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		<title><![CDATA[Five Ways to Simplify Complex Controllers - Kotaku Comments]]></title>
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			<title><![CDATA[Five Ways to Simplify Complex Controllers - Kotaku Comments]]></title>
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	    	<lastBuildDate><![CDATA[Mon, 09 Jun 2008 20:07:04 MDT]]></lastBuildDate>
	    	<pubDate><![CDATA[Mon, 09 Jun 2008 20:07:04 MDT]]></pubDate>
		<link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers]]></link>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c6115131]]></link>
		    <description><![CDATA[<P>"Use motion-sensing controls (Newton, anyone?)"</P>
<P>No, just no.</P> <p>Muisee</p>]]></description>
			<dc:creator><![CDATA[Muisee]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 09 Jun 2008 20:07:04 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5543243]]></link>
		    <description><![CDATA[<p>@<a href="#c5517382">rekenner</a>: You make a good point, there are some games that simply could not be played without peripherals, and I should have realized that (and mentioned that) in my original post.</p>
<p>I'll have to think about it a little more, but I think my main problem is with somewhat frivolous peripherals, such as the Wii Zapper or the Wii Wheel. <i>Mario Kart Wii</i>, for example, can actually be controlled <i>better</i> by not using the Wii Wheel (anecdotally speaking; I haven't played the game yet). However, as you indicated from your story, the Wii Wheel may be more inviting to new players.</p>
<p>On the one hand, it's (usually) good to get more people playing games. On the other hand, the Wii Wheel can be seen as a crutch that will prevent your roommate's friend from trying other games that may use more traditional controls.</p>
<p>As I said, I'm going to have to think about this a little more, but you've made some good points.</p> <p>kylenalepa</p>]]></description>
			<dc:creator><![CDATA[kylenalepa]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 06 May 2008 08:42:27 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5542076]]></link>
		    <description><![CDATA[<P>Wait a minute...</P>
<P>*checks date on post...*</P>
<P>*checks when Banhammer lands...*</P>
<P>Ok, disregarding this article.</P> <p>Gaff</p>]]></description>
			<dc:creator><![CDATA[Gaff]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 06 May 2008 07:47:04 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5540314]]></link>
		    <description><![CDATA[<p>As far as Motion sensing goes I think the Wiimote hit it spot on for FPS games. Being a PC FPS whore I've long despised the controls when playing an FPS with a joypad but the wiimote changed that with MP3. So hopefully Microsoft and Sony take this into account and try to come up with something similiar (I know Microsoft have something in the works)</p> <p><a href="http://www.bebo.com/animecentral">MasterDex</a></p>]]></description>
			<dc:creator><![CDATA[MasterDex]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 06 May 2008 02:53:59 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5534040]]></link>
		    <description><![CDATA[<p>I thought Assasins Creed had really simple controls? I mean I never knew climbing was that easy to do. Hold a button and run forward?</p> <p><a href="http://www.flukielukie.co.nr">flukielukie</a></p>]]></description>
			<dc:creator><![CDATA[flukielukie]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 15:53:40 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5529405]]></link>
		    <description><![CDATA[<p>GamePro are the same people who rated Halo 3 as having better controls than Call of Duty 4, in a direct head-to-head comparison.</p>
<p>Stop reading my post now.</p>
<p>In COD4:</p>
<p>1) You can melee without moving your thumb off of the analog stick.</p>
<p>2) You can throw two different types of grenades without any toggling.</p>
<p>3) The game has sprinting and weapon-aiming functionality, integrated on top of everything.</p>
<p>They probably think a touch-tone phone has serious problems.</p> <p>OhSoDelish</p>]]></description>
			<dc:creator><![CDATA[OhSoDelish]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 13:10:35 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5529089]]></link>
		    <description><![CDATA[<p>Wow, so GamePro's suggestion is to make the Wii-remote?<br>
How innovative!<br>
Have I ever shared my idea for increasing computer performance? It involves putting multiple processing cores on the same chip. I call them "cells".</p> <p><a href="http://KypFox.com">KypFox</a></p>]]></description>
			<dc:creator><![CDATA[KypFox]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 13:00:52 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5527699]]></link>
		    <description><![CDATA[<p>@<a href="#c5519139">jambe</a>: <br>
I can never understand where people like you are coming from. It seems to be an opinion completely formed out of bias and I cannot find any validity to your argument.</p>
<p>See, the thing is.. the difference in analog placement is arbitrary. I can use a 360 pad and a DS3 just as well as each other in terms of using the sticks.</p>
<p>Can you not play first person shooters because the right stick isn't where the face buttons are?</p>
<p>The problem is this.. if you move the left stick to where the d-pad is on a DualShock you then have to put the d-pad where the left stick was. and then that becomes near useless. Try playing a 2D fighter with a 360 pad.<br>
And then after you do try you'll also see why the "akward" seperated d-pad on the DS3 is also a better design choice.</p> <p>Bastard11</p>]]></description>
			<dc:creator><![CDATA[Bastard11]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 12:17:38 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5525883]]></link>
		    <description><![CDATA[<P>LOSE the D-PAD?</P>
<P>How games actually USE the D-pad for some games, because analog is so imprecise? God.</P>
<P>But it is GamePro, no shock that their suggestions are retarded.</P> <p>GhaleonUnlimited</p>]]></description>
			<dc:creator><![CDATA[GhaleonUnlimited]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 11:18:48 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5523397]]></link>
		    <description><![CDATA[<p>Give buttons distinctive shapes, colors and sizes to make them easier to identify. Gamecube had it right.</p> <p><a href="http://lkm.watashi.ch">L_K_M</a></p>]]></description>
			<dc:creator><![CDATA[L_K_M]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 09:39:27 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5521634]]></link>
		    <description><![CDATA[<p>lose the D-pad?? Heresy!!<br>
The N64 Controller is still my favourite with button simplicity and (game) handling.<br>
After that the Mighty HUEG Classix XBoX controller, itc big, its comfortable and indestructible. Best controller ever.<br>
