dynamiteReady wrote:Also, how many buttons does your mouse have, and how imprecise to you consider it to be?
Diluted Dante wrote:You're talking about replacing traditional control pads with touch and gyro though. In my experiance, the games that use traditional controllers haven't survived the transition to mobile very well, and the best mobile games are either conversions of mouse led games or new ideas built from the new input system.
djchump wrote:When input matters, you design for a specific, most intuitive, single physical control per action:
cockbeard wrote:Vr walking is spackered, I may which to change direction or speed. Only real way to do it would be with a massive kugel ball, like big enough to walk on
monkey wrote:If the OR needs some sort of companion treadmill to play games properly, it will have failed as a mainstream consumer device. It will be in the same category of leisure equipment as a pool table, nice to have if you've got the space.
Yossarian wrote:Which is something that I believe it does need to make it truly immersive for any game experience which doesn't involve being strapped into a cockpit, and this is why I don't believe that it's going to herald the revolution in gaming that some people claim.monkey wrote:If the OR needs some sort of companion treadmill to play games properly, it will have failed as a mainstream consumer device. It will be in the same category of leisure equipment as a pool table, nice to have if you've got the space.
LazyGunn wrote:You don't need a treadmill, you don't need to totally be something to enjoy immersion (its like saying gamepads will never catch on because they don't feel like walking, or monitors will never catch on because real vision is never that small and flat and not-moving)
IanHamlett wrote:Twin sticks has always felt like a fudge. It's a mouse and keys control scheme. A pointer does a better job than a mouse and a stick does a better job than keys.
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