Controller criticisms

Hi, I've been trying to read everywhere about what's still planned but couldn't find enough information about some of the issues I had, so I figured I'd write them out here.
Heads up--this is a critical review of the controller in terms of how it feels to hold and press the buttons. I realize the Ouya team worked really hard on these, and I appreciate that, I'm just hoping they work a little more before releasing them to consumers.

The fogged, partially transparent, plastic controllers I have with the dev console are lacking. I'm really hoping there are new changes already in the works to improve them.
I want the Ouya to succeed, but I feel like the current controllers are going to hurt it's prospects.
I'd like to detail the issues I have with the controllers in the hope that things are improved before commercial launch.

1a. The thumbsticks feel cheap. The material is not pleasant to touch (like a Xbox 360 controller, Gamecube, etc). Most modern controllers have a slightly rubberized feel to the sticks that feel nice, but also help your thumb stay on the sticks.

1b. The tops of the thumbsticks have no depression. They really need a slight dip in the top of each stick to help hold your thumb. Granted a Dual shock has a rounded top, but it had rubber-feeling sticks which helped hold your thumb. I think something needs to change here, it's much too easy to have your thumbs slide off these.

1c. The sides of the thumbsticks where the plastic was poured has not been deburred (I think that's what you'd say). Whatever it is, there's a nasty circle edge all the way around the thumbsticks that you can catch your thumb on that is not pleasant to touch and just feels poorly made.
Try this: Hold the controller with two hands like normal. Take your left thumb and move forward (toward the top of the controller) and rest your thumb on the controller surface, between the left bumper, and the left thumbstick. Now pull your thumb back towards the left thumbstick. At least for me, for both controllers, and all four sticks, my thumb catches on the stick. This does not feel good. I can get this to happen with my cheap MadCatz but it's much harder to get it to happen as it seems like the 'sharp' edge of the stick is on the bottom side of the stick, not the sides. My Xbox 360 controller does seem to have this edge, but since the thumsticks are rubbery, I don't notice.

2a. The triggers seem cheap. Being able to see inside as you hold the trigger down is a good look. And this is going to sound extra petty, but even just the sound of them being pressed sounds clunky. Ignore that you can see the spring working, you can *hear* the springs working. It sounds like a nerf gun or something. (So two things there, hide the creases better, that let you see in, and figure out why most other triggers don't sound so clunky, most triggers sound smooth).

2b. The triggers can stick a little for me. This is obviously very bad.

3. Changing the batteries is a pain. It's not intuitive, it does not seem very smooth to remove the face plates. I think the face plates are a great way to add personality! (Changing them is very cool.) I don't think this is a good place for the batteries. It's always annoying to mess with batteries. Now you have to do it twice.

4. The material treatment on the controller itself feels common and not interesting to hold. It feels too similar to a cheap toy gun. Most controllers I have for other systems change up the surface texture at least once on the controller. Also, most have the handle parts of the controllers to some sort of textured treatment.

5. Minor, but the touch sensor chip is not perfectly aligned in either of my controllers. I'm not sure how this will effect gameplay, but it doesn't seem good.

On the positive side, I think the form factor for the parts going the palms of your hand is good. The way they fill your hand is good. I also the think the face buttons (o-u-y-a) feel good to press and release. I also think the 'guide button' is not nearly as ostentatious as the 360 one, more akin to the PS3. And like I mentioned, changing the controller plates is a cool idea. The d-pad also seems to not be as terrible as the 360 one. Also the material for it feels better than the rest of the controller. The shoulder buttons feel fine.

Back to the bad...
Clearly I'm not a materials engineer (thus my difficulty in describing the very-slightly textured feeling most modern controllers have on the handle parts), but I don't think it takes one to recognizes these short-comings. I think most consumers, while maybe not able to articulate their particular dislikes, will sense something is off with the controller. I think the thumbsticks pose the most immediate risk to enjoying gameplay, along with the sticking triggers, and the general cheap feeling is going to have people not excited to come back for more. Can you please look at improving the controller further?