360 controller is too small and has too many buttons (i dont wanna talk ps controllers ;))</p>
<p>simplicity isn't really necessary, you'd still want to use buttons with just 1 function, to quickly do something. going through menus just to select a weapon or something is ridiculous.<br>
plus, it's also game design. they make use of a controller more or less dificult.</p>
<p>also: AC controls (PC version using the classic xbox controller) wasn't hard to learn, they repeat functions and use often enough to make you remember, also showing functions of buttons ingame helps (see AC and Zelda games and stuff)</p> <p>zyberteq</p>]]></description>
			<dc:creator><![CDATA[zyberteq]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 08:20:15 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5521462]]></link>
		    <description><![CDATA[<P>Every time I look at that pic it reminds me of a cheap guitar.</P>
<P>You know, the ones with 1 volume knob and 1 pickup, and lots of left over empty space.</P> <p><a href="http://www.youtube.com/profile?user=Billkwando">Billkwando</a></p>]]></description>
			<dc:creator><![CDATA[Billkwando]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 08:09:24 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5520863]]></link>
		    <description><![CDATA[<p>"Scientists have proven that even a monkey can remember ten digits. Are YOU dumber than a monkey?"</p>
<p>Well how big of a monkey?...</p> <p>terminalboredom</p>]]></description>
			<dc:creator><![CDATA[terminalboredom]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 07:20:16 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5520845]]></link>
		    <description><![CDATA[<P>didnt read all the comments so this might be a repeat, but apparently this "5 item list" is really just:</P>
<P>1) make wii-motes</P>
<P>which i dont agree with anyway. this gen's controllers are fine.</P> <p>booyagrandma</p>]]></description>
			<dc:creator><![CDATA[booyagrandma]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 07:18:04 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5520803]]></link>
		    <description><![CDATA[<p>This reaction is completely shocking from this community. Someone go get a torch and a pitchfork.</p> <p>HAGE</p>]]></description>
			<dc:creator><![CDATA[HAGE]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 07:14:23 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5520641]]></link>
		    <description><![CDATA[<p>@<a href="#c5516682">JonC</a>: the x360 D-PAD is so horrible and wouldn't be missed at all. It's more D-HAT than D-PAD. Now if we're talking about a Famicom/NES quality D-PAD, you've got a point. shoryuken!</p> <p><a href="http://www.youtube.com/watch?v=Z2c4V98ucZk">rainofwalrus</a></p>]]></description>
			<dc:creator><![CDATA[rainofwalrus]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 06:51:12 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5520619]]></link>
		    <description><![CDATA[<p>Assassin's Creed really isn't a good example of "complex" controls.  Of all the things that game did, the controls might be the best.  It made running through the city and climbing about like a monkey simple, fun, and intuitive.  The devs of AC should be commended for the lean control scheme they came up with and I'd frankly be surprised if it wasn't ripped out post haste by others.</p> <p>MSUSteve</p>]]></description>
			<dc:creator><![CDATA[MSUSteve]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 06:46:17 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5520411]]></link>
		    <description><![CDATA[<P>@<A href="http://kotaku.com/386931/five-ways-to-simplify-complex-controllers?cpage=2#c5518756">Enimor</A>:</P>
<P>You hit the nail on the head, friend. These aren't the flight controls to a space shuttle, if you have half a brain you should be able to figure this stuff out in an half hour, hour tops.</P>
<P>Look children play Playstations and Xboxes every day, are there people out there who are dumber than children?</P> <p>BrandonGK</p>]]></description>
			<dc:creator><![CDATA[BrandonGK]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 05:52:47 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5520159]]></link>
		    <description><![CDATA[<P>Every gamer that has been playing games since the Atari 2600 knows that simplifying controls will only make games harder to control, NOT easier. Remember back in the early days of gaming. Controllers had a single joystick and a single button. But as games matured it became necessary to increase the number of controls on a controller. Many old school gamers will confirm how frustrating games became due to the lack of available controls on a controller.</P>
<P>Right now controllers are perfect. There's just enough buttons so that it isn't too complicated and so that you don't have to enter into a complex submenu's to access certain commands. Can they be improved, yes. The two stage trigger on the GameCubes controller is a simple way to gain an extra control without adding more buttons. But actually removing face buttons, d-pad and the bumper buttons would just make games more frustrating to control.</P> <p>Sh0dan</p>]]></description>
			<dc:creator><![CDATA[Sh0dan]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 02:53:48 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5519982]]></link>
		    <description><![CDATA[<p>They should simplify software programming by only working with binary code. What could be simpler than typing in 1s and 0s? <br>
Why bother with higher order languages?<br>
C++? <br>
Java? <br>
Bah, too complex, I say!</p> <p><a href="http://">Sparkamus</a></p>]]></description>
			<dc:creator><![CDATA[Sparkamus]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 00:53:11 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5519954]]></link>
		    <description><![CDATA[<p>Has anyone else played Mortal Kombat for the original Gameboy?  Where all possible moves were condensed into only two buttons?  Horrible.  Release two separate controllers maybe; one for casual gamers and one for regular gamers.</p> <p><a href="http://petezah.com">Petezah</a></p>]]></description>
			<dc:creator><![CDATA[Petezah]]></dc:creator>
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		    <pubDate><![CDATA[Mon, 05 May 2008 00:35:27 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5519597]]></link>
		    <description><![CDATA[<P>The newton V2.0 <A href="http://gizmodo.com/386652/the-alphagrip-handheld-pc-is-ergonomically-insane">[gizmodo.com]</A></P> <p><a href="http://steamcommunity.com/profiles/76561197973167449">Hand_O_Death</a></p>]]></description>
			<dc:creator><![CDATA[Hand_O_Death]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 23:09:08 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5519563]]></link>
		    <description><![CDATA[<p>I ADORE complicated controllers.  On Everquest almost every key on the keyboard that isn't involved in typing is bound directly to specific abilities.  I love the control.</p> <p>Zunnoab</p>]]></description>
