Game controllers are too complicated
Harrison and Molyneux in agreement.
Phil Harrison and Peter Molyneux have both agreed that game controllers are too complicated and put newcomers off, GamesIndustry.biz reports.
"You hand somebody a game controller and it's like you've handed them a live gun or a hand grenade with the pin taken out," said Harrison, soon to be former Sony Worldwide Studios boss.
We would have said it was like hot potatoes, Phil. But you carry on with your hand grenades.
Lionhead boss Peter Molyneux added: "We don't use half the buttons on the 360 controller, simply because the whole dream I've got is that someone will sit down to play Fable 2 who has never played a game before and they can play with someone who's played games the whole of their lives.
"I wish there wasn't so many buttons on the controller. You have to approach that in design terms by thinking you've only got one button."
Harrison went on to praise the Wiimote for being a "non-game centric device", and the iPhone for appealing to our natural instincts.
"I saw this first hand a few weeks ago where a two-year-old was playing with an iPhone and he knows how to get the pictures up of mum and dad," said Harrison.
"The two-year-old then intuitively thought that all electronic devices worked like that: he's pressing the TV to change channels."
"He's right and the rest of us are wrong - that should be applied universally. Apple should be applauded for that innovation," he added.
GamesIndustry.biz is complicated, which is why it hangs around with Fact and leaves popular Fiction alone.
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Comments (87) Latest comment 4 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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I want people who have never played games before to break down and cry when confronted by the monstrosity.
This.
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The more interactive the experience the better, take away the buttons it becomes less so.
The wiimote still works because it offers simplicity with depth. so yeah these two seem shortsighted with their opinions.
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Something tells me Phil's trying to get a job at Apple....
beat me to it
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We had joysticks with one button for years through the 8bit era and gaming is much bigger now than it was then. Granted less people are interest in moving blocks round a screen than they are looking at the graphics we have today, but my point (lame as it is) still stands!
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"He's right and the rest of us are wrong
Uh, yeah, right. You know, ages ago people pressed buttons on their TV to switch channels, but in the meantime, they have invented this thingy called a "remote", with which you can switch channels without getting up from your chair.
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Just because a pad has 20 buttons does not mean that you have to use 20 buttons. Everyone seems to be very keen to say how stupidly complicated these things are, but the games that use them are just as bad.
You can make a game that needs one button with a 20 button controller, but you can't make a game that needs ten buttons with a six button controller. Why dumb down the pad?
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Too complicated? It's just some people just look and think that without actually trying it. People are scared of what they don't understand.
It's true though the Wiimote is easy for all. Shove a 360 controller (or any of my consoles in the past for that matter) at my mum and she'll have a heart attack but she still had a go at WiiSports and liked it....so did I, it cracked me up as it was funny as hell to watch!
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"Having more than 1 button is a last-gen feature..."
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Id say your not giving children enough credit for how well they can understand complexity Harrison.
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define 'somebody'
If somebody looks at a controller like it's alien technology then they need to back the fuck away from games before the industry gets any more nerfed for idiots/non gamers.
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The 360 controller is the best there's ever been.
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There's something to be said for making a simple controller for newbies to get to grips with, but that doesn't mean that everyone has to cater to the lowest common denominator.
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I think today's controllers are too complicated. The number of times I've pressed the wrong button in games, or not known what button to press, is countless.
However, like Blerk says, this should be down to the developer/designer to implement better controls. I still think the Cube pad is one of the best I've used, purely down to the larger "A" button and the design of the other buttons that surround it. The PS3 and 360 controllers have too many buttons that aren't differentiated enough. In my opinion, of course.
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And... to the Mum and Dad of the 2 year old that was playing around with their I-Phone: Are you serious? letting a 2 year old handle a mobile phone is tottaly irresponsible. Are you trying to give your kid a tumor?
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as opposed to figuring out how to hold the sixaxis without contracting rsi within the hour (still working on that one, ouch).
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[link url=http://en.wikipedia.org/wiki/Paddle_(game_controller)
]http://en.wikipedia.org/wiki/Paddle_(gam...[/link]
I think Molyneux and Cliffy B share the same braincell.
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The thing is, people are immediately put off by the ostensible complexity without even trying the controller. That's what Harrison meant with the handgrenade analogy: when pressed into the hand of a nongamer, he'll feel overwhelmed and wants to get rid of it as quickly as possible. I think Nintendo has proven this to some extent (of course also that we're all gullible sheep for shiny white gadgetry). So I agree with the wiimote example. Not so with the iPhone, which still has a lot of buttons, only with pictograms on them. Kids are just not that scared about technology.
