Why were asymmetrical controller designs more popular than symmetrical controller design?
The big wigs in the games industry was struggling to admit PlayStation is right, so as a statement they adopted contrarianism and hand cramps as their MO. Punishing all of their consumers while PlayStation guys had games with purpose built control set ups, comfortably tuned analog controls, and excellent rumble profiles.The consumers paid back PlayStation by making it the most successful console ever. Maybe there's something to symmetrical pads.
>>721206714They should still be popular. A vast majority of people are better with one side of the body vs being the same with each.
>>721206714>picture taken indoors, in a civilized environment and presumably well-off residence>>721206889>picture taken outdoors, in some ratty ghetto neighborhood just moments after the typical Playstation demographic “””acquired it”””Really makes you think.
>>721206714They feel gooder
>>721206889But PlayStation was ALWAYS wrong. The only reason the sticks are there is because Sony was too fucking cheap and uncreative to make a new controller, so they slapped two sticks in the empty space of their regular super Nintendo controller.Now notice how Nintendo basically redesigns their controller every Gen, because they are seeking PEAK. They got it right with the Wii U but stepped back with Switch because normalfags insist on the asymmetrical design (which was by Sega, and not Microsoft).
>>721208360>But PlayStation was ALWAYS wrongThe market disagrees.
>>721206714they didn't want to be mistaken for playstation, which dominated the 5th gen and was poised to (and did) dominate the 6th gen. Made sense at the time from a marketing decision.Smaller scale, carryover from saturn to dreamcast to xbox because the saturn was essentially replacing the dpad with the analog stick. Nintendo basically did the same thing with the n64; they never expected someone to want both the dpad and stick accessible on the same time, so you "chose which grip to use", with a couple added benefits like being able to use both dpad and stick on the right for a couple games (again, they didn't expect someone to want 2 sticks or to want a dpad and left stick and a right stick etc). Then they basically just did that again with the gamecube but mostly for the sake of simplification; the dpad, c stick, and even z button were pretty much afterthoughts (and it shows lmao) and the designers were trying to reinvent the wheel instead of include as much as possible.Kinda curious that PS was so ahead of the curve with 2 sticks + letting you use the sticks AND the dpad/face buttons at the same time. And 4 shoulder buttons only became standard in 7th gen when they had it in 5th gen. Kinda crazy.
they both have their place. if your game is 3d camera movement heavy then asym works best. if you are playing more with the dpad because it's a 2.5d platformer then symmetrical works. that's it. you can't have it both ways.
>>721209198Why would a game being 3d camera movement heavy be benefitted from asym?
>>721209809i'm retarded, i meant 3D character movement with the left analog. having camera movement focus would mean right asym instead. derp.