			<dc:creator><![CDATA[Zunnoab]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 22:59:26 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5519139]]></link>
		    <description><![CDATA[<p>@<a href="#c5518693">argh</a>: <br>
Are you kidding? The DualShocks suck ass, especially 3. The piss poor, concave L2 and R2 buttons, the awkward separated d-pad, and the retarded left stick placement all culminate into a really awkward controller. I mean, they do their job fine, and I like the analog buttons, but still... Actually, I wouldn't even mind them that much if they switched the left stick and the dpad. I mean, I would never be able to play a game like Melee on a DualShock as well as I can with a cube controller.</p> <p>jambe</p>]]></description>
			<dc:creator><![CDATA[jambe]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 21:18:13 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5519114]]></link>
		    <description><![CDATA[<P>@<A href="#c5518916">superevilcube</A>: So, how many guards have you shot in the head when you were actually trying to release your finger from the trigger (or Square button, as it's also known) ?<BR>
;)</P></BR> <p><a href="n/a">Antiterra</a></p>]]></description>
			<dc:creator><![CDATA[Antiterra]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 21:11:44 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518916]]></link>
		    <description><![CDATA[<p>I found the controls in Assasin's Creed pretty straight forward, but that's just me.</p>
<p>I think the PS and 360 controllers are perfect the way they are. Any more buttons would make the controllers too convaluted and any less will make it too difficult to control the game. Already games like Metal Gear Solid 3 require more buttons than are present, so they rely heavily on the analogue capabilities of the buttons which makes it incredibly difficult to perform some actions. Maybe it's just me, but I have trouble "lightly" holding a button down.</p> <p>superevilcube</p>]]></description>
			<dc:creator><![CDATA[superevilcube]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:36:15 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518820]]></link>
		    <description><![CDATA[<P>All of these suggestions are HORRIBLE. Developers should use the buttons in a smart way. We do not want buttons removed, dpads removed, or current controls replaced with motion sensing. UNLESS people want the next consoles to be like the Wii, but I seriously hope not. Real gamers are fine with the controls we have now, why would we want to simplify them... Why would we want Wiimote controls instead of what we have now that works better... Why would we want Sixaxis instead of a dpad etc...</P>
<P>Do people actually want more controls like Lair and no dpad for 2d games, etc?!?! Do people want to have to use shift buttons or have complex multiple series of control inputs (like a fighting game) or having to change between tapping or holding what little buttons there would be?!</P>
<P>The only reason to simplify controls would be to try and cater to noobs. And it would not really simplify the controls either, they would only appear to be simplified until you encounter shift buttons and multiple input series. So it would do nothing but create a false impression and screw over core gamers.</P> <p>Gam3r</p>]]></description>
			<dc:creator><![CDATA[Gam3r]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:20:20 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518756]]></link>
		    <description><![CDATA[<p>This is ridiculous. How old are these people at GamePro?</p>
<p>"X? Which one's x? The blue one? What? Let me get my hearing aid. Eltee? Where's that?"</p>
<p>Modern controllers are fucking great. They're compact, ergonomic and easy to use for anyone with basic hand-eye coordination. Assassin's Creed is a great example, the high-low profile system really streamlined things. You could easily go from strolling down the streets to leaping from roof to roof with a single button.</p>
<p>• Reduce the number of face and shoulder buttons.<br>
No, fuck you. We've had four face buttons since the SNES and now you want to reduce that as the games get more complex? Triggers and bumpers are essential to FPS; shoot, reload, grenade, aim, all right where you need them.<br>
• Merge "Start" and "Select" into one button<br>
Again, why simplify the controller while the games are more complicated.<br>
• Lose the D-pad<br>
And with it goes the simplest (ie. best) inventory system for consoles? Laughable my good sir. They distinction between the buttons makes it unlikely you'll choose what you didn't want. Even in Half-Life 2 for the 360, with nearly ten weapons, it's easy to get what you want.<br>
• Use motion-sensing controls<br>
Why does everyone have such a hard-on for the Wii? Motion-controls don't work for every goddamn game, dipshits. They're awkward and useless, outside of a few quirky sports games, as far as I'm concerned.<br>
• Add attachment peripheral<br>
Awesome idea! Let's pay $59.99 for some stupid wheel controller and then have to get it out every time I jack a Lambo in GTA 4! Don't forget the joystick for the helos!</p>
<p>Fuck you, I'll keep my 17 buttons. Assholes.</p> <p>Enimor</p>]]></description>
			<dc:creator><![CDATA[Enimor]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:12:23 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518748]]></link>
		    <description><![CDATA[<p>I'll reiterate what has been so eloquently explained by virtually everyone on the thread above. It's up to developers to devise an intuitive control scheme for their own game. Thank god the editors over at GamePro aren't designers, because by the looks of that abomination up top, I'd probably have given up on games at this point.</p> <p><a href="http://www.myspace.com/joebankrobber">ThisCharmingMan</a></p>]]></description>
			<dc:creator><![CDATA[ThisCharmingMan]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:11:18 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518731]]></link>
		    <description><![CDATA[<p>Owen.. no offense man but what is up with you lately?</p>
<p>First you take issue with Blockbuster following a industry standard policy and not throwing their money away just to make the $4.76 profit you give them when you purchase a new game.</p>
<p>Then you come up with that sensationalist PS3 GTA Freeze vs RRoD piece. Failing to even note that at least PS3 users have a solution to the problem where as 360 users with freezing problems don't.</p>
<p>And now you label Assassin's Creed's controls as "hard" when not long ago all the coverage on the game highlighted how simplified the controls are. And you even go as far as to agree that we could lose the d-pad and a few buttons?</p>