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Take confirming something in the menu. For years we used A, and that made sense. Then Sony came along and decided to do away with letters on their controllers. In Japan the circle button was the confirm button (which also made sense because it was in the same place as A. Except for some reason their western brances decided that X made more sense - but neglected to tell this to the folks localising games for a while. Square-Enix eventually got the message (I seem to remember hearing that after FFVII and FF Tactics they were told they had to switch the buttons around) but still nobody's mentioned this to Konami and even now I can't play a MGS game without getting frustrated with seemingly basic menu functions. Also Microsoft swapped their A and B buttons around from their place on Nintendo controllers.
With the PS3, PSP, Xbox 360 and DS all featuring diamond configurations (and the Wii classic controller for that matter) it's about time we had a universal standard on which button is confirm and which is cancel.
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The modern controller has evolved over time to be probably the most versatile design for LOADs of games, not just the fun wii-type games.
ALSO - have you tried using an iPhone whilst walking, the lack of profile on the "buttons" means you have to concentrate on it, hardly see that technology translating to joypads too soon.
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Bellends. If you can't be bothered to learn how to use a controller (or video recorder/dvd whatever) then do something else.
If Apple brought out a dog shit with their logo on it and had a bunch of cool people jumping round on screen looking like they've just won the fucking lottery (cunts), it would still sell.
/assembles rifle
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If Nintendo were to release an alternative old school controller alongside the Wiimote for traditional style play, everyone wins.
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The latter I learned to do with 3 months of professional tuition. The former, people are apparently just expected to have an innate gift for.
'hand somebody a controller..'
define 'somebody'
The somebody in this case is my friend, Eleanor. To convince her to try Wii Sports tennis at a party we had to hide her glass of wine. When we gave her the controller, the first thing she did was to ask (with a deep sigh) "So, what are the buttons?". Once she found out there were no buttons, she loved it.
I grew up with games with one button and built up my skills from there. People in that position seem to forget how complicated a game controller really is if you've never tried to use one before. Easily as complicated as the controls for a car.
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The N64 controler was the best in my books..
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Not sure. But remember apple DID invent the mouse.
Besides everyone is going to be jumping on the "make controllers simple" bandwagon now the wii is dead popular.
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360 controller is better than the Playstation one and the gamecubes too, but its pointless arguing about something like that.
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Agree with the gamecube love.
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To take your other point, of course "over-simplification" is undesirable, because that inherently suggests you're taking it too far. Streamlining controls and making them more intuitive, however, is something that's desirable, as long as it doesn't take away the depth of functionality that we're already used to. Touch screen devices like iPhone and DS are good examples of this, I feel; Wii errs a little far towards simplification for me, but it's a decent start for the concept as applied to home consoles.
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Traditional controllers are freaky to those that don't play games and never will play games. When I mean games, I don't include casual games. I mean "proper" games. The WII userbase, generally, are non-games. It's a whole 'nother thing. Those that do like games or could become interested in playing games have no problem with the traditional controller.
Saying, let's make controllers simple because it scares non-gamers is like saying "hey let's make boats simpler because all those ropes and stuff put people off boating." IF I was interested in boating then I wouldn't be put off because I'm interested. The same goes with every single hobby out there. If you're interested in the hobby then you will learn what's needed. Those that are not interested will look at it and go " looks too complicated - I can't be arsed."
I think somebody made a good point when they said games always used to have a few games and there wasn't this big mass of people rushing to play them. Gamers like gamers and they like the controllers the way they are. Non gamers don't and they won't like the controllers. That. Simple.
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A good input device should be atleast comforable enough for you eventually not notice it where it feels natural, this is along the lines of where Nintendo were coming from with the Wii controller but as I say some of what has been said is a step too far in the wrong direction if you read it closely.
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Ha ha! Worst pad EVER!
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I don't think the "potential" market is as big as they think it is/want it to be.
/Hopes smelly was joking about the "apple invented the mouse" comment...
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In some ways, Nintendo's attempts to streamline the Wii's controller has meant that some games don't play as well with it - the lack of a second analogue stick for camera control being a good example and the shape of the Wiimote itself can make using some of the buttons a right royal pain - and so there's a need for the Classic Controller or GameCube pad to make up for its shortcomings.
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The keyboard is the ultimate controller, I agree. I especially recommend X-3: The Threat. I think that uses every single button.
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'Harrison and Molyneux are too simple'?
or
'Harrison and Molyneux are too old to play proper games'?
If they choose to play Wii Sports, fair enough, but don't come round here telling me my 360 pad is too complicated, because it isn't. Nor the dualshock. They are both pretty much instinctive and fine. Don't. Mess. With. Them.
Am a little disappointed that this is Phil's first foray into public announcements post-Sony.
4/10 - could do better.
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The control of the thing is half the fun. Take away that control and leave it to a (usually poorly implemented) software contextual control system, and you take away fun and add frustration.