I realize from the Kickstarter pitch video that your team worked hard on the controllers and I'm not discounting that. I'm certain it takes a lot of work to get to where you are currently. I just think it takes even more work to make the controllers great which will in turn improve the whole product.

Good luck!
-Nathan
-Nathan, MBG Twitter
Check out Pig Eat Ball on Facebook!
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Comments

  • noctnoct Posts: 122Member
    Agreed with most of these except for the battery one. While it's not a typical location for them, it was easy enough to do, the weight distribution is nice, and I'd personally prefer they spend their limited time on something more important.
  • Miniboss1232Miniboss1232 Posts: 45Member
    edited January 2013
    Hey Nathan,

    :)

    A couple of things that you may not have seen: The transparent plastic is only for the dev consoles. The actual consoles and controllers will not be transparent, and will (probably) be made of different materials. In the OUYA unboxing video on their blog, they mentioned that the d-pad and triggers are not final.

    Beyond that, I feel the face buttons (O, U, Y, A) are a bit too close to the right analog stick. I'm concerned the battery covers will easily come off during gameplay (though I appreciate how the batteries are placed to improve the weight balance). And the triggers are *really* bad (my finger sometimes gets pinched between the plastic). Other than that, I'm fine with the rest of the controller. I'm also okay with the analog sticks as they are, but I do think a lot of people would prefer the rubberized version you mention here.
    Post edited by Miniboss1232 on

  • MommysBestGamesMommysBestGames Posts: 56Member
    Hi Miniboss,
    Right, I saw that as well, that the transparent plastic being only for devs, but I was worried the final plastic would be similar low-feeling quality and finish. Thus I wanted to voice that I hope they improve it.

    I'll second that my finger sometimes get nipped a little by the triggers. I think that's in-line with being able to 'see inside' the controller. Since its not perfectly formed to the hole. They did say they weren't final but again I wanted to try to explain what bothered me about them.

    Hi noct,
    I can concede they spend their time on something more important than the batteries. I think the thumbsticks should be rubberized or at least have a depression on the top, and the triggers need work in many areas.

    -Nathan
    -Nathan, MBG Twitter
    Check out Pig Eat Ball on Facebook!
  • Miniboss1232Miniboss1232 Posts: 45Member
    @MommysBestGames: Cool, just wanted to point in out in case you weren't aware.

    On the whole, I guess I'm surprised the controller is as good as it is. With that said, these are things that could (and should) be improved, and I hope the OUYA team will be able to address them in the final versions.

    Jerrod

  • ArrukuArruku Posts: 21Member
    Although I haven't got a dev kit myself - I can't see how adding texturised sections to the body being much of a benefit. All first party controllers for game consoles have no textured elements - they all use the same type of plastic on the body for the most part, and with the Xbox 360's case, none of the panels are texturised. That pretty much only happens on 3rd party controllers, and personally, I've never been a fan of them. I think the texture thing is more down to personal taste than a more general consensus on ergonomics.

    For the rest - the analog sticks in particular do look worrying. I hope that gets fixed. I'd be inclined to agree that a concave or depressed surface on the analog sticks would be better than having a convex surface (the conical depression in the new Xbox 360 controllers are my favourite), but as long as they're rubberised and texturised in some way like the DualShock controllers or Nintendo controllers, it should be sufficient.

    My biggest gripe stands that there is no start/pause and/or select button. Quite a shocking omission...
  • pinkhairmanpinkhairman Posts: 2Member
    Personally I feel that they should consider changing the controller's design in a way that allows the thumb sticks to be interchangeable and therefore allowing for another layer of customizability. I also feel that while the battery slot design is quite intuitive and creative it still feels rather difficult for me to open then. I thing that they should incorporate some sort of perturbing nub to allow for easier removal. I would also like to see the inclusion of a rumble or vibration feature as to the best of my knowledge it's lacking one. Anybody else have any thoughts regarding any of the points stated above?
  • ArrukuArruku Posts: 21Member
    edited January 2013

    Personally I feel that they should consider changing the controller's design in a way that allows the thumb sticks to be interchangeable and therefore allowing for another layer of customizability. I also feel that while the battery slot design is quite intuitive and creative it still feels rather difficult for me to open then. I thing that they should incorporate some sort of perturbing nub to allow for easier removal. I would also like to see the inclusion of a rumble or vibration feature as to the best of my knowledge it's lacking one. Anybody else have any thoughts regarding any of the points stated above?

