Daniel
Flaquinti - 100393621
For this
week’s blog post I will discuss the evolution of video game controllers and how
I believe they evolved into what we use today. As mentioned in the lecture, one
of the first ways of controlling a video game was a knob (or spinner). Commonly,
the knob would control the movement of an on-screen block. This kind of input
method only allowed movement was along one axis, essentially being one
dimensional. This was fine for PONG and tennis style games, but did not allow
enough control for more advance games. It was also common for knobs to be
attached to the home game console, meaning the player would have to be holding
the game system in their lap to play.
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The controller was built into the console. |
Arcade games
started to grow in terms of graphical capabilities and so did their control
methods. Each game had custom controls designed and built for each specific
game. Some used joysticks (Pac Man), buttons (Asteroids), trackballs (Missile Command),
or steering wheels (Pole Position). Surprisingly, the world’s first game to use
polygon graphics, I-Robot, only used a joystick as input.
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Polygon graphics back in 1983. |
The second generation
of home consoles gained the feature of having interchangeable cartridges,
allowing for them to play more than their prebuilt games. This was problematic as
the games could no longer have custom controls for each game (as they did in
the arcade). All of the controllers were also separated from the system,
allowing them to be held in the player hands. For the Atari 2600, many games
had to utilize the primitive joystick and one button. Some games did utilize
accessories, such as the keypad and paddle controllers (which still offers more
control then a lot of other controllers I use today). Many games in the Atari 2600’s library
utilized the joystick to move and the button for a solitary action (such as
moving and shooting). The Intellivision and Colecovision were very similar in
design. They were not as easy to use, but used their extra buttons to their
advantage. Menu selections could be made quite easily, such as inputting the
computers level of difficulty. Games such as Discs of Tron used the Intellivision’s
pressure sensitive disc to move in 8 directions and the keypad to fire in a
different direction. Despite these extra buttons, a lot of games still only
used the direction and action buttons.
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Despite it looks, the disc does not spin. |
In the next
generation of video games systems, the NES and Sega Master System took over the
scene. Both systems abandoned the joystick for the iconic directional pad. This
kind of design seemed necessary as it allowed for only one hand to move the
character and free other to use more action buttons (the Atari 2600 joystick
requires one hand to move the stick and the other to hold the bottom part of
the controller). This design was first used on Nintendo’s Game and Watch
systems, which required the movement commands of a joystick, but had to be flat
so the system would be portable and foldable (on the two screen models). With
more effective directional movement and more buttons, games for the NES and
Master System were able to grow in complexity. Many games were able to use the
two buttons to perform a wider array of actions, such as jump and attack. This
also led to the creation of very popular franchises and establish well known genres.
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A very iconic controller and still one of the best ones I have used to this day. |
Meanwhile,
arcade games were rapidly growing in complexity. They continued to add more and
more buttons. The SNES, Genesis and Turbografx became the next generation of
systems. These controllers were more comfortable to use and contained even more
buttons. The Turbografx controllers included a built in turbo switch, allowing
the buttons to be continuously pressed down and still continue to fire. Fighting
games, such as Street Fighter and Mortal Kombat were becoming popular. The
controllers of the game consoles were able to handle ports of the games as they
included all of the buttons. After that generation came the rise of 3D polygons
and movement in 3D space. Console manufactures had to make their controllers so
the user would be able to navigate 3D space. Nintendo added an analog stick for
precise movement in 360 degrees. They also added four yellow C buttons that
would be used to control the camera, such as in Super Mario 64. Sony’s first version
of their controller was very similar to the SNES’s. They later added two analog
sticks to aid in the navigation of 3D space. Sega also started out with a very
standard controller, but later made the “3D controller” for the Sega Saturn
system with an analog stick. The next generation seemed to be a refinement of
the previous generation. One change was that many console manufactures made the
analog stick the main point of input as the D-pad took a lesser, smaller role
in the controllers.
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The analog stick was now the star of the show. |
One big
change going into the next generation was the diversions of the different
controllers. Sony and Microsoft controllers stayed pretty much the same. It was
Nintendo that offered a new innovative controller with the Wiimote. The Wii’s
controller could detect motion and was simpler to use then the “hardcore”
controllers from Microsoft and Sony. Later in the cycle, Microsoft and Sony released
their motion controls, the Kinect and PlayStation Move. These types of devices
allowed for a more causal audience to enjoy gaming.
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Everyone got in on the action (except I don’t think anyone bought a PlayStation Move). |
As for the
future I believe that controllers will continue to innovate, but will still
have many of their roots tied to the past. For games to continue to have
precise and effective controls, buttons, joysticks and analog sticks will still
be necessary. New additions, such as a build in screen, biometrics and cameras
will help enhance the experience of the overall game, possibly becoming a
necessity in the future generations.
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The Wii U Gamepad adds something new, but still retains the buttons, D-pad and analog sticks. A perfect balance between old and new. |