<p>I'm not trying to come down on you and I respect that you are entitled to your opinion but I'd like to maybe just point out that you come across as very out of touch with your audience man. For evidence to back my claims just read the reader comments on any of those articles.</p>
<p>Maybe all this blogging is preventing you from actually reading enough articles about games and playing said games or something.</p>
<p>As far as controls go.. it is totally up to the game designer to ensure the controls aren't complex. Taking away options and variety is not something that will help this medium progress.</p>
<p>And don't forget about the rest of us that have invested the most time and money into this industry. The people who can handle, and like, complex controls. TIE Fighter was one of the best games ever and that beast used the whole keyboard plus shift commands and a mouse/joystick!!</p> <p>Bastard11</p>]]></description>
			<dc:creator><![CDATA[Bastard11]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:08:32 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518722]]></link>
		    <description><![CDATA[<p>Controllers are fine the way they are in terms of buttons. Add more and it'll be a bit too much. Take some away and it'll have a negative impact on game design. What companies should be working on now are ergonomics and, if they're using them, refining motion controls so people actually want to use them more than the control sticks.</p> <p>Blah8</p>]]></description>
			<dc:creator><![CDATA[Blah8]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:07:04 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518693]]></link>
		    <description><![CDATA[<p>The 360 and Dual Shock controllers are perfect. I've never heard anyone complain about them. Anyone who does needs to stick with their Nintendo Wii.</p> <p>argh</p>]]></description>
			<dc:creator><![CDATA[argh]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:02:22 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518689]]></link>
		    <description><![CDATA[<p>Controllers are fine the way they are right now. (In my opinion the best one is the Dualshock 3) Its not the controllers that should change... but the control setup in a game, placing too many important actions (in the game) into complex control schemes is what makes controllers seem too difficult. Heck, even a normal TV remote controller has even more buttons than any console controller out there.</p>
<p>Assassin's Creed is kind of hard to get used to, but its very simple when you think of it, because one button does actions that are generally related. There is only one button to Jump, Climb, etc. and only one to attack (2 if you count grabbing as attacking) and if you want to go somewhere is just a matter of holding the R1 and X (in the PS3 version) and pointing with the analog where you want to go, Altair will do all the flimsy jumping and climbing for you.</p> <p><a href="http://n/a">FP Belias</a></p>]]></description>
			<dc:creator><![CDATA[FP Belias]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:01:45 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518677]]></link>
		    <description><![CDATA[<p>Trust me on this, fighting gamers HATE the stock 360 control.  Particularly 2d fighter-players.  Many of them pay $200 to get the controls they want.</p>
<p>Their favorite pad of all time was the Saturn pad.</p>
<p>That+analog sticks would be more then enough for me and anything I'd want.</p> <p>arstal</p>]]></description>
			<dc:creator><![CDATA[arstal]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 20:00:11 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518370]]></link>
		    <description><![CDATA[<P>I enjoy both the PS2 and Wii controllers. I think part of the problem is that going after the casual market, you're aiming at people who aren't adept with any controller, no matter what button size or configuration.</P>
<P>There is always going to be that jarring first experience, where your grandfather has a string of misses in Wii Bowling, or can't stop shooting the floor in GTA - it's part and parcel of learning a new skill.</P>
<P>In other words, I believe the current number of buttons is alright for the moment, but difficulty arrives when more are added, or they are rejigged around the controller in order to seem 'new' (I'm looking at you, 360 controller)</P> <p><a href="n/a">Kiriphii</a></p>]]></description>
			<dc:creator><![CDATA[Kiriphii]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 19:18:55 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518309]]></link>
		    <description><![CDATA[<P>Full of shit if you have been playing GTA IV and you think assasins creeds controls are difficult. Assasins creed plays like a dream control wise compared to GTA IV.</P>
<P>Controlling Altair is 10x smoother then controlling Niko. GTA is by far a better game. But Ubisoft's game is a better technical marvel, imo.</P>
<P>Damn shame they forgot to put some actual gameplay in in though.</P> <p>terrydwj</p>]]></description>
			<dc:creator><![CDATA[terrydwj]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 19:09:44 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518255]]></link>
		    <description><![CDATA[<p>This is bullshit. Just don't use all the buttons if you want it simpler. Frankly, if you can't master a 360 or PS3 controller in 1 hour, you're retarded.</p> <p>jambe</p>]]></description>
			<dc:creator><![CDATA[jambe]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 19:03:53 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518229]]></link>
		    <description><![CDATA[<P>If you want to appeal to a broader, non-gaming audience, don't simplify the controllers, just simplify the games.</P>
<P>Nobody is forcing the developers to use every button in combination with every other button to unleash three dozen moves.<BR>
If they want to make more "casual" games, games that people with no videogame experience can pick up and enjoy, they can just come up with a scheme that only uses the D-pad and a couple of buttons, for example.</P>
<P>Removing the <I>option</I> to use more button seems like a terrible idea, not unlike removing the advanced functions in an email client because "most people only use it to send one email at a time anyway".<BR>
When you have 12 buttons but only need 3, then just use the 3 -- what's so complex about that? But when you need 12 and only have 3, watcha gonna do? Right: set up ungodly combinations such as "to open the door, press A and Up while performing a twirling counterclockwise motion at an angle of 45-50°, while singing God Save The Queen into the microphone. Heartily."</P></BR></BR> <p><a href="n/a">Antiterra</a></p>]]></description>
			<dc:creator><![CDATA[Antiterra]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 18:59:17 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5518010]]></link>
		    <description><![CDATA[<P>Yes less dumb down controllers to appeal to morons and people who hardly ever play video games.</P> <p>BrandonGK</p>]]></description>