    The likely reason that vibration isn't in the controllers is that the technology is patented. A company called Immersion have patents on it, so OUYA would need to dish out a lot of money in order to implement this feature, or figure out another way like Nintendo did. (who also patented their designs).

    It would also drive the cost of producing the controllers up. Sony and Microsoft were sued for patent infringement because they never paid for their controllers in Xbox and PlayStation, so the initial controllers for the PS3 (SIXAXIS) never had a vibration feature until DualShock 3s were released.

    Also, as much as the idea of interchangeable analog sticks sound cool, that would require more openings in the controllers etc, yet again driving up costs and general complexity of the controller, as the battery openings have already done.

    Also I think it is important for game functionality to have a standardised controller design, because it makes interfacing with games is consistent. If the analog stick design and shape is the same, then developers can make considerations to the ways that their games work in accordance with this (movement sensitivity, gestures, etc.), as the shape affects how people approach analog stick control. Having multiple shapes could get in the way of this, and alter the player experience for the worse and the developer experience in making their games control optimally.
    Post edited by Arruku on
  • riznofriznof Posts: 1Member
    I'm concerned about not having a select, start, and "home" button like most controllers have nowadays. Seems like something consumers will miss and cause confusion by not having these simple buttons.
  • nobleRobotnobleRobot Posts: 118Member
    riznof said:

    I'm concerned about not having a select, start, and "home" button like most controllers have nowadays. Seems like something consumers will miss and cause confusion by not having these simple buttons.

    There's a pretty good discussion about that (and what OUYA is going to do about it) here: http://forums.ouya.tv/discussion/51/pause-button/p1
  • teknoglyphteknoglyph Posts: 3Member
    edited January 2013
    I think the batteries are fine - I'll just swap them with rechargables (although it would be nice to be able to charge them via usb; will this be possible? The home button should open up a soft key UI though and not exit the app. According to the videos, the final controller will have a better build quality. I wish the track paid was a little larger, but it's not bad. The face buttons and d-pad aren't bad. The bumper buttons are fine, the trigger buttons needs serious work on the shape and the mechanism. The thumbsticks are great, but they should be rubberized and slightly indented. I wouldn't have minded a couple of remappable buttons on the back. Can we turn on the Ouya via the controller?
    Post edited by teknoglyph on
  • jtn0514jtn0514 Loganville,DCPosts: 142Member
    Personally am i the only one that thinks the feel of the dpad button itself itsnt all that horrible? I think it has the PSX dpad feel but as a one piece design with a touch of dpad clunkyness from the sega genesis d-pad era

    Not horrible by any means but not the best thing out there. Although i will say i dont mind it really.

  • nobleRobotnobleRobot Posts: 118Member
    edited January 2013
    I don't have a dev kit, so I"m just guessing, but I agree that it looks fine. It's no Nintendo "+Control Pad," but it seems like it will get the job done (personally, I actually liked the widely-hated 4-dot design in the Kickstarter render better, but whatever).

    For an informed opinion on it, Ben Heckendorn's OUYA teardown video explains how it's better than the famously awful xbox 360 D-pad:
    Post edited by nobleRobot on
  • Killa_MaakiKilla_Maaki Posts: 504Member
    Hm... about that "springy" sound the triggers make... I don't have one on hand so I don't really know, but I don't think I would care. As a matter of fact, all three of the Xbox 360 controllers I own the trigger sounds springy / squeaky (one of them is nearly untouched, so it's definitely not from wear n' tear), but I guess it never really bothered me.
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  • Jack_McslayJack_Mcslay Posts: 100Member
    I agree with the batteries. I love the fact it's NOT using Li-ion batteries that many gamers are foolish to love - those things wear out in cycles, and videogame controllers are going to go through several cycles fast, thus after a few years you're stuck with using the controller with the charging cord perpetually plugged unless you are actually able to find a replacement for those pesky proprietary batteries.

