I am more than willing to host a video game trivia event in the Discord server but I’ve never used a soundboard before. I’m willing to learn in the name of trivia.
EDIT: @WerqKween if you wanna host then I can play!!! Maybe we can swap turns or I can be your assistant if need be hehehe. I almost never get to actually play game music trivia because I’m always running it.
I’m with @tylerisrandom regarding the lineage of SNES through DualShock/DualSense in that this is my favourite controller configuration. I also think the PS glyphs are the best face-button symbols because they are non linguistic and work in any configuration/direction. It’s my biggest problem with PC controllers, because even those that are designed in the same layout as a DualShock don’t feature PlayStation glyphs (obviously and unfortunately due to licensing issues). As a result my primary PC controllers are DualSense controllers, with the Series X|S controller functions as my backup for Microsoft store games or anything that doesn’t play nice with DualShock/DualSense.
To answer @tylerisrandom’s question about N64 controller analogue sticks: mine still work, lol.
Re: GCN controllers and what @anon13834866 said about racing games, I agree 100%. My favourite Extreme-G 3 release was on GCN for this reason.
I didn’t own a DualShock until I had a PS2, so the DS2. Which means I played every single PSX game with the release controller and I adore that thing.
I’m still a fan of the Wii U Pro controller. I prefer it ever so slightly over the Wii gamepad, and I like it far greater than the Switch Pro controller.
I’m also with @tylerisrandom and @anon13834866 in the belief that highly modular controllers and accessible designs are the future of controller design.
So are many many other consoles and accessories…and i still enjoy those. It has so far fufilled and occasionally exceeded my expectations…and has a pc adapter if i ever play it more than an hour or so every couple weeks.
I brought this up exclusively in reference to future controller design being influenced by VR, which I think @Roach mentioned in the episode. By this I just mean I doubt VR based controls are going to be the future of controller interface design, even if what has been designed so far is compelling, simply because companies like Sony seem quick to abandon it.
I think modular or adaptive control schemes are definitely the future, but they might not be heavily driven by VR specifically.
I think sign-language trackers are highly compelling, but they have as many, if not more, applications outside VR as they probably do inside. My point it that I don’t think VR is going to be the driving force in this type of design. Rather its necessity in terms of expanding accessibility to computing devices in general will likely be crucial to long term breakthroughs and progress. That’s my point, even if these things are currently entwined with VR, I don’t think VR will ultimately be the thing that is going to drive advancement and adoption in the mainstream. I think things like sign-language interpreters will gain mainstream use via phones, computers and possibly wearables (which is happening in research settings). I think VR will remain too niche to be the force that propels this type of tech to success.
I’m really just making the observation that diminishing support for VR will likely mean it won’t drive innovation in controller design as much as non-VR applications might. That’s the only reason I linked to the article about Sony’s decreasing support for PSVR2. It also wasn’t a dig at PSVR2. But I probably should have contextualized it because it’s admittedly pretty meaningless as a cold link.
Yeah, I don’t think VR is at a point where it’s going to influence mainstream gamers, consoles, or controllers in general, but I am personally excited to see how VR will improve, even if it’s never adopted beyond its niche audience. I’m especially interested in it eventually being affordable in general… The Valve Index is quite costly, then you have to consider the amount of room you need to use it effectively, and then if you start looking into even more dynamic tracking (for example, Slime Tracker), the upfront costs are pretty insane for basically a handful of quality games.
TLDR: I am addicted to VRChat and I want to be able to do more cool things in it lmao.
RE: controllers, I’ll repost what I wrote in the main site:
GameCube, without a doubt. The unique face buttons were great. A big A for the main action that was positioned right under your thumb with secondary buttons surrounding it and all of them the same distance from it. Each button with an unique shape and colour clearly indicating its hierarchy and also making visual cues in game much more readable.
That arrangement is so much better than the diamond we’ve got stuck with. Every buttons look the same and your finger needs to buy a plane ticket to go from one button to the opposite one (bottom to top of left to right).
I’m endlessly frustrated that the industry didn’t adopt that design.