			<dc:creator><![CDATA[BrandonGK]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 18:32:12 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517992]]></link>
		    <description><![CDATA[<p>What makes the current 360 and PS3 controllers hard for average people are the sticks not the buttons. If you want to make games easier for casuals take away the camera control. Of course that means you'll probably have camera issues that less casual players will bitch about.</p> <p><a href="n/a">TeknoVagrant</a></p>]]></description>
			<dc:creator><![CDATA[TeknoVagrant]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 18:28:08 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517991]]></link>
		    <description><![CDATA[<p>I personally think that controller could use a few more buttons, but developers need to get out of the mind set that if there are 12 buttons they need to use all 12 of them as well. I would like to see them add 2 more face buttons with them laid out like they were on the 6 button Genesis controller.</p> <p><a href="http://www.infinitelylessthaninfinite.com">RykinPoe</a></p>]]></description>
			<dc:creator><![CDATA[RykinPoe]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 18:28:06 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517917]]></link>
		    <description><![CDATA[<p>All you have to do is hold down one button in AC and occasionally smash the  buttons for a counter. Rinse and repeat X 1000.</p>
<p>I don't see how it can be more complicated then the current gen buttons. An additional buttons with triggers or the DS shoulders will be no fun.</p>
<p>Did anyone have a go with Steel Battalion?, the 200 dollar game and 50 pound controller?; WE need more of those kinds of games.</p> <p><a href="n/a">Fyren</a></p>]]></description>
			<dc:creator><![CDATA[Fyren]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 18:14:45 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517795]]></link>
		    <description><![CDATA[<p>@<a href="#c5517231">Ryuujin1024</a>: Nintendo patented the d-pad so noone else can use it. That's why it's the best and why the Dual Shock has that weird design and everything else is a circle with a cross in the middle.</p>
<p>Removing the d-pad gets rid of all fighting game controls for those who don't use a stick. If you're using an analog stick and are decent, then bless you. I don't understand how people play fighting games on the XBox controller. Quarter and half motions look unwelcome, as well as dragon punch motions.</p>
<p>The select button doesn't "select" anything anymore. It should be renamed to something like "mode" or "option". Just like the start button doesn't "start" anything at times. We've learned to confirm anything with the other face buttons. On the Dual Shock, they just conveniently look like the "play" and "stop" buttons on any media player.</p>
<p>Every game should have a choice of remapping, axis inversion, southpaw, and sensitivity. GTAIV's controls are horrific as I can't invert my camera on the X separate from the Y axis.</p>
<p>Games just need to sit down, evaluate what will be functional, and then make a base scheme based on that. Assassin's Creed did something to that effect, but still felt like some stuff could be changed. Indigo Prophecy had that "move your stick up down left or right to choose a dialogue" when all of those choices could be replaced with a face button or a menu. Minimizing the controller is an absurd concept.</p> <p><a href="n/a">Shalashaska</a></p>]]></description>
			<dc:creator><![CDATA[Shalashaska]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:55:31 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517702]]></link>
		    <description><![CDATA[<p>@<a href="#c5516686">Maldron</a>: right, but which ones? WHICH ONES?!</p>
<p>@<a href="#c5516641">NessD12</a>: not at all; really?  which game was that?</p>
<p>@<a href="#c5516665">Krackatoa</a>: psst...you might enjoy the dualshock 3.  its a vibrating SNES controller.</p>
<p>agree with a lot that's been said here.  you know what happens when i try to play katamari on my PSP's simplified controls? not a whole hell of a lot.</p> <p><a href="http://www.HondosBar.com">TheIrishNinja</a></p>]]></description>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:35:09 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517681]]></link>
		    <description><![CDATA[<p>I think the difference between the keyboard and the game controller is that basically everyone has learned how to type on a keyboard, so it seems more natural to people.  Memorizing buttons isn't as hard as remembering where they are.  With a keyboard, you can just remember "a=jump" or "enter=pause".  But if you're using a controller you haven't used often or maybe at all before, you end up having to think "okay, jump is the left shoulder button which is the one slightly above the button by my left trigger finger..."  Much more difficult to do.  Same with quicktime events - I have an awful time when I'm playing a game with quicktime events on my friend's 360 because I never remember where certain buttons are, I have to keep looking to remember which is which.</p>
<p>Motion controls can very easily get more complicated, but often it's easier remember to do something like "point" or "shake" than it is to remember to "press button Y... which is where again?"</p> <p>pogotiki</p>]]></description>
			<dc:creator><![CDATA[pogotiki]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:31:08 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517627]]></link>
		    <description><![CDATA[<P>Here is how to reduce complexity of control without reducing depth of control.</P>
<P>Item 1: Poinitng control - The most overlooked part of the Wii remote is also its most powerful tool. Imagine being able to point to the target reciever in Madden. You'd eliminate 5 buttons, make it easier to play, and actually gain precision.</P>
<P>Item 2 - MORE D-pad not less. - often the analog stick is unnecessary and sometimes even a hinderance (smash bros). Making the D-pad a viable option for those who prefer it will relieve a lot of headaches.</P>
<P>Item 3: Rely less on shoulder buttons. - Unless you have a really intuitive way to use both a left and a right shoulder button (air brakes in Wipeout 3 come to mind) don't use them. Many people struggle with coordination. Using both shoulder buttons for urgent actions should be a last resort.</P>
<P>Item 4: It is a controller, not a crutch. - If your game really needs 16 buttons so be it, but most games with that use that many are full of lazy design choices.</P> <p><a href="http://www.ministry-of-fun.com">Minister of Fun</a></p>]]></description>
			<dc:creator><![CDATA[Minister of Fun]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:18:04 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517621]]></link>