    On the X360 they're quickly replaceable, and so is the Wii's if you don't use the silicon covers. The OUYA, however, doesn't rely on a single latch to open the battery cover like those two, instead on two covers that need to be carefully removed, making replacing the batteries a roughly 1-minute long process rather than a few seconds it takes on other controllers with batteries. My vote would be for a charging circuit on future revisions of the controller, so we can do away with all battery removing and be able to charge rechargeable batteries by plugging an USB cable.
    jtn0514 said:
    Personally am i the only one that thinks the feel of the dpad button itself itsnt all that horrible? I think it has the PSX dpad feel but as a one piece design with a touch of dpad clunkyness from the sega genesis d-pad era Not horrible by any means but not the best thing out there. Although i will say i dont mind it really.
    I do feel that the DPad seems part way between the Playstation and Genesis 6-button/Saturn too. I disagree with benheck in that the "stalk" design gives bad D-Pads. It's the raised design of the saturn that makes it one of the best d-pads ever - because of it, you can easily move it in any direction without taking your thumb off the center, while in low D-Pad designs, you need to move your thumb around it (oh the days of thumb blisters and putting your shirt over the SNES D-Pad to reduce friction...) Then again, the D-Pad seems very convex, I guess I'll try doing a test program to see how it would fare in a fighting game once mine arrives.
  • HicsyHicsy Posts: 177Member
    i love the d-pad, but the triggers make me want to punch things. and as @Miniboss1232 mentioned -> the (O) (U) (Y) (A) buttons ARE too close to the right stick.
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  • greeniekingreeniekin Posts: 92Member
    I had none of the issues the poster had. Apart from the triggers being very loud. 

    The jiggered edges must have been bad luck.

    Removing the batteries was not really much trouble for me. Though it becomes easier when you understand how it works. The covers you take off have metal screws in the back. These are not needed for any other purpose than the magnets they stick to on the control. No annoying clips that can stick or snap.

    The only reason the top gets stuck is if you twist as you are taking it off and the shaft is stuck in the hole by friction.
     If you lift straight up it is quite easy to remove.
  • mjoynermjoyner Posts: 168Member
    nice vid
  • pinkhairmanpinkhairman Posts: 2Member
    I wouldn't mind seeing a "pro" version controller in stores which featured higher quality parts and build with a bigger price tag. I feel that many gamers such as myself wouldn't be at all deterred to buy one so long as it was a high quality piece of hardware. This could allow for many features that could be impossible at their current price point and would be sure to make many gamers quite happy.
  • theaceofthespadetheaceofthespade Posts: 21Member
    I don't think the battery position is bad (I really like the balance in fact), so much as the way its accessed.  When you consider the sort of negative stigma this is going up against, and first impressions and all that, it's not great to literally take 2/3rds of the controllers front apart to put in the batteries as the first thing that happens.  

    Perhaps, at minimum, putting a clear notch in the handle where one could open the assembly would make the whole operation feel much more intentional.  Having to run my nails (which I keep fairly trimmed) around the edges until I find a spot to pry the face-plates off felt like I was doing something I wasn't supposed to be.  I can only imagine that would be made worse by not being able to see the clear hole where the batteries were supposed to go.
  • Jack_McslayJack_Mcslay Posts: 100Member
    edited January 2013
    I just received my unit, and I don't see why complaining about the trigger noise. It's not that noisy and a quick press is a good deal more silent than X360's, for instance. Funny how both my controllers have an L1 with a "creakier" feeling than R2. Maybe an error on the plastic mold? One thing I don't like that nobody seemed to point out, is that when you fully press a trigger, you finger hits a sharp edge of the controller case, which is kinda uncomfortable.

    The analogs lack grip, but fortunately you can swap the nubs for playstation or X360 nubs, the left one requiring no opening of the controller.

    It hasn't been pointed out here, but I heard people complaining about wobbly buttons, I disagree. The buttons feels nice and easy to press, and I'll be thankful not to have ugly friction marks down the road around the buttons. Some of my controllers actually creak when I press the buttons.