People who aren't used to gaming should play simpler games. People who are used to gaming shouldn't be dumbed-down to.
Fable 2 could end up being balls at this rate. Peter, if you want to make a simple game then fine. Fable 2 is A SEQUEL to a franchise. Evolve it, don't fuck it up.
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Quite frankly we need more buttons on the controllers.
Take the 360 pad, sort out the d-pad, put 6 buttons on the face instead of 4, replace start with another button (Do we need a button to start now?) and put a button on the underside of each hand grip. After all your ring figner and piky fingers do nothing.
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You know Nintendo must be on to something with the Wiimote, only something truly revolutionary would cause this amount of fear.
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I don't see there being a problem with designing a game which can be controlled with a couple of buttons, and to have advanced functions on the others.
An expert should be able to pass the controller to the newbie and for them to be able to 'move around and play' without visiting any settings screens. What is all this one button shit anyway.
Thing is, a lot of kids can pick up a controller and quickly get used to handling the many buttons. People are referring to casual gamers all the time, what the really mean is 'your mum and dad' and its sad to say, but those people wont be here forever. Those growing up now wont have such a hard time using game controllers... maybe.
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It's just your opinion, nothing more. Some of my favourite games (like PES) have needed four face buttons and four shoulder buttons and wouldn't be nearly as much fun without them.
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And they never will play games because the controller is too complicated to a new user...
They falsely assume that everyone else out there not currently interested in games is actually put off by the "really complex controllers" rather than the fact that they simply don't like video games...
No, they correctly assume that some people out there not currently interested in games is actually put off by the "really complex controllers" rather than the fact that they simply don't like video games...
God, people on these forums don't half over-react to people making perfectly reasonable and sensible statements. The sky's falling in! The SKY IS FALLING IN!!!
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Horses for courses and all that, what's right for one thing isn't necessarily right for another. Which could probably be applied to every slightly toasty comments thread on this website.
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Some people maybe... I was generalising, no need to be so picky ;p
But overall not very many people (IMO). Read my whole post and you shud understand what I was saying...
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Too complicated my right nad.
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+ For all those who reckon 360 pads are spot on you're wrong, the D-pad is fucking gash.
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I look forward to fable 2 then which will no doubt only ustilise the A button in every single situation making it far more fun than these ridiculous games that use other buttons as well.
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Come back when you've made as much money out of games as they have and your opinion is valid..
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"/Hopes smelly was joking about the "apple invented the mouse" comment..."
Yes and no.
They were the first company to use the mouse commercially with any degree of success, and pretty much invented the use of a gui for computer control.
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Not sure. But remember apple DID invent the mouse.
No they didn't. The mouse was invented by Douglas Englebart at Stanford in 1963. 14 years before Apple were founded. Jobs would have been eight, and Woz would have been 13. They were visionary and talented, but not that talented.
They also didn't invent the touchscreen - that's been around since the early 70s - or the multi-touch screen, which has had an extremely long genesis with a lot of research by a huge number of groups going back to the 80s. Microsoft have actually contributed a lot more research into the state of the art than Apple.
Personally, I have no idea what they're talking about. My first 'gaming interface' was a keyboard and mouse when I was two years old and I had no problems. I think it really comes down to appropriate controllers for appropriate games, and generally speaking a gamepad isn't that daunting for a lot of people. For those that it is, the Wii is proving to be an excellent gateway. As is, I found recently, Guitar Hero's controllers - I set my copy up at a party a while back and the number of non-gamers who gave it a go and picked it up within a few minutes was impressive.
Either way, it's not really the controller that's the problem, it's the way that the game interfaces with it.
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I think you're missing the point. It's not about dumbing down the games, it's about dumb controller configurations where more game features = more buttons to control them. It shouldn't be like that. Controls should be slick, intuitive and not on your mind when playing else risk breaking the illusion and ruining the experience together.
Your comparison to the dictionary is utter crap. Yes there are tons of words in the dictionary but how many of them do most of us use? I see you've taken to adding your own... Mouses for instance?
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Now, what they are saying is that for a long time now developers have been fucking lazy, and relying simply on mapping as many functions on to as many buttons as they can because they think that by doing so they are somehow making the game "deep", "complex" or "innovative." This is simply not true.
What they argue for is that we must strive for a mindset among developers where the goal always is to make the controls as intuitive and non-complicated as the intended function allows. By doing this, we can avoid the dreaded "button-creep".
Seriously, there have been fantastically complex and innovative games for the SNES, the NES, Sega and so on. These consoles had 2, 3, 4 buttons. That is enough if you have a well-though out, context-sensitive scheme. Strive for simplicity, because simplicity is NOT stupidity, simplicity is elegance and a mind less spent on remembering buttons and more spent on enjoying the game.
