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They add to the experience in particular the Z button creates a the impression that you are actually holding a gun.
But they can do some much more! The analogue stick for example if there is 2 like on Sony's and Gamecube's controllers you can use them both for arm movements. Each seperate analogue stick would represent a movement of an arm. An example could be a boxer each analogue stick could represent a fist on a boxer and the different thumps would depend on the arc of the movement you make with the analogue stick.
It could be the same with ores on a boat and another idea might be that of a small wheel that goes half into the controller and half out in place of the R and L buttons and you could use it as a steering wheel for a driving game.
If developers could realise that controllers could be used in different ways we may be playing a larger variety of games which creates completley different experiences and games like these could be the future of gaming.
Here's to the future
Dringo
One of the first things you need to consider is to make sure that it doesn't restrict the game's potential.
Ofcourse, some developers take a while to adapt to pads.
3 years after the N64's release, Rare released Jet Force Gemini which had the PERFECT controll system mixing the styles of Turok and Mario to great effect.
Another thing the company has to think about is cost.
I thought that £20 for an N64 pad was a little much. Hopefully, the Gamecube's controller will be a more sensible price.
The Joypad mustn't be too confusing either. Too many buttons, options, switches can get in the way.
Still, as long as you make sure that everythings in the right place, it shouldn't be too confusiong.
Dringo shakes his head and says yer well back to the topic
It wasn't a win attempt also can we please get back to the topic
No!
I just thourght i'd provoke a new discussion by talking about what a contoller is capable of.
But i'm not saying i dont want to win