    The buttons seem too close to the analog, but I don't think there should be a problem, unless someone has very fat thumbs.

    A real problem, though, is the lack of tactile feedback on the touchpad. There's no way of knowing if your finger is on it or not
    Post edited by Jack_Mcslay on
  • noctnoct Posts: 122Member
    After a bit of use I'm noticing it's difficult to hit the bumpers when in a dual-analog position. It would be nice if they wrapped around the corners a bit.
  • TawStudioTawStudio Posts: 2Member
    Yeah! The joysticks doesn't have diagonal, just the D-pads. And one of our controllers came with bad contact on the left joystick. So sad! :/

    But we loved all the buttons and the press feeling of them.
  • VicariousEntVicariousEnt Posts: 63Member
    edited January 2013
    noct said:
    After a bit of use I'm noticing it's difficult to hit the bumpers when in a dual-analog position. It would be nice if they wrapped around the corners a bit.
    Agreed! Infact thats my biggest complaint by far. My pointer fingers feel slightly stressed and uncomfortable when resting on the bumpers. They feel like they are in a natural position when they rest between the bumper and trigger, I think that's where the bumpers should be located and the triggers just below, They've said they are re-contouring things in that area so hopefully that will happen.

    Overall I am pretty happy with the controllers and not terribly concerned about much else, as the other nitpicks will likely get fixed before retail production. I've even taken them to a party and gotten a whole ton of people to try them out, not much for negative feedback so far, 

    Most of the issues raised by the OP I can see what he means, but don't feel are that big a deal, I agree that;

       - The sticks should be rubberized, textured or indented. Pick one or two.

       - The triggers feel cheap. They've already commented in the vid specifically about them so I assume they will be fixed, but my biggest complaint about them is just how they feel in general as you compress them. They need to be smoother and not catch at all.

       - I don't mind the battery covers or how they remove at all. As someone else mentioned, once you realize that they are held on with pins pressing against screws, they are pretty easy to remove safely and quickly. A bigger nitpick for me is just the fitment of them, there's just a touch too much of a ridge around them, I feel like I need to whip them off and sand the edges down a little so they can't be felt with the palms of your hands when you hold the controller.

      - A legit issue about the batteries though, those little flaps of plastic that you use to pull the battery out. That plastic seems way too thin and disposable, and like they'll rip out. Maybe they'll be fine in the long haul but they certainly leave a bad first impression.

      - I like the material of the case, it will look and "feel" of higher quality when its not clear. Please don't texture them, they are smooth and comfortable right now (except for those aforementioned ridges around the covers).

      - I agree that the right stick seems like it should be a touch lower and to the left, even if just to improve access to the touchpad. However if you look at the circuit board that stick is already mounted right on its edge, I'm guessing it would be a big deal to move it down at this point. The dpad is actually about 1mm closer to the the Home\System button then the stick is, even just moving it 1 or 2 mm left would be an improvement, However it really doesn't affect pressing the OUYA buttons as much as you would think.

     - Vibration rummblers, no thanks. Lets be honest, they've always been a gimmick. Its not like they've ever provided the kind of feed back that a quality force feedback steering wheel has. Some classic PS games have made some creative use of them (Metal Gear Solid anyone?), but for the most part you could delete the vibration from just about any game and not even notice or care. Plus they suck batteries down and drive the price of the controllers up. I love that OUYA controllers are only $30! Remember how "affordable" Wiis were? Until you had to buy 4 wiimotes and nunchucks, ouch! Finally a system that can be equipped with 4 first party controllers without plunking down $200+ just for controllers.

     - As for the touchpad, I disagree about the tactile feedback. Its a touchpad, its input is displacement based. Just as with a laptop touchpad, where you initially place your finger\thumb is not that important, only in which direction you push it. It does take a little practice getting used to using it at that angle, but its not so bad. A bigger problem is the software side of moving the cursor. There's no way to adjust sensitivity and there's no accelerators on the movement currently. This makes using it in the web browser very slow and clunky feeling. But we're only on version .04 here, I'm sure all of that will be dealt with soon.

