If you approach it from accessibility (people who can't play with a mouse/keyboard), it might be easier but is it worth alienating players? I suffered through some games I loved but the physical pain is what I remember more than the game
Is it mostly setting up the input map and then trying to code the different inputs that's the issue? I'm very new to this but I'm on Godot so they start off with
built-in input settings
Without sounding ignorant, if most controllers today are virtually the same, why is it so difficult? Aside from drivers, their physical layouts aren't that different. 🤔
but gamepad is pretty much all I ever use on PC. :P It's why I love that modern console gamepads work so well on PC, no adapters needed, can use the very same DualSense controller from my PS5 on my PC
I've never liked mouse/keyboard for gaming unless the game is just about pointing and clicking :P
@eniko.bsky.social
Yeah, pointing and clicking in console is and ordeal. I can't think of how to play an RTS in console without it to be a big pain in the ass.
I'm not even sure PC only would save you the trouble of considering gamepads anymore. Most of the comments you get on such a game would be "Steam Deck compatibility when?"
That's interesting because for PC (as a player) I will choose gamepad first if possible and only go to mouse & keyboard if necessary thanks to decades of wrist discomfort pain. So now (as a gamedev) I try to make everything gamepad friendly.
Speaking only as a player literally every pc game me or my kid owns, we play on a gamepad. But we don't really play rts or fps or mmo games at all which of course would be much more keyboard and mouse centric
eh, i dunno. I still prefer gamepad for fps even on pc. ok i'm not a big fps guy but I just don't like having to sit at a desk to play games. That's my chill time on the couch whether it's the console or it's the PC outputting to TV. :P
FF14's controller support is decent enough (ARR launched on PS3 and Windows) that a lot of PC players play on controller. It's far from perfect — some classes have more actions than the 48 visible hotbar slots, some UIs are a little awkward on controller — but it's pretty good.
Is there recent research on controller use/usability from an end-user perspective?
Maybe specifically whether using multiple explicitly selectable modes/pages (as opposed to just autoswitching on context) and using double taps etc. would be feasible from average UX point of view and actually help?
As a PC player, I find it very annoying when a metroidvania has tons of cool powers but hard to use them because the game has been designed to be playable with controllers, making only a few of them easily accessible. Roguelikes using full keyboard are great when done well!
Since you’re talking mouse in other comments, I was really impressed by how well world of goo did pointing with gyro on the switch, could be an option now that more controllers have it
I read that gamepad first design actually serves as an accessibility option. It allows handicapped people to easily map the inputs for their specialized controllers.
Yeah some styles of gameplay really only work comfortably with a keyboard and mouse and it is kind of a shame that the big sales only really come from consoles.
That said I do also love a good game that plays well with a gamepad, docking my steam deck to my TV and enjoying that. :P
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But then I guess as game designer you already have more "fun design challenges" then anyone can handle 🤔
I do wish more game devs who do design the game FOR gamepads would allow you to remap keyboard/mouse binds though. *glares @ Eiyuden Chronicles*
built-in input settings
I think gamepad can swing both ways: Keeps you from introducing too many keybinds, but may push you into reusing too many buttons in odd ways, too.
Negative example: Games where you jump, talk, and interact all with one button. It's fine and dandy until two possibilities are next to each other.
I've never liked mouse/keyboard for gaming unless the game is just about pointing and clicking :P
Yeah, pointing and clicking in console is and ordeal. I can't think of how to play an RTS in console without it to be a big pain in the ass.
I need to try if Warhammer 40k: Dawn of War has controller support and see how much it sucks to play that way lol.
That said, it's interesting/annoying to notice when there are UI compromises to support both control styles.
Maybe specifically whether using multiple explicitly selectable modes/pages (as opposed to just autoswitching on context) and using double taps etc. would be feasible from average UX point of view and actually help?
That said I do also love a good game that plays well with a gamepad, docking my steam deck to my TV and enjoying that. :P