On Joysticks and the Wii’s Success
I disagree with the reasons the author of the article presents, as well as his inconsistent counting methods. (Original Article)
- All Nintendo consoles have -3 to their button count (Nintendo D-Pads = 1 input, while all other D-Pads = 4 inputs)
- Motion sensing capability on the wii (wiimote+nunchuk) = 1 input (actually is 2, one for each wiimote and nunchuk)
- Power button on wiimote is ignored (but not on the ps3 or 360)
- On the PS3, he counts the “analog stick buttons”, but not on any other platform.
Rules (as extrapolated from article + input types ignored):
- Analog only input = 1 input (normal joysticks, pressure sensitive button)
- Analog + Digital input = 2 inputs (joysticks with buttons, pressure sensitive button with additional clicked state)
- D-Pad = 1 input (only because it is replacing a joystick; add +3 to applicable platforms if you want to count them as 4x buttons)
- Button (any button on controller) = 1 input
- One object with motion sensing = 1 input
- Toggle buttons = 1 input
- Light sensor = 1 input (x+y by pointing at screen)
Actual input counts:
- Atari 2600 = 2 (correct, sort of; he ignores that the console had around 4 or so toggle switches as well that could be used during gameplay)
- Intellivision = 17 (correct)
- Atari 5200 = 20 (correct)
- Atari 7800 = 3 (ignored)
- NES = 5 (correct)
- Sega Mastersystem = 5 (ignored)
- SNES = 9 (correct)
- Genesis/Sega CD/32X = 5 (ignored)
- N64 = 12 (ignored)
- PS1 = 11 (not 14)
- Dreamcast = 9 (ignored)
- PS2 = 16 (not 18; and we’re counting the analog stick buttons and the mode button which he does not count)
- GameCube = 13 / 15 on wavebirds (ignored)
- XBox = 15 (ignored)
- XBox 360 = 17 (ignored)
- PS3 = 17 (not 20)
- Wii = 14 on wiimote + 4 on nunchuk = 18 (not 12) (ignoring the plugging in, the strap, and the protective rubber cover)
But the real problem is that he seems to think that fewer inputs on the Wii’s controller is why the it is successful. It’s really because moving a physical object to move a virtual object in three-space is more intuitive than using two joysticks to do the same. It’s the same reason that a mouse seems intuitive. Beyond that, it’s also that there are new ideas on the Wii (and GC), like party games — games that have no end, they’re just fun to play with other people — these don’t really exist on Sony or Microsoft platforms (except the Halo clones, which have limited audiences). Another off the wall theory is that the current consumers are buying “glossy white plastic” products, such as Macs, iPods, and Wiis.
Disclaimer: These are my personal thoughts and should not be construed to be anything but that. They are not endorsed by my employer, my family, my friends, my webhost, or really anybody.
Update: December 7th, 2007 – More consoles, formatting
Alien Syndrome sells over 200K units
I was very excited to hear that Alien Syndrome has currently sold more than 200,000 copies in North America and Europe. Hopefully that number will continue to rise, especially during the upcoming holiday season!
Tags: alien syndrome, sales, sega, totally games