Nintendo Revolution Controller...
Description...
Okay, some of you have seen this before (or rather, something like it it), but this is a more fine-tuned version that I've made now that we know more about what the Revolution deck will look like. First off, I wanna say a couple of things before I begin to describe it's features & functions. Right away, people will notice it's a two peice controller...very different...and that could be part of the reason it wasn't shown at E3 as Nintendo has said it was going to be difficult to be able to convey or present the idea of the Revolution.
Why make it so...different? Well, first off, it let's people know that this IS different, also (with gyro motion control and the fact that it's a two peice controller) it gives players a sense of freedom right away. Nintendo wants to revolutionize the way games are played *as well as* attract people (non-gamers, more casuals & drop-out gamers) into gaming. People can understand movement, and with it being a two peice controller it let's them know right away this is about free movement. Something that will be more understandable to newer gamers and more inviting. Also more inviting is the fact that the controller is less intimidating. In the case of GAMECUBE, PS2 & X-BOX (also PS3 & X-BOX 360 for that matter), there are 4 different possitions for players to place their thumbs which also looks and feels complex in the hands of a non-gamer. So many buttons, sticks, whatnot in so many different possitions all sorta overwhelms them.
In my design there are only two possitions to place the players thumbs which feels easier and looks more simplistic. There are tons of gamers from the past who understood the basic NES pad's 'cos of this, but have since "dropped-out" from gaming 'cos they couldn't keep up. It may look a lil' scrunched with all the different functions so close together, but with the way I've laid them out and the fact that I've put the more centralized analog stick (on the left grip) and the buttons (on the right grip) on a more raised surface, should prevent accidental slipping. There are only two face buttons, but they're big enough to accomedate two functions each...a "hi" and a "lo" depending on where you push it (the upper part for the hi press and the lower part for the lo press).
Not only this, but my design is accomedating for past Nintendo systems as well as ports from other systems. I had thought about making the face function areas a "ball" of some kind that sit cupped in each grip so as to twist the ball for comfortable possitioning, but I thought that may be too radical and that if the basic face layout wasn't comfortable enough then I should change it. In past designs I had the analog stick (with digital click) being the central function of the left grip with a smaller "D-Button" as I called it, but now I've enlarged the D-Button and given it more function. The right grip (in my past drafts) had a GCN controller layout with a clickable trackball replacing the GCN's central A Button, but after thinking about making a game like Metroid Prime work (a game which requires the stick, D-Pad, face buttons and a secondary stick to play), I had to make the trackball less central and more secondary so I offset it (like the D-Button on the left grip) and simplified the button layout next to it.
I think this fits well with what Nintendo may be planning. It's been said that the new interface would replace the basic D-Pad and A & B Buttons of the past with something else...and my design does that. It also promotes simplicity in layout and comfort. To add to comfort and function is the grips themselves which are made of a special soft rubber (think stress ball material) which should not only be something comfy to grip, but also be one of the "new" aspects of the interface. There were rumors of the controller being touch sensitive and I think this can easily be implimented by having two layers of stressball material stretched over the grips and inbetween them a "skin" of sensors that can sense how soft or hard the material is being pressed, squeezed or gripped. There was also the rumor of rubbing or something like that...while I don't give much creedance to that, I guess using a trackball would be like rubbing. But, beyond that I mentioned above that I added function to the D-Button. In the center of the D-Button is a small, soft, protruding jogball (it's like a trackball, only smaller & more sensitive) which can sense not only when your pressing or moving it, but also in what dirrection and intensity you're moving it in.
Already I've described alot of differences and new features of this controller interface such as gyro motion control, the D-Button with jogball, the new face button layout with hi & lo presses, sensory grips, clickable analog stick and clickable trackball, but there's more. Each grip has rumble, lightgun sensors, rechargable batteries and on/off switches as well as gun-style clickable analog triggers, clickable toggle wheels (in the index possition) and base buttons. The base buttons (as I've described in the past) are hard action buttons at the bottom of each grip. In a shooting game you could slap as if reloading a handgun, in a racing game you can push the base button into the couch or arm rest next to you so as to simulate a gear shift and you could hold a grip down on a tabletop to simulate an arcade stick as well...it's a button I designed to give certain games more action. The left grip has a button for changing wireless Wavebird channels, a recharging jack and also has a built-in cord for connecting to the other grip when recharging. This cord could also be used to plug into a GameBoy micro for instant connectivity. The batteries are easily replaceable too. The right grip has a built-in mic and a plug for a headset.
I could be way off in my reasoning for the Revolution's interface. Not to say I believe in the TouchSense feedback touchscreen, but it could be possible (as a secondary function hopefully). I think gyro's are also a certainty and that plus sensory grips (if that rumor is true) lead me to believe it to be a two peice controller. I think it would be redundant to make it a one peice controller with a full gyro motion control as that would lose the sense of freedom the technology could give...and as far as if the controller is grip sensitive, imagine how (un)durrable such a controller (which may require you to grip/squeeze it very hard) would be if it were a one peice controller with two handles...that just screams "break me" I think. The GBmicro cord, built-in mic & headset jack maybe too much wishfull thinking on my part as Nintendo may make a wireless function for GBmicro as well as a wireless headset instead.