Are Joysticks dead?
Well, that was constructive, eh :)
But thanks Oluseyi. Like I said, it's just an idea I had in mind. You can't imagine how freaking annoying it is to pilot ANYTHING using the mouse controls.
Honestly I usually switch to keyboard controls and just rely on my experience at flying with such a primitive and innacurate system rather than endure the horror of trying to pilot with a mouse (Flying with my keyboard since Flight Simulator 2, eheh).
I often wonder if the guys programming the games actually playtest them or just assume that people all have joysticks that they can switch to whenever they feel like piloting.
But thanks Oluseyi. Like I said, it's just an idea I had in mind. You can't imagine how freaking annoying it is to pilot ANYTHING using the mouse controls.
Honestly I usually switch to keyboard controls and just rely on my experience at flying with such a primitive and innacurate system rather than endure the horror of trying to pilot with a mouse (Flying with my keyboard since Flight Simulator 2, eheh).
I often wonder if the guys programming the games actually playtest them or just assume that people all have joysticks that they can switch to whenever they feel like piloting.
-----------------------------Sancte Isidore ora pro nobis !
I don't think that there is hostility towards joysticks... it's probably more that less & less games will support them because they are trying to make games that are easily reworked for all the various platforms that don't support these types of controllers.
The mouse is currently the best way to aim in FPS games, & along with keypresses to aid in turning left/right at a constant uninterupted rate, there is no advantage in using a joystick over a mouse/keyboard setup alone.
And, for a joystick to have an advantage even in a space/flight sim, the game has to be designed to offer true HOTAS support during normal gameplay. The player shouldn't have to use the keyboard/mouse unless he is switching modes (such as stopping to view a map or datapad, etc.) or chatting with other players.
I think HOTAS style controllers will be the norm even for FPS style gaming in the future, once the mouse has been replaced with a better aiming controller... & the final widespread use of VR helmets will be what does this.
Headtracking VR helmets equipped with mic's, voice alteration, & headphones will allow the player a level of immersion in both genres that neither one currently provides.
With FPS style gaming, the player will be able to turn his head to aim or to change the POV of his char, while using a joystick for turning the body left/right in a manner more precise & responsive than a keypress can offer.
In space/flight sims the player will be able to actually see the views a pilot would when turning his head, which is much better for maintaining situational awareness than using keypresses, HAT switches, or padlock views for changing the camera angles.
Once VR helmets are mainstream, joysticks, throttles, & other handheld controllers will take off like crazy.
The mouse is currently the best way to aim in FPS games, & along with keypresses to aid in turning left/right at a constant uninterupted rate, there is no advantage in using a joystick over a mouse/keyboard setup alone.
And, for a joystick to have an advantage even in a space/flight sim, the game has to be designed to offer true HOTAS support during normal gameplay. The player shouldn't have to use the keyboard/mouse unless he is switching modes (such as stopping to view a map or datapad, etc.) or chatting with other players.
I think HOTAS style controllers will be the norm even for FPS style gaming in the future, once the mouse has been replaced with a better aiming controller... & the final widespread use of VR helmets will be what does this.
Headtracking VR helmets equipped with mic's, voice alteration, & headphones will allow the player a level of immersion in both genres that neither one currently provides.
With FPS style gaming, the player will be able to turn his head to aim or to change the POV of his char, while using a joystick for turning the body left/right in a manner more precise & responsive than a keypress can offer.
In space/flight sims the player will be able to actually see the views a pilot would when turning his head, which is much better for maintaining situational awareness than using keypresses, HAT switches, or padlock views for changing the camera angles.
Once VR helmets are mainstream, joysticks, throttles, & other handheld controllers will take off like crazy.
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