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Is this perhaps because these pads require the maximim amount of maneuverability that can be afforded by somebody with an average number of arms? Or perhaps any bigger and they'll be to bulky to lift or unusable by younger players?
It's not possible to say that you don't need more buttons. There is always some other function they could perform, be it another 'move' for your character of a shortcut button of some kind. With only one opposable thumb on each hand though, added functionality on pads is limited. There are only so many buttons you can cope with. For control pad design, practicality rather than ingenuity has become the limiting factor.
So until the next big leap (if there is to be one ) we'll just have to settle for out analogue stick, superswtich d-pad, shock-generating, quintuple-pronged, octally buttoned controller.
Is this perhaps because these pads require the maximim amount of maneuverability that can be afforded by somebody with an average number of arms? Or perhaps any bigger and they'll be to bulky to lift or unusable by younger players?
It's not possible to say that you don't need more buttons. There is always some other function they could perform, be it another 'move' for your character of a shortcut button of some kind. With only one opposable thumb on each hand though, added functionality on pads is limited. There are only so many buttons you can cope with. For control pad design, practicality rather than ingenuity has become the limiting factor.
So until the next big leap (if there is to be one ) we'll just have to settle for out analogue stick, superswtich d-pad, shock-generating, quintuple-pronged, octally buttoned controller.
(That's why Zelda 5 uses almost all the N64 controls)
Games companies do their market research before they see things so I'm sure they know what they are doing