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Sounds to me like you're comparing apples to oranges. Input method has nothing to do with why console games only allow adjusting gamma and contrast, that's beca
by rekoil 4y ago
Sounds to me like you're comparing apples to oranges. Input method has nothing to do with why console games only allow adjusting gamma and contrast, that's because on a console the game is already optimised for the exact hardware as it only runs on one type of hardware, so you get almost no options because none are needed beyond things like whether or not you prefer motion blur, etc.
But my argument was that in the actual game Portal not many inputs are even needed, which you didn't even respond to...
The one thing that differs in the "analog stick" argument between controller and mouse is that the mouse offers much more flexible movement than the controller. You can only angle the controller at most 30° and that's it, while you can throw your mouse across your desk if you want to. This I could accept does theoretically limit design a little bit if you are aiming for an enjoyable controller experience in a fast-paced game where you're utilising all 3 axes in movement. But Portal is not a fast-paced game so that doesn't really apply...
- deadly_syn 4y agoI guess im talking about ux just as much as gameplay, it isnt that these are the only 2 possibilities its just those are the most common outcomes you see. The gamma and contrast comment was specifically because it hinges on what im pointing to, that limit isnt on pc but the extra graphics options are not available through the in game interfaces because there is little incenive to provide the extra sliders to the crowd that can make sue of them. Apologies if you feel i misrepresented your argument, or hijacked the orivinal thesis. Perhaps the term that would be better for what im describing is console-centric game and ux design? Its basically the windows8 problem all over again.