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Stunning retort there. Perhaps you have heard of a method called "providing arguments backing up your statement"? No? Didn't think so, I don't think they teach that until at least 2nd grade.
Now, if you want to give it another shot, feel free. It's really quite easy when you get the gist of it. Just provide an argument based on logic, not insults, that refutes the points that you thought I got wrong.
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When people talk about "simplifying" controls, I don't think they mean it in terms of taking gameplay options away, or denying the player possibilities; it's more about removing the barriers between the player and accessing those options and possibilities within the game world...
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See, that wasn't that hard was it? Now you've used logic and arguments to make your case. Don't you just feel all civilized and cozy right now? Oh damn, I sounded like a pretentious twat now, didn't I?
Oh well. First off, even though I usually try to discount ad hominem attacks, I will state for the record that I do not consider myself a casual player. I enjoy my 360 and my FPS's, and I enjoy my complex strategy-games on the PC.
Now then. I do concede the point that we might very well be operating on two very different definitions of the word "challenge" or "gameplay" here. First off, one could consider these two, or the amalgam of concepts which they represent, a direct extension of the diffuculty and complexity bestowed upon them by the controls. In laymans terms, the challenge and point of a game is to master the controls, and learn the various "combos" or other equivalent control-related elements. This approach I would dub the "Mechanical/Technical External Challenge". The approach is certainly a valid one, and one that harkens back to the old days of arcade-games and their heirs.
The second method of approaching a game is no more complex than the first, but perhaps unfamiliar. This method involves seeing the "internal" challenges of the game (such as puzzles, tactical decisions, leveling up choices and so forth in a myriad of different ways), and the overcoming of them. In this case, controls that are overly complex becomes a hindrance rather than an added enjoyable challenge. This approach is the "Contexual Internal Challenge."
A game that mainly relies on pure mechanical skill and mastery of controls (such as a fast-paced shooter, or a fighting-game) is a very different cup of tea compared to a game that relies on brain-power, decision-making and tactical sense. The first type is well served by a control-system with depth and choices. The second needs a simple and effective system that minimizes hassle. Both are of course, as I and the developers in the article argue, also well served of a system where controls are intuitive and well-designed.
Combat Mission on the PC is an incredibly complex strategy game, but can be played with the sole use of the two mouse-buttons. Does that make it a worse game than (as mentioned) X3 where 99% of the keyboard (and a joystick) is used? Advance Wars on the DS is a fine, fine game that is played with only a stylus. Poor design? Stupid gameplay? Simplicity is not stupid, and I must stress this point. Simplicity means that if one button can do the job, don't use two. I must give props to Gears of War, for having a really excellent control-system in this vein.
@Muddtallica:
Excellent examples, and I fully agree. The genre was greatly served by this. I remember Blade Runner (Adventure game, came 1997) only used the mouse, but was a deep, satisfying adventure game.
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I might even put a sneaky bet on EA...
/Has suspicions they are working on a console.
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Back then I clearly remember him saying that PS2 controllers were just perfect. On top of that he wanted us to browse the net with a paddle... How clever.
Marketting bullshit once more. That was a trademark of Harrisson's contribution to Sony's P.R.
An easy criticism coming much too late to be constructive or relevant:Given your role at Sony that is in good part your fault and responsability Phil.
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Phil has started Sony bashing now, and PM has always been outspoken. If you want an elegant, simple control scheme, then go right ahead and good luck to you. Sometimes, like when I eye up SFIV on my 360, I lament that I don't have *more* buttons to enable me to play it properly.
Grrrrr, this annoys me.
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"/Hopes smelly was joking about the "apple invented the mouse" comment..."
Noo they didn’t - really, they didn’t.
@smelly
> They were the first company to use the mouse commercially
Noo they weren’t - really, they weren’t
> and pretty much invented the use of a gui for computer control.
Noo they didn’t - really, they didn’t
They stole the GUI/WIMP from Xerox Parc - It’s a pretty infamous tech story (especially after Apple tried to sue M$)
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"I wish there wasn't so many buttons on the controller. You have to approach that in design terms by thinking you've only got one button."
For some games that will work but dont tell me it wouldnt be stupid or atleast dull for a competitive multiplayer game, thered be little to master, no depth and little reward for someone whos played games for a long time. Expand the market and let it grow by all means but theres a real danger they will forget those who've kept this industry going all these years the way some are talking, if they turn around and say "well youve had your time we dont care what you want really because the casual markets bigger now" then I think alot of the hardcores will lose interest in said platforms in the end and that could be crippling as they are some of the biggest spenders.
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Theres nothing wrong with complexity, its only the older generation that have trouble with controllers anyway ive seen 5 year olds playing PS2 games with the controller with ease.
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