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Adventure games - from epic sagas to silly platformers, usually containing in-depth storylines, exploration, and fantastic level design.  Games in this category are often referred to as "action", "adventure", "strategy", or "role-playing" (RPG) gamesSports games-involve individual and team based contests with points, competition, and some simulation.  Games in this category are often referred to as "sports", "racing", and "fighting" games.Shooting games - involve twitch gameplay, intense action, projectile weapons, and action-packed gameplay.  Games in this category are often referred to as "first-person shooting", "arcade shooting", and "action" games.

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Welcome to NAdventures, if we feel that you as an adventures fan will be interested in a game or peripheral, we will give it coverage right here on NAdventures. If you enjoy other genres of games in addition to adventures, then be sure to visit NShooters and NSports in order to get your fill of gaming content. Check out http://hub.ngenres.com for the highlight stories from each genre.

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Editorials   Revolution Controller Thoughts
- By Lander Clinton

By now we all know Nintendo's Revolution will be able to play games from all of Nintendo's home systems, and so it must have a controller that can change its button interface.

Several rumors have pointed to touch screens. While that would allow developers to put buttons wherever they want, you lose the tactile sensation of touching real buttons. Your thumbs would be gliding over the controller looking for the right thing to hit. Touch screens are also a problem because you wouldn't be able to hit more than one button at a time.

What if the NRev controllers took a cue from those old pieces of crap they used to sell at Spencer's Gifts that everyone put their greasy faces on? I'm talking pin-art.

The controller's surface would be a smooth latex or rubber or some skin that could stretch a little bit. Underneath would be hundreds of small pins that could be programmed to raise wherever the developer wants a button. Then you'd be able to feel them upraised and be able to press more than one button at a time.

In essence, the NRev's controller would have hundreds of pin-sized buttons, most of which would be inactive for any particular game, with some being upraised in a cluster to form a button.

The buttons would also be able to change mid-game to make the entire controller context-sensitive. One possibility would be to have moving buttons that move across the controller. Silicon Knights would love that insanity effect. Say there's a mini-boss that's moving around the screen, and the controller has buttons moving just as fast all around the controller. You have to play whack-a-mole with moving targets to defeat the boss.

This would also give the NRev analog buttons since it would have real things to press instead of an image of a button on a screen. To be fair, a touch screen can tell how hard your pressing, but since you're not pressing anything in, you wouldn't think you could press it harder.

Upon initial start-up, the entire controller could be upraised half way, and then the player would be prompted to hold it where it's comfortable. The NRev could remember this configuration and make the controller be molded to your hands by default. Then developers could mess with the player by fooling their hands or making them uncomfortable at certain parts of the game.

Just an idea I had, don't take it as fact or rumor.


Agree with what I'm saying? Disagree? Let us know your thoughts on this issue in our mail bag. The views of Lander Clinton are not necessarily the views of NGenres.com or its affiliates.


QUOTE:

"Everyone refer to it as NRev"