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1539339 No.1539339 [Reply] [Original]

Why U no offer the correct digital control layout? Why must I reconfigure my button config every time I want to play one of these games? Why am I actually considering modifying a real scph-1080 to be able to change button functions since I prefer to play seriously on real hardware? I'm looking at you, FROM.

Why is Doom the ONLY Playstation game that gets this right? Even Goldeneye has a config like this though.

>> No.1539368
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1539368

Strafe is supposed to be on L1 and R1. Look up/down (if they're even necessary) are supposed to be on L2 and R2.

>> No.1539414

>Playing an FPS on a digital controller
So much why

>> No.1539417

>>1539368
Thank you.

>> No.1539423

>>1539368
But that's wrong

>>1539414
Because there was no such thing as a dual analog controller, and these games have no support for it.

>> No.1539438

>>1539414
More like, playing FPS on a console.

>> No.1539445

>>1539438
FROM games are not fucking shooters. I'm talking about games like King's Field, Shadow Tower, and Echo Night - as well as a big old stack of Japanese exclusives.

>> No.1539448
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1539448

>>1539438

>> No.1539585
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1539585

Maybe this is clearer... I think I might have the "turn" buttons reversed.

Essentially, this gives you the same control layout as a modern first person game has. These games generally had at least two wasted buttons, too. Like "menu" as a face button. I'm usually able to set up usable control schemes even for controllers that only have one L and R button

>> No.1539593

>Why must I reconfigure my button config every time I want to play one of these games?

Because people play games differently than others, which is *why* there's a configuration option in the first place, perhaps?

>> No.1539607

>>1539593
If I could do it within the game that would be great but the games themselves only offer a choice of a few pre-configured layouts - none of which are remotely close to this. It's like it hadn't occurred to third party Japanese devs yet that people might want to move in 3 dimensions with their thumbs, and act with their fingers.

>> No.1539615

>>1539339
>>1539585
The dula-stick layout you're trying to simulate is just as counterintuitive as >>1539368 . You've probably grown up in the PS2 era, so it looks more natural to you, but actually using the twin sticks was even more awkward and confusing than looking up/down with R2/L2, because it really has absolutely nothing to do with how human body works.

The only reason dual sticks are used is because the sticks are analog. With digital buttons all is the same, be it what you are proposing or the classic shoulder button strafe and look.

>> No.1539653

>>1539615
Uhhhh no. I was there at the time. I'm pretty sure it was Unreal that stumbled upon the "move & aim" setup of using WASD to control your "lower body" and the mouse to control your "upper body". There's nothing counter-intuitive about it.

It's the obvious ideal now and it would have been ideal then as well. In fact, it IS ideal as it makes these games tons easier. Especially King's Field.

>> No.1539668

>>1539653
This. You use your left thumb as WASD and your right thumb as the mouse. Funnily enough, Sega probably would have been better off putting their single analog stick on the right instead of the left. Or in the center where it can be reached by either thumb like Nintendo was maybe wanting to with N64 before somebody got all loopy.

>> No.1539687

You could always emulate it.

>> No.1539697

>>1539653
WASD and mouse actually originated in the Doom community around 1995.

>> No.1539701

On a similar note, when the fuck with R2 and L2 become accelerate and brake/reverse? I could barely drive in GTA5 because of that shit. I couldn't even change it to something more traditional. Don't get me started on how Borderlands 2 handles it either which makes it impossible to aim worth a shit while driving.

I prefer the driving controls of X for speed up, Square for Brake/Reverse by magnitudes.

>> No.1539719

>>1539687
Yeah that's what I have to do - but I prefer real hardware for serious gaming, plus FPSE doesn't seem to want to remember my custom button layouts for individual games.

>>1539697
I think it was Quake 2. Doom doesn't have look up and down, although like I said Doom on Playstation was the first game that had this as an option.

>> No.1539724

>>1539701
I think it was to give a long analog throw for those controls, so you can give it "just a little" gas or feather the brake.

>> No.1539732

>>1539724
I like fucking with people in BL2 by walking SUPER SLOW. It fucks with them, because the default WASD speed is RUN.

Then I hold the right stick sideways and WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE.

>> No.1539759

>>1539732
Yeah I'm also a walker because I think it makes you look like eh pretty cool guy. In competitive play though, it's proven to be essentially worthless just like analog gas/brakes.

Maybe for Crazy Taxi or something. It doesn't even really matter in Gran Turismo because you don't even have a clutch to burn out or tire wear.

>> No.1539786

>>1539339

> Japanese first person developer

I think I figured out your problem.

>> No.1539814

>>1539368
This is how King's Field handles it and it works well. It's nice because you can quickly change strafe directions since they're mapped to opposite shoulder buttons.

>> No.1539826

>>1539724
PS2 actually had that to an extent on the face buttons. But the triggers are much better for accurate driving. Not to mention it's easier to do drive-bys that way.

Now compare that to GTA2, which doesn't have nearly as much complexity or depth with car combat and whatnot. It wasn't necessary to drive like that.

>> No.1539835

>>1539826
Aren't all PS2 and PS3 buttons pressure-sensitive?

>> No.1539843

>>1539835
I dunno about all. I just know the face buttons are from anecdotal experience.

Did the PS1 have pressure sensitive controls at all? I ask because I didn't even know the PS2 did until someone pointed it out to me.

>> No.1539848

>>1539843
PS1 doesn't. All I know from PS2 is that pressure-sensitiveness is on the shoulder buttons, so I guess it's all of them. MGS2 lets you lower your gun while aiming if you take the pressure off slowly while taking it off quickly fires it.

>> No.1539850

>>1539843
No, the PS2 started the analog buttons. It was touted as a fairly big deal at the time, and if you've played any of the GTA 3 games or MGS 2 and 3, you probably didn't think much of it but the sensitivity was definitely there.

>> No.1539860

>>1539826
Yeah that's why I said "a long analog throw". A lot of people still don't believe me when I tell them PS2 face buttons are analog.

>>1539814
>and it works well
Bullshit it does. Try it my way and see the life you COULD have been living. I'm sure you don't play King's Field 4 like that.

>> No.1539942

>>1539848
Pressure sensitivity is on shoulders and face buttons. You can see it most clearly in MGS3, as a light circle press during an interrogation chokes, and a harder press executes.

>> No.1541206

>>1539697
>not using ESDF

>> No.1541210

Get a dualshock ya bum

>> No.1541283

>>1541210
>implying I don't have ten or more
It doesn't help if the game doesn't support it, Dummy.

>> No.1541290

>>1539719
doom supports keyboard and mouse.

>> No.1541292

>>1539697
where did you hear that/

>> No.1541340

>>1541290
Yeah I know. Too bad FROM games don't.

>>1541292
I think it was Quake 2