Subject: Codifying controller suitabilities
As part of the site I've been thinking about a way to codify the types of motions a controller might be expected to perform. While one controller might be awesome for Street Fighter, it might completely suck at a game like PacMan.
TapTap
Like Boulder Dash or Magical Drop or Flip n Flop: rapid tap/release motions require speed, accuracy and a specific amount of movement and release response.
Maze
PacMan or DigDug or Mr. Do: very precise 4-way directional control. Exceptional precision is required, lest the compass points drift into diagonals and cost you a life.
Fighter
Fighting games. Lots of accurate quarter- and half-circles. Generally a lot of movement is required, so sticks or larger pads are beneficial.
Shooter
Shooting games (not the 3D type) like Raiden. Accuracy and release-response are critical. I find a large amount of movement helps: sticks are better than pads.
How about the components:
release response - how fast a controller returns to center
accuracy under pressure - likelihood of undesired input
I welcome your thoughts on the idea.
TapTap
Like Boulder Dash or Magical Drop or Flip n Flop: rapid tap/release motions require speed, accuracy and a specific amount of movement and release response.
Maze
PacMan or DigDug or Mr. Do: very precise 4-way directional control. Exceptional precision is required, lest the compass points drift into diagonals and cost you a life.
Fighter
Fighting games. Lots of accurate quarter- and half-circles. Generally a lot of movement is required, so sticks or larger pads are beneficial.
Shooter
Shooting games (not the 3D type) like Raiden. Accuracy and release-response are critical. I find a large amount of movement helps: sticks are better than pads.
How about the components:
release response - how fast a controller returns to center
accuracy under pressure - likelihood of undesired input
I welcome your thoughts on the idea.

NFG
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