		    <description><![CDATA[<p>Patiently awaiting the console version of Dwarf Fortress!</p> <p>Yuki</p>]]></description>
			<dc:creator><![CDATA[Yuki]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:16:25 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517607]]></link>
		    <description><![CDATA[<p>Please. Less buttons on a controller?</p>
<p>This guy has obviously never played on a flight sim.</p>
<p>I remember that my keyboard was absolutely full of Ctrl+(x), Shift+(x), Ctrl+Shift+(x) and even some Joystick+(x) button combinations. That's about 400 button commands.</p>
<p>It did simplify things a lot. Shift+(x) was mostly engine and fuel things, and Ctrl+(x) was mostly technical radio/GPS/electronics things, while the most basic commands didn't have any combination requirements.</p>
<p>Oh, what wonderful days.</p> <p><a href="n/a">RPharazonius</a></p>]]></description>
			<dc:creator><![CDATA[RPharazonius]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:13:31 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517603]]></link>
		    <description><![CDATA[<p>How about this: When controllers have more buttons than a keyboard, we'll worry about complexity.</p>
<p>Many of my PC games have about 23-30 buttons to remember, just for basic functionality. It takes me about 5 minutes to memorize and get comfortable with them all. I really don't see a problem with console controls.</p> <p><a href="http://http:">ShaggE</a></p>]]></description>
			<dc:creator><![CDATA[ShaggE]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:13:01 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517579]]></link>
		    <description><![CDATA[<p>What's wrong with the controls on Assassin's Creed? I picked the game up again recently after having not touched it for two months. Within 5 minutes I was running around on rooftops and taking out groups of guards with ease. Finally finished the game later that day.</p>
<p>Sure it could be simpler, but only if the game itself was simpler. Not necessarily a good thing. Trying to make AC as it is playable on a controller with fewer buttons would be an effort in futility and end user pain.</p>
<p>Personally I find the PSP lacking with it's missing shoulder buttons.</p> <p><a href="http://www.mirumu.com">MattB</a></p>]]></description>
			<dc:creator><![CDATA[MattB]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:07:19 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517553]]></link>
		    <description><![CDATA[<p>"Start and select as one button? that wouldn't work at all."</p>
<p>Why wouldn't it? Most games I've played don't use select all that much and start is usually used for pausing the game and showing a game menu. I find that to be the sanest idea of the bunch myself, since the rest really sounds like they want every controller to be like the Wiimote.</p> <p>Fraeon</p>]]></description>
			<dc:creator><![CDATA[Fraeon]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 17:02:04 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517528]]></link>
		    <description><![CDATA[<p>Start and select as one button? that wouldn't work at all.</p> <p>sc00t420</p>]]></description>
			<dc:creator><![CDATA[sc00t420]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:55:54 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517501]]></link>
		    <description><![CDATA[<P>I honestly wouldn't have thought this was an issue to anyone but casual gamers... that is until I tried the ironman demo. I thought i'd be playing a action super hero game, not microsoft flight simulator.</P>
<P>Seriously, if EVERY button is used on a xbox controller for a game, then the game is designed poorly. Most of those buttons are extra buttons designed for specialty games. (Analog triggers for racing games, shoulder buttons for fighters, some of the few games that actulaly use more than 4 buttons, ect)</P>
<P>All of these ideas for reducing the number of buttons is great, the only problem is the systems are already out and the only successful after launch controllers in history were controllers that ADDED controls (the genesis 6 button, to play sf2 and the dual shock, to fool people into thinking the p.o.s. ps1 was an actual 3d system).</P>
<P>The wii has already tackled this problem quite well. The main controller has very few buttons and since most smaller developers can't afford a special perephial they are forced to work with what they have. For those rare exceptions you have the gamecube controller, the classic controller and the nunchuck (which I really count as part of the wiimote).</P>
<P>People who complain about this setup obviously either don't have a wii or don't play their wii. The only isssue with it is finding a place to store all of it, but it's a small price to pay for ensuring that all controls have to be well-done by default.</P>
<P>I would also remind people that things like the zapper and wheel are completely optional. They are nice to have, but you can play the games just fine without them, wheel games in particular.</P> <p>HowardC</p>]]></description>
			<dc:creator><![CDATA[HowardC]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:51:26 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517488]]></link>
		    <description><![CDATA[<p>Assassin's creed had one of the most simplified controls schemes for a game of its scope. It was one of the things I rather enjoyed about the game.</p>
<p>The only game I truly played where controls are always obtuse is Metal Gear. Other games have all needed it or were worth the learning curve (if they are decent games themselves, bad games are just that... bad games)</p> <p>Daizaru1</p>]]></description>
			<dc:creator><![CDATA[Daizaru1]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:48:33 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517459]]></link>
		    <description><![CDATA[<p>Eh. I say keep the complicated controllers. Developers don't NEED to use every button.</p>
<p>My big problem with NES games these days is that there's not much more than what you see.</p> <p>Akanubon</p>]]></description>
			<dc:creator><![CDATA[Akanubon]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:41:55 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517443]]></link>
		    <description><![CDATA[<p>no way do we need fewer buttons. i want more buttons. I mean, everytime i play a comp game, I use the entirety of the numpad with my right hand (so that's movement + 17 buttons since I have an aluminum apple keyboard with 4 extra F keys and such above the numpad that i use) and i use every button on my 7 button mouse as well.</p>
<p>On a controller, there definitely are not 24 buttons. :(</p> <p><a href="http://www.true-reality.net">Quine</a></p>]]></description>
			<dc:creator><![CDATA[Quine]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:38:43 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517435]]></link>
