What are your wackiest ideas for a “universal” controller layout that would appeal to the fans of the Xbox, Nintendo, and PS layouts? You certainly can’t pick one of the three, that would be lazy and frankly unfair for the other two layouts. It’s got to be something that everyone agrees on, something different!
I’ve got a few ideas: NSEW (the cardinal directions), RGBA (colours, also transparent button could be cool…), or maybe CMYK (printer ink colours for ease of printing)
What are your ideas for the universal controller layout?
It has to be symmetrical. The asymmetry that Xbox uses is just so uncomfortable.
I don’t really care too much what the buttons are called. I grew up with PlayStation so its button names are the easiest for me to recall. That bias aside, I do think there’s something innately easier about the four shapes than memorising where X, Y, A, and B go, and numbering the buttons R1, R2, and R3 is simpler than the weird names Xbox users use.
R1, R2 and R3 are endlessly confusing to me. I still mix them up sometimes after over a year of owning PS5. It makes no sense that they aren’t in any order! It should be 1 - trigger, 2 - bumper, 3 - stick or in reverse. In order in the top - down axis.
Historic order. L1 and R1 (LB and RB) first appeared in the Super Nintendo ( 1991), L2 and R2 (LT and RT) made their debut in the PlayStation (1994) and L3 and R3 came out first in the PlayStation 2 (2000), I think.
They could choose any name other that L3 and R3 though.
That’s what PlayStation calls them. Xbox calls them LSB and RSB (Left/Right stick button). Nintendo has no name for them, they just refer to them as “clicking the left/right stick”. Also Nintendo calls the bumpers L and R, and the triggers ZL and ZR.
LSB and RSB are so much better in my opinion. They actually have meaning so you don’t have to remeber an arbitrary number.
The order makes sense to me. R1 is the top button. R2 is the bottom one. We usually read top to bottom so that checks out.
R3 is the weird stepchild option. It goes last precisely because of how weird it is and how rarely-used it is. Or at least was, back when I was last playing games on a console, during the PS2 era.
I personally prefer the asymmetric joysticks over the playstation symmetrical ones. RB, RT is descriptive of the button itself. B being Bumper and T being trigger.
I do agree with you in the shapes being more memorable though.
But how do you remember whether it’s the bumper or the trigger? Counting downwards 1 and 2 is easy. Knowing the one they’ve named “bumper” and the one they’ve named “trigger” is…less so.
I remember it because one is a bumper and the other is a trigger. Bumper like the front of a car, and a trigger like…a trigger.
I have no idea what makes one a “bumper” and one a “trigger”. The only meaningful difference is one is on top of the other.
the trigger is like the trigger of a gun. the bumper is a bump/bigger button
In what way are any of the buttons like the trigger of a gun? Plus, unless I’m mistaken, isn’t the bigger button the one you’d call a “trigger”? Just picking up the USB PS2-shaped controller I bought off Ebay, R2 is definitely the bigger button by a large amount, and I thought R2 is the one you’d call the “right trigger”. Am I misunderstanding something?
Bigger button as in, compared to the XYAB/Symbols buttons. The bumper just feels like a big button you press down. And the trigger does look like a gun trigger, due to the shape. Well, at least on an Xbox controller
One is a trigger lol
and the other one is a bumper
Someone else pointed out that when you say “trigger”, you mean like the trigger of a gun, as opposed to in the sense I was thinking, which is in terms of event scripting, where a “trigger” is the event that causes another event to begin. I was thinking of it like that because, well…none of the buttons look even remotely like a gun trigger to me.
It was clearer in the 360 days when the trigger was narrow. Now that it’s as wide as a bumper the distinction feels a bit dated. I still prefer the 360 triggers, they felt great for fine control.
Oh yeah that definitely looks more trigger-y.
The form is similar and in fps games the use is the same
Ok that bottom image is interesting. It certainly looks a little more trigger-like. I dunno what console that is, but I think it’s noteworthy that the PS2 controller has convex buttons for both R1 and R2. And even the PS5 seems to have only gone so far as making the button relatively flat:
With a steep convex bump out at the top, and a very gentle concave curve (much too gentle IMO to still be described as “similar to a gun trigger”) across the rest. Personally, I don’t particularly like the idea of naming the buttons in a way that is dependent on minute details of design like whether it is convex or concave. It’s unintuitive and particularly if you throw third-party controllers into the mix, could lead to the names being even more misleading and unintuitive.
I think the asymmetry is great! It makes it really easy to move my thumb off the camera stick to grab the dpad without letting go of movement or doing the claw. I like the aesthetic of a symmetrical controller, but offset sticks just works better for me.
Camera?
Right stick, generally used for camera control. Reading my comment back that’s super unclear lol
Oh ok I see. I don’t really see how it matters for that purpose whether it’s symmetric or asymmetric. When moving the camera your hand is in one position, and when using the buttons for things like jump, attack, interact etc., your hand is in the other position. You have to use both positions either way. So I’d rather the kind of natural position of both hands resting on the analogue sticks is symmetric rather than twisted.
on the xbox controller the D-pad is to the left of the Right stick, meaning you can easily move your thumb over it to use it in certain games (like in Dark Souls, you use it to change equipped consumables/weapons). Whereas with the symmetric design, you’d have to move your right thumb a bigger distance, and also get in the way of your left thumb (which is on the left stick for movement). Ofcourde, you can always let go of movement to switch items, but that’s not always an easy option (Bossfights, enemy encounters, ehere you have to be moving constantly)
That’s just one game i can think of where the asymmetric dedign is better
Wait, you use the d-pad with your right hand on an Xbox‽ I’m gonna be honest, I can’t even imagine wanting to do that, and it feels like it would be bad game design if a game necessitates it.
But if you did want to do it, I’d say your best option in a symmetric design would be to use your right thumb on the left stick. It’s a little awkward, but it’s only for a split second, which IMO is better than sacrificing the comfort of the design as it’s used 99% of the time.
Not ALL the time. For the most part, you use your left thumb on the left analog stick and the D-Pad, and your right thumb on the right analog stick. But, SOMETIMES, you have to keep your character moving with the left stick while at the same time switching weapons/items with the D-Pad, especially when escaping a tough situation.
Usually, you use the D-pad with your left hand. But in dark souls, movement is done with the left analog stick. Otherwise, if d-pad is used for movement (and not item switching), you use your left hand