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Eight hundred and twentieth chapters evolution of the handle

In fact, this question is not complicated. Before the ki was released, it was called a fantasy. However, since the ki was released, although the handle was not cancelled, this statement is no longer a fantasy that was ridiculed.

It is something that is very likely to be done in the near future.

But many players don’t realize this. But then again, the game controller has been born since the day the game was born. In Brookhaven National Laboratory, Dr. William Hingibson’s two-player online game had a knob-style controller. Even the simple two-player online game has more visitors than other projects in this world-class top nuclear physics laboratory.

To be precise, according to Hingibson's later recollection, he used an oscilloscope to make this two-person tennis ball just to allow visitors to adjust something, but he did not expect that the number of people who came to try this two-person online game at that time was much more than all other projects combined.

Of course, according to Jester's memory, the two-person tennis ball of this oscilloscope was permanently treasured by Brookhaven National Laboratory. A few decades later, you can visit Brookhaven and visit the world's first real electronic game console. This is another time when Jester discussed the development history of electronic games with people at a forum. A friend happened to be an intern at Brookhaven.

After hearing about their laboratory’s glorious traditions in electronic games, I took the initiative to look for it and took a photo.

In fact, the controller has gone from a two-player online game to later light guns, and fps... It seems that it should be more appropriate to use the name of the game controller in your hand. This is a very magical little thing.

When we play shooting games, it is the gun in our hands. When we press the button gently, the "we" on the screen will pull the trigger and pour bullets into the enemies that block us; when we play flying games, it is the joystick in our hands. With it, we can soar in the blue sky and fight, making us think we are in the cockpit of the F16 fighter, not in a small room; when we play racing games, it is the steering wheel in our hands. Although we are actually not moving at all, we still feel the speed of riding in the Ferrari sports car.

This wonderful thing is the game controller.

The handle is just one of them.

The game controller is sometimes the gun in your hand, helping you knock down enemies that block the way; sometimes the sword in your hand, killing ugly monsters for you; sometimes the magician's hand, summoning lightning.

Perhaps it is because the game controller is too ordinary and common. Although many players know all kinds of games and game consoles well, they know very little about game controllers. At present, articles about play controllers may be at the level of introduction and explanation, and rarely discuss the development rules of game controllers; or they are too professional, and it is difficult for ordinary people to understand except those engaged in related industries.

In fact, Jester is very interested in the history of his friend who accompanied his gaming career, namely the controller.

Ultimately, a controller is a tool, a tool that facilitates players to interact with electronic games. In many cases, there is no way to play without a controller.

There is a movie that has a very interesting opening.

He explained the evolution of the most important thing in the history of human civilization, which is the tool.

There is such a scene in this movie.

As the ancient ape throws the bone rod in their hands high, the camera turns to a spacecraft sailing among the stars. This is a classic scene in the famous movie "2001 Space Odyssey", covering the evolutionary journey of human beings over millions of years. Human beings have gone through a simple to complex process from being covered with long hair, arched to walking with their hair off and walking upright. At the same time, the tools used by human beings have also undergone astonishing evolution as bone rods to spacecraft.

In fact, the development of any tool is like this, from extremely simple to extremely precise, and the handle is the same.

Like other tools invented by humans, the game controller also has a complex and tortuous evolutionary history.

So what is a controller or a game controller?

Any tool needs to set a standard. Otherwise, don’t you even understand what kind of thing is called a game controller? And what is a game controller?

It is simple to say, and it is not complicated to say.

If ki represents a new controller, then what does a traditional controller look like?

Jester thinks that it must be in line with the following characteristics.

First, first, the key operation is mainly used when using it, which is the characteristic of the operation method. Otherwise, what is it called traditional? Second, it appears early, and the third is that it has a wide range of application. The first two are easy to understand, and there is no misunderstanding, but the third point is still worth explaining.

The so-called wide range of application means that this game controller does not "choose" the game and can be competent for the operation needs of most games, not limited to certain types of games. For example, the light gun appeared very early, and the operation is mainly based on buttons. However, except for some specific shooting games, it is not competent for the operation of other games. Who has ever seen a light gun playing "Super Mario" with a light gun, so it cannot be included in the scope of traditional game controllers.

However, not all traditional game controllers meet these three standards. For example, knob controllers do not use key operation as the main operation method, but because it appeared early and was widely used as the default game controller in first-generation game consoles, it is still included in the ranks of traditional game controllers.

Local materials are the beginning of the original human use tools. Before the birth of a special game controller, the controllers used in the game and even the entire game running carrier game console were all "local materials".

The birth of electronic games is mainly because some boring programmers have written some small programs for entertainment for various reasons. Maybe we can't figure out whether there is a chicken or an egg first after writing several monographs, but it doesn't require a genius head. You can also understand that the birth of games is preceded by game consoles.

Without eggs, there will be no chickens, and without chickens, there will naturally be no chicken wings. As the saying goes, the special game controller only appears after a special game console appears.

Since there are no special control equipment, the earliest batch of games can only use the spirit of "take-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it-it

People born in the 1980s may still remember the old black and white TV at home, with two knobs for selecting channels and adjusting volume.