		    <description><![CDATA[<p>merge start and select? not a good idea... seriously, no. games that require the select butto to do something.. wouldn't have a pause screen?</p> <p>laencythe</p>]]></description>
			<dc:creator><![CDATA[laencythe]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:37:15 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517406]]></link>
		    <description><![CDATA[<p>AC controls are very fluid, it is one of the "simple" control schemes when you get the concept of it and learn to hold the buttons down and just move to the location for context sensitive actions.</p>
<p>I haven't tried GTA4, but I'm sure the controls would be very smooth as well. Decreasing buttons? Look at the PSP compared to PS1&amp;2 fans to see how they feel about missing shoulder buttons and a 2nd analog stick, it causes limitations.</p>
<p>GamePro should turn into a joke magazine for screwed up ideas. If gamers are truly intimidated [by today's controllers], one has to wonder how they can operate a TV remote or computer.</p> <p><a href="n/a">超外人</a></p>]]></description>
			<dc:creator><![CDATA[超外人]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:30:17 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517397]]></link>
		    <description><![CDATA[<p>I'll do you one better: properly utilize what you have.  Case in point, GTA 4.  GTA 4 has a run button.  <b>A run button</b>.  Why does that frost my cookies?  Because you only can walk with the analog stick!  Slightly nudge the stick, you walk.  Press the stick as far as it'll go, you walk.  How about using the analog stick to it's actual potential?  Nudge to walk, lightly push to run and full push to sprint?</p> <p>dry-roasted-peanuts</p>]]></description>
			<dc:creator><![CDATA[dry-roasted-peanuts]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:28:34 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517396]]></link>
		    <description><![CDATA[<P>Also, the D-pad is useful (ie: quick weapon switching, flashlight, etc...)</P> <p>underthechestnuttree</p>]]></description>
			<dc:creator><![CDATA[underthechestnuttree]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:28:22 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517389]]></link>
		    <description><![CDATA[<p>@<a href="#c5517292">PixelPeZ</a>: I totally second that. Maybe it's a little harder because I'm left-handed, but I think the most difficult controller activity for me to do is to hold the analog sticks clicked into the depressed position while still using them to move around. That makes my thumbs really sore in no time.</p> <p><a href="n/a">wild homes loves you but chooses darkness!</a></p>]]></description>
			<dc:creator><![CDATA[wild homes loves you but chooses darkness!]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:27:04 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517382]]></link>
		    <description><![CDATA[<p>@<a href="#c5517014">kylenalepa</a>:</p>
<p>Or a peripheral can let you do things that a standard controller just plain *can not* do. See:<br>
DDR<br>
Guitar Hero<br>
Rock Band<br>
Wii Fit, really, does the same.</p>
<p>The Wii Wheel and Zapper are just optional ways to hold the controller that just decrease complexity. I was at a friend's when her roommate walked in when we were playing Mario Kart Wii. We asked the roommate if she wanted to play. She said no, until she saw the Wii Wheel Controller ... Which she figured would be a lot easier than anything else. Thus, controller complexity problem solved.</p> <p>rekenner</p>]]></description>
			<dc:creator><![CDATA[rekenner]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:25:43 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517365]]></link>
		    <description><![CDATA[<P>NO way. The 360 controller is perfect as it is.</P> <p>underthechestnuttree</p>]]></description>
			<dc:creator><![CDATA[underthechestnuttree]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:21:42 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517360]]></link>
		    <description><![CDATA[<p><b>PixelPeZ: I'm fine with the current number of buttons, but I hate games that make you press on the analogue sticks with a passion. It's usually the most inappropriate situation </b></p>
<p>Ditto, but I think my biggest gripe is games that give you preset profiles without allowing you to completely remap everything.</p>
<p>In this day and age, that's totally unacceptable in a game.</p>
<p>I want to remap everything, hell, I want to be able to set up two buttons to do the same thing if I want.</p>
<p>/I'm looking at you GTA4, I would have really liked to move the handbrake to the left trigger.</p> <p><a href="http://www.lordargent.com">lordargent</a></p>]]></description>
			<dc:creator><![CDATA[lordargent]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:21:17 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517359]]></link>
		    <description><![CDATA[<p>No thanks.  I'm not an old man yet, so I can handle multiple buttons without any problems.</p>
<p>And they're complaining about having a start and select button?  Are you ****ing serious?</p> <p>NoFunShogun</p>]]></description>
			<dc:creator><![CDATA[NoFunShogun]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:21:05 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517348]]></link>
		    <description><![CDATA[<p>@<a href="#c5517152">wildmatt</a>: WOAH, I just lost a lot of respect for people who shit-talk Owen and Kotaku for having opinions. Way to go, cool guy. You're a cool guy.</p>
<p>I didn't enjoy the controls in Assassin's Creed, but I didn't think they were too complicated-- just an unnecessary revision. My bigger problem with the game was that it seemed too repetitive for me. I lost interest in it quickly.</p>
<p>I don't agree that motion control is the answer-- it's ok so long as the movements are representative of the result. But when they just make up complex moves that have nothing to do with what I'm doing in-game (see Ultimate Alliance, Wii) that's a huge problem. Most games, the way they're designed, have very little need for motion control. It just feels tacked-on and unintuitive.</p> <p><a href="n/a">wild homes loves you but chooses darkness!</a></p>]]></description>
			<dc:creator><![CDATA[wild homes loves you but chooses darkness!]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:20:01 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517336]]></link>
		    <description><![CDATA[<p>AC has pretty good controls and current controlers are great (360 my fave)<br>
You play with your Wii too much :-)</p> <p>Herbal23</p>]]></description>
			<dc:creator><![CDATA[Herbal23]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:17:38 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517324]]></link>
		    <description><![CDATA[<p>THe one thing I'd get rid of are left shoulder buttons- I never like using those.  Rather have a 6-button front pad, then 2 left shoulder buttons.</p> <p>arstal</p>]]></description>
