Well, it must be fairly complicated, because it's going over your head. Of course, like most trolls, you refuse to accept even the smallest of failures, and you will scream, whine, and stamp your little booties until the board closes.
How exactly is it a failure? I corrected your mistake in presenting a flawed quote as evidence for your side. Deal with it.
Again you fucking lie and bullshit. God you're such a little fucking fanboy Troll. Like every comic-book retard I've ever had to deal with. First you say 'Modern, realistic FPS', then it's 'First FPS ever', and now where are you shoving those goalposts, you pus-smeared little fuck-face? Do you know how many games managed to acheive door opening with this array of buttons?
No, of course not. You're a fucking fanboy troll, and nothing existed prior to the PS2 and X-Box.
What the hell? You obviously have the reading comprehension of my dog. Where did you get the idea that I changed from "modern realistic FPS" to "first FPS ever?" The only time I ever mentioned "modern realistic FPS" was as an example of what a console
couldn't be expected to do, because having features like auto/semi weapon modes and squad commands are best suited to a PC keyboard and mouse.
The hypothetical game was a
simple modern FPS. As in, what a gamer in 2005 would expect from a quake-style deathmatch game. As in, has the basic controls that are expected of a modern FPS. Not having 15 buttons for squad commands isn't a fatal flaw in that type of game. Not having a "use" button brings it down to a much older level of FPS than can be justified in a modern game.
Which is why even early consoles could implement opening doors and context-sensitive stuff, despite your outright lie. As usual.
Which you'll notice is a step
backwards, hardly a good design choice. You'll notice this context-sensitive stuff has been replaced by the superior choice of having a "use" button in every single recent FPS I can think of.
But hey, why worry about how game design has improved since then?
The context-sensitive button? You could always just remove crouching and use that. Or just have it activated by a D-pad button, as most context-sensitive applications require a moment of pause in-universe anyways.
I see. Remove a basic feature (crouching) that's expected in any modern FPS. And this is what you call progress?
You are now pretending the flaw is number of buttons, when it isn't. Nice try, fucktard troll. Strawmen get you no-where with me. They might on whatever fanboy site you prefer to post at, but not here.
I present proof that lack of buttons limits gameplay options, using RTS games as an example. First you accuse me of using your exact argument, now you say that argument is invalid. Make up your mind.
The lack of buttons was the exact issue I was refering to. Try playing an RTS without a few buttons for unit control groups. If someone tried making a game like that, they'd be torn apart in the reviews. And for good reason!
You wouldn't know how to prove a point if you were given an encyclopedic guide, you insipid inbreed. Every one of your complaints has been an attempt to shoehorn modern FPS design into it, continuing your ass-pulled cart-before-horse mentality.
I use the FPS example because it's a very popular modern game type that involves a fairly simple control layout. It's a fair standard for comparison, unlike a realistic flight sim for example, with its demand for 30 buttons.
When you design a console that isn't capable of playing one of the most popular game types, that's clear proof that your poor design work is limiting the gameplay options available.
You apparently can't recignize mocking. Not surprising; you can't recignize your own fallacies.
I see. So it's mocking when you do it, but a fallacy when I do it. Nice to know we're debating by objective standards here.
Cart-before-horse once again. You couldn't debate if you got a tutor.
How is it cart-before-horse? Any competent game designer is going to look at the hardware available as the first step in "can it be done" thinking. This
already happens, as proven by the absence of some game genres in the console market. The only difference is the revolution has an even stricter limit on what can be done.
Your argument is dependent on the idea of straight ports, you lying fuck. There. Simple enough? Only in those cases are you ever going to encounter 'BUT MY DESIGN NEEDED MORE BUTTONZ!!!'. Anything else, you program for what you have.
It's completely independent of straight ports, unless you consider "lets make an RTS" to be a straight port. Which it isn't by any sane definition of the word port, since we're not saying "lets port starcraft over to the revolution."
And yes, I'm aware you program for what you have. The revolution is going to have some games designed around its unique feature, and that's it. Sure, some of them might even be good ones. But limiting your options so much when you're already losing market share is a pretty stupid decision.
No, you have a clunky, stupid peice of shit designed by a fanboy troll: You. You apparently have even less knowledge of ergonomics than you do of engineering basics or programming. Not surprising.
I see, so my mouse is a clunky, stupid peice of shit designed by a fanboy troll? It's smaller than this revolution thing, and puts 5 buttons and a scroll wheel within easy reach without moving my hand.
If you can't design a controller that puts more than two buttons within easy reach of one hand without using poor ergonomics, you've got no place in a discussion about design quality.
Because an analog stick is superior for the method of FPS already shown for the system: One which overcomes one of the basic flaws of console FPS by allowing truly independent and intuitive targetting and movement, independent of one another.
A problem which needs the incredibly complicated solution of putting an analog stick next to the extra buttons. There, problem solved. You have the analog stick
and enough extra buttons to support a much wider range of gameplay options.
I'm mocking you, you stupid peice of shit. You are apparently even beyond that level of comprehenson.
I had a good teacher. Easy to do when I have your example of taking my mocking comment literally.
So which is it? Is it acceptable to use a fallacy for mocking purposes, or isn't it? "Mine is mocking, yours is a fallacy" just shows your own bias. Or is there a secret rule that only veteran members are allowed to mock their opposition?
Because it's completely impossible to remake BG: Dark Alliance's magic system? LaughingLaughingLaughingLaughing
Yep. You're an ignorant troll.
Since I've never even played that game, I'm not sure what point you're trying to make by mentioning it.
But whatever game it is, the point remains. Gameplay is being forced to comply with poor controller design, rather than designing a controller with more options available.
Control complexity is inherently bad, you stupid peice of shit. If you understood a tenth of what you claim to about design and implementation, you'd realize that.
Wrong. TOO MUCH control complexity is inherently bad. A FPS that has a jump button is more complex than one where jumping doesn't exist. But good luck finding even 1% of gamers who think the simpler game is better.
Nice black and white fallacy though, assuming that there's either too much complexity or too little. You know, there's a nice middle ground where the controls are complex enough to cover all desired gameplay features, but not too complex to make finding the right button a challenge.
And I won't bother with a point by point reply to that last part, because you missed the point entirely. I was mocking you to highlight my point that simplicity has to have limits. Now once everyone agrees with this (unless you really
do like the idea of the one-button controller), we move on to the real point of my argument, that the revolution's controller is on the wrong side of that limit.
What I said was no more or less a fallacy than "Nor does it justify pumping out a dozen or two buttons just because of ignorant fanboys like you who can't actually prove a point."