thing.
I don't get that. Isn't stagnation the one thing this community almost universally complains about on a daily basis? Why now is everyone so afraid of a change?
seriously think about it do you think rumble is on the same level of complexity as dual traction pads with haptic tech in it?
No I don't. I said as much in my other posts. Rumble motors are one of the earlier and certainly more antiquated forms of haptic feedback.
And that's my point. This is
advancement of current...er, well older...technology. It's the next logical step.
So again, I really can't understand the resistance to it.
You put it on impacts and adjust levels here and there, it's not something that needs to give the users thumbs tactile feelings to understand what's going on in what given situation and how much has to be applied in what part while maintaining what area does what.
Actually, they're meant to give a range of feelings across the entire hand. That's why proper rumble coding within the game space isn't as easy as you seem to think it is.
Getting the proper force and movement in the right moment isn't a simple thing. It's a balancing act.
Sure, some devs are lazy and just use basic configurations that trigger with everything ingame, but the craftier and more talented devs find more intricate and creative ways to use them.
These new actuators in the SteamController may let those same developers devise even greater levels of intricate feedback. Or, they can just be defaulted to basic rumble functions for the lazier, less skillful developers.
Uh, yes that was an accessory and again something easily programmed for that came with certain games.
It
started as an accessory because, haptic feedback of
any kind was a novelty back then. It was something that had never been tried in a consumer product like that before. But now, haptic feedback is not only standard it's expected. Yet, many of the console and input device manufactures seem content on utilizing haptic tech from two decades ago. It's time for something new and better.
And no, I don't care who brings it to the consumer base first. Whether it be Valve, Microsoft, Nintendo, or whoever. It just so happens that Valve seems to be the one to try it first.
What I'm implying is rumble comes in controllers now, even cheap 3rd party controllers, this is something that needs to be coded for and is advanced.
I don't get your point here? It's in controllers now, therefore we should never try something new? Resorting to stagnation again?
Yes, it is like the kinnect in the way that both the user has to learn how to use it and devs have to learn how to program for it and continue doing so for a device that is optional for your system much like the kinnect is. It's not a wii remote that comes with it, no one has to buy this thing so it's exactly the same.
The Kinect is a gimmicky input device that
requires games to be coded in specific ways to utilize it. The SteamController is simply a standard-form input device. It's coding and design requirements are no different than, say, the Xbones controller or the PS4s controller.
Users don't have to "learn" anything about the haptic feedback system. No more than they have to learn the rumble motors in their current controllers. They're not integral to the user inputs. They're ancillary. They're there to
enhance the player experience.
Coded it to work with every steam game? You know that's impossible, it's made with a default compatibility like any controller can do to a degree, they didn't and aren't about to sit there and make this controller function with every game.
That's why there's community open modding on it so the community can take advantage of it. This is why you can't just use a PS2 controller with every game or some games don't work with the dpad but the analog stick, you need to move the buttons around or sometimes get a key to joy program, it's not going to easily work with every game on steam that is just nonsense, and because games currently have no programming for this device it won't be taken advantage of so that means all but valve games will really feel awesome with the controller, others will just work or need work to function with games properly.
So...a default compatibility mode for the SteamController is a bad thing....but is an expected or even a good thing for every other controller? That's hardly a fair stance.
The modding tools available for the device aren't there so the community can do Valve's job for them. They're there because Valve understands that there are communities of modders out there that love to tinker with things. Valve's just making the tinkering process easier from the get-go.
Besides, Valve's already built in support for custom mapping. So you don't need some superfluous 3rd party program to get the controller to work for an older game, nor one that only uses keyboard and mouse. Just set the controller to "legacy mode" and you can map it like you would a keyboard and mouse.
No, it's not applicable to every controller because they adhere to a standard that has been established, 2 analog sticks 4 face buttons 2 option buttons 4 triggers a d-pad.
So any controller that doesn't have two analog sticks ,and all the other "standards" you claim, should not be considered a controller?
So gamers have never had proper game input devices until the Gamecube/PS2/Xbox era?
Maybe my memory's bad, because I seem to recall playing my NES/SNES/etc with a controller.
Or maybe, standards change. Maybe as new technology and new ideas come to light the "way things should be" changes to fit the new ideals.
This thing doesn't even have a dpad and is also relying on devs or the community to implement functionality for their controller.
Really... Now we're complaining about a lack of a d-pad?
The d-pad. The thing that is, on most of todays modern controllers, just an antiquated hold over from gamings past. The vast majority of games today just use them as an extra four buttons for crying out loud.
I don't get how you can claim Valve expects other developers to implement functionality into the thing. They are currently working
with the development community to implement the features and functions those devs want. They aren't just throwing a bunch of tech into a shell and expecting everyone else to do the work to make it function.
Of course my criticisms are going to come off double sided
If you're aware that you're using double standards, then why continue to use them?
, you nor I don't have it in hands so the only thing we can do is either be skeptical or hopeful. I am both, I think you're leaning way too in favor optimism.
Should we all just be optimistic and excited? No there's opposites to everything, I don't hate the thing, I find it very interesting however I'm skeptical that I'd like it or that it's going to be a competitor to other current controllers. You don't have to like my opinion or thoughts, but I'm strictly voicing them for discussion.
You're right. Neither of us has one of these SteamControllers in our own hands to make a judgement on them.
And yes, in some ways I'm leaning towards optimism. I'm not naive or stupid enough to assume this thing will be a golden construct of perfection. Hell, for all I know I may find it to be the most uncomfortable and most awkward controller I've ever held. And given it's extremely unorthodox design that may very well end up being the case.
But, I'd rather be hopeful that someone is going to finally bring some advances to gaming input devices than assume it's going to fail.
Of course we should all show a bit of skepticism. Skepticism, as long as it's not extreme, is a healthy thing. But there's a difference between skepticism and pessimism. Many of the comments thus far have been squarely in the latter.
Which is fine. I don't care if people have already made up their minds to not like the thing. They're welcome to their opinions. But, that's not going to stop me from sharing my own. Nor, as has been the case since the reveal, will I refrain from pointing out the
many petty and often irrational complaints I've seen from some people.
Regardless, I'm not sure you and I can come to a consensus on this. Not yet, anyway. It seems our views on what does and doesn't constitute a "proper controller" are too different. We'll just have to wait for the thing to hit the market to see what it's like.
But bare in mind, this SteamController isn't meant to replace every other controller on the market. It's simply meant as an
alternative. Another option for those that want it. So if, say, it's lack of a d-pad REALLY bothers someone, there are other controllers they can turn to to satiate that need.