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No. 176933
>>176931 >sit with a controller like most people I know Aye, but the controller as we now it is still a recent thing. The NES controller, which set a standard used ever since, was quite different from prior video game controllers, most of which had a paddle/track ball, number pad, joystick, or combination thereof. Controllers since then have all built on that idea, until the Wii (which still had the original NES setup (sideways), but the controller's focus was on movement.)
We're nearing 30 years, so it's prime time for a video game input revolution. We're seeing that in touchpads, cameras, and microphones, but none have really done anything terribly well or put themselves on top. The WiiMote Plus was a good direction, but without any kind of force feedback it's still lacking for immersion.
I think that, in ten years, we'll have something akin to a bastard child of the Move and Wii controllers as a standard.
>A controller can do that too. No, a controller can read two fingers: pointer and thumb. And then it can only read specific movements in the form of button presses. The other three are relegated to simply holding the controller. (I suppose you could use the middle finger as well with shoulder buttons, but I've always found this horribly uncomfortable on any controller.) The new Kinect camera can read individual fingers (and, I'd guess, their movements), giving you a lot more possibilities than just mapping buttons.
Now, it would be great if the industry could make a core set of hand gestures, like a Gaming Sign Language, that you can use across games so not every game is its own set of RPS25 (http://www.umop.com/images/rps25.jpg), but I don't expect this any time soon (assuming the Kinect can, in fact, handle such things.)
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