Knobs are generally used to operate various instruments such as radios, televisions, oscilloscopes, etc. However, in the patented "Cathode Ray Tube Entertainment Device" by Thomas.t. Gou Smith II and Esto Rayman in 1947, it became a game controller. Yes, at the beginning, the scientific name of the game controller was called the cathode Ray Tube Entertainment Device.

The "Cathode Ray Tube Entertainment Device" is an entertainment device that simulates missile launch. Players can use multiple knobs to regulate the missile's route and speed.

This is the earliest recorded game with a separate game controller.

As mentioned earlier, in 1958, physicist William Hingbson designed "Two Tennis" for Brookhaven National Laboratory in New York. This game is generally considered the first electronic game to be graphically displayed. It uses two box-shaped controllers with track control knobs and a batting button as the game controller. It is popular among visitors.

The world's first electronic game console, "Odyssey", released in 1972, and its predecessor "Brown Box" (bron Wave), also use a device with a knob as a game controller. If you have enthusiasts of the comic "Doraemon", you may remember that in some episodes of playing electronic games, the game console uses a knob controller.

Thinking about the era when Doraemon appeared, it is not difficult to find out why this is the case.

This is the prototype of the traditional handle knob controller.

However, just as human civilization likes to distinguish between Stone Age, Bronze Age, Iron Age, etc., tools are constantly evolving in the development, not only the game console itself, but also the controller, but also the people-friendly.

After the knob controller, there is the rocker controller.

Joystik, also known as "gee stik", is said to be invented and named by several French pilots in the early 20th century. The reason why he was able to replace the knob controller is very simple, that is, he is much more comfortable and flexible when using it than the knob controller. Therefore, the second-generation game consoles generally use the joystick as the game controller, and the joystick is often vividly called the joystick.

The famous ATA Day 2600 is equipped with a rocker with a button and a set of battle rockers. There is also the 1978 magna~vo odys color y 2. This host abandons the outdated knob controller and uses a rocker that is more convenient to operate.

Moreover, rocker controllers are widely used in arcades, which is also the most commonly considered control method for arcade games, especially in fighting games. Even decades later, using rocker to play fighting games is no exception for any fighting game, especially in some fighting games with rigorous judgments.

For example, the famous "Cang Yi Revelation" or the "Sin Equipment" of the same company.

What appeared later was the game controller that is familiar to almost all players. In the present or future, it has almost become a symbol of game controllers, and even the controller can be abstractly expressed as a representative game.

For example, if you use an icon to indicate it. Let anyone know the first moment you see it, it is an explanation of the game, so nothing is more suitable than a gamepad.

The most classic handle, or the prototype of all handles later, came from Yokoi Junhei, formerly the head of Nintendo's first development department, the inventor of the cross key handle, and now the head of the handheld development department of Mars Entertainment.

The cross key he created on gw was promoted on fc.

This is really a classic work in the history of games. The FC controller is the first dedicated game controller to set the direction controller on the left. From practical experience, for the majority of right-handers, it seems more convenient to use the left hand to control the direction with the left hand. Its unique cross-shaped direction controller is convenient to use and precise positioning. In addition, when players use the FC controller, the left hand is responsible for direction control and the right hand is responsible for key operation. The reasonable division of labor improves the efficiency and comfort of the operation. To this day, most game controllers still follow these designs, which shows their excellentness.

There is another type of game control, that is, keyboard and mouse, but there is no need to discuss this in detail.

Because keyboard and mouse are not developed specifically for playing games, playing games is just one of their functions, and it is a less important role.

The reason why game controllers are called game controllers is that their main or all functions are used to play games.

Somatosensory games will be completely different from these traditional game control modes. Moreover, developing somatosensory games is also a new thing for Mars Entertainment. Designers must be very clear about what they can do in the somatosensory environment in order to make fun games in this environment.

If Shigeru Miyamoto and his intelligence development team cannot know the performance functions of Wii, then the "Super Magnificent Silver" series will be out of the question.

For games like Super Mercury Silver, technical problems are easy to solve. In fact, the Mario series is not known for its outstanding technology. His most famous is level design. The unique level is the essence of the Mario series.

Many people in later generations like to use the picture to make it difficult to spray games. For example, players of Fallout 4 like to say that Fallout is not playing the picture.

But the picture is actually the least worth spraying. A game with bad pictures does not mean that it will be sprayed. A game with bad pictures is definitely not because of poor pictures, but because it is mediocre in all aspects, and the picture is the worst.

For example, Nintendo's games are recognized as rubbish, but why no one sprays them?

Because for Nintendo, the full screen mosaic represents the full screen gameplay.

It is impossible for Jester to show the entire Super Mercedes-Silver series. This is really too difficult. He can only recall some very classic level designs, and then let his game level team create his own levels based on the design ideas of these levels.

But now there is another problem in front of Jester.

The Super Mall Silver he wants to make on the next generation consoles should follow the super Balotelli series in this world? (~^~)
Chapter completed!
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