    Love the DPad. Haven't played a game with it yet, but as others have said it hearkens back to the 16bit era glory days of primo dpads. The 6 button Genesis controller is my all time fave, and this one reminds me of it like no other. I've never understood why 3 generations of PS and 2 of XBox have never gotten the dpad right, way to go OUYA! Finally a console that can control a side scrolling fighting game properly. I haven't had a satisfying  game of Street Fighter 2 at home since the 90s lol.
    Post edited by VicariousEnt on
  • kiwicocokiwicoco Posts: 86Member
    Agreed. If I could pick just one improvement that would have the biggest impact, it would be either depressed or texturized thumbsticks. They're way too slippery on dry fingers. It makes you have to apply some pressure with the thumb at all times if you want to use the stick for constant movement.

    I also agree with points 3 & 4.

    Forget the D-Pad, as much as  people complained about it when announced, Ouya seriously nailed it! What we REALLY need to change are the thumbsticks.

    I know the trigger area is still being tweaked, so my feedback is that the whole trigger area should bend backwards more and like others have said, the index finger should fall where the bumper is currently at. This controller feels more flat than a PS controller, which seems to bend backwards towards the top, so that your hands can wrap around in the back more naturally, AND to kind of hold on to the controller with your last 2 fingers on each hand, while your thumb, index, and middle fingers are busy.

    I'm VERY, VERY happy with the controller, and very proud of the Ouya team for it!! 
    :)
  • jayderyu2jayderyu2 Posts: 19Member
    edited January 2013
    I love the Ouya, but I have to express my criticism on the controller. It sucks. I'm not even talking about the form factor. I'm talking about the design factor. The idea that the controller exists as it is only because they wan't to make a cheap XBOX and XBOX like games. The team doesn't want new innovative games. Innovation comes from inspirations and new ways of thinking. 

    If you have an empty room, then the room is easily everything a room can be. Dining, living, den, bedroom, kitchen, family, storage...... however, once you define the room by putting defining traits then the room's once everything is now limited. If you put a dresser and bed, then it cannot be a kitchen.

    This is why the controller is aweful. By creating a controller that design is 20 years old, we are limited to game design that has already been defined by 20 years of such controllers. This is in fact why Touch Screen's and mobile gaming has taken off. Does anyone really think Android and IOS devices succeed by software? NO, in reality it was blend of natural intuitive human interface of both software and hardware. So no, Ouya takes the human advancement that made the OS successful and then tosses it out for controller design philosophy that's 20 years old :|

    People have proven for a long time, that as long as it's good enough they will endure it, but if it's truly an experience that is unique. They will create a demand that wasn't there before.

    Personally scrap the entire design and work on creating an input based around natural intuitive human input.


    Post edited by jayderyu2 on
  • Killa_MaakiKilla_Maaki Posts: 504Member

    jayderyu2 said:
    [ big long angry rant about how sucky it is that we have to use a gamepad instead of pure touchpad controls or some other gimmicky input method like Kinect ]
    First of all, they certainly are NOT going to scrap the design. It's FAR too late for that. They are very soon going to be in production with these. If they change the input method now, it will cost them to develop and design it, and break all games that are currently being ported over. That is something that no sane company would do.
    I think the touchpad control on the OUYA controller IS kind of neat. It has the potential to create some compelling gameplay mechanics that won't be found on other game consoles. I personally DON'T think they should have scrapped the standard game controller. I mean, even the WiiU with it's touch based controller still opted to stick standard gamepad controls on there, because there are far too many games that NEED THEM. For example, I think we can all agree that FPS games control horribly on touchscreen controls no matter what you do, and it completely eliminates the possibility of shoulder buttons and such, which usually results in the inability to run and gun at the same time (you have to take your thumb off the joystick to tap the shoot button).
    It was actually a good idea on the part of Boxer8 to use a fairly standard gamepad layout. I personally like gamepads.
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  • TassosNoDensetsuTassosNoDensetsu Posts: 11Member
    jayderyu2 said:




    This is in fact why Touch Screen's and mobile gaming has taken off. Does anyone really think Android and IOS devices succeed by software? NO, in reality it was blend of natural intuitive human interface of both software and hardware. So no, Ouya takes the human advancement that made the OS successful and then tosses it out for controller design philosophy that's 20 years old :|


    I don't know. The way I see it, the reason why the OUYA will be successful (hopefully) is because of the fact that it combines the ease of access for small developers with a regular controller, which will permit us to create games that can rival with Wii U / XBOX360 / PS3 games. I don't know for you, but what I hate about creating games for android / iphone is that there is so much possibilities that you simply cannot do with a simple touch screen. You are very limited, and while it is true that for some games, touch controls are perfect, it is also true that for most games, it isn't enough
  • Jack_McslayJack_Mcslay Posts: 100Member
    jayderyu2 said:
    Personally scrap the entire design and work on creating an input based around natural intuitive human input.
    Oh, of course, that worked very well on other consoles didn't it? The X360 is full of great kinect games that appeal to the hardcore audience, right? Look at how "awesome" Steel Battalion: Heavy Armor plays. And the Wii, with all the major games using the motion controls for secondary functions.

    Then the touch controls. How many good touch games are there? Most of them are just gimmicky games, and if anything you get some RTS-like games that actually play well.

    Also, it's easier said than done. Take the Wii U for instance, streaming the uncompressed video component to the controller at 30 FPS, requires roughly 300Mbps of bandwidth. Having the ouya capable to stream video to four controllers would make the price of the touchscreen and wireless components, dwarf the price of the actual unit.
  • ArrukuArruku Posts: 21Member
    edited January 2013
    jayderyu2 said:
    I love the Ouya, but I have to express my criticism on the controller. It sucks. I'm not even talking about the form factor. I'm talking about the design factor. The idea that the controller exists as it is only because they wan't to make a cheap XBOX and XBOX like games. The team doesn't want new innovative games. Innovation comes from inspirations and new ways of thinking. 

    If you have an empty room, then the room is easily everything a room can be. Dining, living, den, bedroom, kitchen, family, storage...... however, once you define the room by putting defining traits then the room's once everything is now limited. If you put a dresser and bed, then it cannot be a kitchen.

    This is why the controller is aweful. By creating a controller that design is 20 years old, we are limited to game design that has already been defined by 20 years of such controllers. This is in fact why Touch Screen's and mobile gaming has taken off. Does anyone really think Android and IOS devices succeed by software? NO, in reality it was blend of natural intuitive human interface of both software and hardware. So no, Ouya takes the human advancement that made the OS successful and then tosses it out for controller design philosophy that's 20 years old :|

    People have proven for a long time, that as long as it's good enough they will endure it, but if it's truly an experience that is unique. They will create a demand that wasn't there before.

    Personally scrap the entire design and work on creating an input based around natural intuitive human input.


    Natural and intuitive are pretty subjective, people can becomes accustomed to a controller in a way that eventually feel natural and intuitive to them, although it may take longer than something else. There is also a psychological phenomenon called Kinesthetic Projection that helps smooth things over as well.

    I definitely agree with you on the fact that the controller could be anything - it doesn't have to take the conventional form of a game pad at all, and although that would be cool, it would probably take OUYA a lot longer to be made.

    I think also another reason is that the gamepad is pretty satisfactory for the middle ground in gaming usage with the technology we have. Touch screens are not only expensive, but two-dimensional and have no sensation or touch or form to make them that easy to use, and it always occupies the same screen as what is happening, so vision is obscured. All other existing forms and attempts to make gameplay feel more natural are all limited in some way or other - some require lots of room, and they are all still limited to their own kinds of interactions anyway.

    I don't think OUYA is the kind of console for this, at least not in this stage. If anything is gonna be, it will probably be at E3 this year ;3.
    Post edited by Arruku on
  • SueseSuese Posts: 120Member
    THE TOUCH PAD HAS TO GO.

    Whenever I use the D-Pad my thumb hits to touch pad and causes the cursor to show up.   I've found no practical use for the touch pad and it's really just in the way.

    I doubt anyone will be interested in it.  It's cumbersome and just doesn't belong.

    Anyone else with me on this?
    TheSuese.com - Elite Developer Backer
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