			<dc:creator><![CDATA[arstal]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:15:41 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517292]]></link>
		    <description><![CDATA[<p>I'm fine with the current number of buttons, but I hate games that make you press on the analogue sticks with a passion. It's usually the most inappropriate situation (like crawling or ducking, while trying to move) or you press down accidentally, screwing up what you were doing in the game. Context sensitivity is the way to go here, I think.</p> <p>PixelPeZ</p>]]></description>
			<dc:creator><![CDATA[PixelPeZ]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:10:46 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517291]]></link>
		    <description><![CDATA[<p>Idea: make better control schemes.</p>
<p>One of my least favorite things about modern control schemes is that often, companies try to design something that gives you "the maximum amount of control" while not giving you intuitive control.</p>
<p>When you're walking around, the X button interacts with things, but when your gun is out, it switches to Y so that X can reload, but Y pulls up inventory normally, which is remapped to B, which does nothing in normal walk mode.</p>
<p>Left trigger and Right Trigger let you cycle through your weapons in weapon mode, but when you're in walk mode, you have to go to the inventory menu to do so.</p>
<p>Left shift lets you put on the goggles, at which point A is your inventory, B is your weapon, X is shift view modes (unless you have on the infrareds, in which case X is lock-on) and Y is enter weapon mode.</p>
<p>Right shift is enemy status, in which case B is inventory again, A is lock-on, Y is weapon mode and X is Hyper Action mode.</p>
<p>Select brings up the Magic/Powers Menu, where A is select, B is enter card game, Y is status mode, X is the upgrade menu, either trigger is Magic inventory and the shifts cycle through your available Magics and Powers.</p>
<p>Don't even get me started on the soccer side mission.</p> <p>hegemonyhog</p>]]></description>
			<dc:creator><![CDATA[hegemonyhog]]></dc:creator>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517280]]></link>
		    <description><![CDATA[<p>How I love thee, Keyboard and Mouse, by Anaxymander.</p>
<p>It was a bright sunny day and the trees wer.....</p> <p>Anaxymander</p>]]></description>
			<dc:creator><![CDATA[Anaxymander]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:08:56 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517268]]></link>
		    <description><![CDATA[<P>@<A href="http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517029">Owen Good</A>:</P>
<P>Don't worry, we still love you :D</P>
<P>Except for <A href="http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517152">this guy.</A></P>
<P>Inebriation makes a good excuse for everything, I suppose.</P> <p><a href="n/a">man in gauze is king ramses II, silly.</a></p>]]></description>
			<dc:creator><![CDATA[man in gauze is king ramses II, silly.]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:07:36 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517263]]></link>
		    <description><![CDATA[<p>No.<br>
No.<br>
No.<br>
No needed, but no reason not to.<br>
No.</p>
<p>It's kinda retarded to ask for something like this and expect it to work. What exactly are developers supposed to assign everything else to? Controller shaking? Bullshit. Go jump off a bridge.</p> <p>Moonshadow101</p>]]></description>
			<dc:creator><![CDATA[Moonshadow101]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:06:55 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517236]]></link>
		    <description><![CDATA[<P>I thought the controls to both AC and GTA were pretty well mapped. AC I was finely controlling in a day, and the same goes to GTA (though it took longer to get used to aiming, and how the cars handle).If they do come off as being complicated, thats because they're both games set in a complicated world. Theres a lot of things to do in these games, reducing buttons is just going to reduce your choices.</P>
<P>Peripherals are pricey and can complicate things, motion control is gimmicky and slower. Think of GTA for example, are we supposed to switch between a light gun and a steering wheel whenever we try to play? How do you suggest changing weapons without a d-pad? Or should we just use the classic voice command "win"? Simple controls work with simple games, for everything else the 360/ps3 controllers do just fine.</P> <p>tcrat</p>]]></description>
			<dc:creator><![CDATA[tcrat]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:01:16 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517231]]></link>
		    <description><![CDATA[<p>"Lose the D-pad"<br>
No way i still to this day don't like it on the Playstation doesn't have a lock at the main angles if you know what i mean, only the Nintendo and Sega Dreamcast ever got it right.<br>
Lose the idea that it has to be one not the other and leave it to choice - theirs the win.</p> <p>Ryuujin1024</p>]]></description>
			<dc:creator><![CDATA[Ryuujin1024]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 16:00:08 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517209]]></link>
		    <description><![CDATA[<p>Er.. the number of buttons on controllers really hasn't increased at all since the dual shock came out 10 years ago (Dreamcast, N64, and Gamecube had less buttons, look how that turned out)  You know what they say about if it ain't broke....</p>
<p>Besides, a big no to removing the D-pad or combining select and start.  Select and start have nothing to do with gameplay anyhow.  All their other ideas were stolen from Nintendo.</p> <p><a href="http://">supercrap</a></p>]]></description>
			<dc:creator><![CDATA[supercrap]]></dc:creator>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517191]]></link>
		    <description><![CDATA[<p>...</p>
<p>Personally I feel controls need more buttons, but then again I come from a PC gaming background. If I were to change the PS3 or Xbox controller I'd change the four face buttons into the Genesis/Saturn 6 face buttons and leave the rest of the controller alone.</p> <p>Cabal17</p>]]></description>
			<dc:creator><![CDATA[Cabal17]]></dc:creator>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517161]]></link>
		    <description><![CDATA[<p>Anyone remember the Master System?</p>
<p>It kind of followed the 'merge start and select' concept, except it was just a simple pause button <i>on the system</i>. It wouldn't seem like such a problem for an RPG assuming you're playing on a floor like I do, but when you're in a game like Fantasy Zone, you can't pause at all without risking bumping that reset button.</p>
<p>I find six face buttons to be ideal with two shoulder buttons; that's one reason why I love the Saturn controller.</p>
<p>The d-pad can prove to be the best control method for many games, assuming it's not forced into being the main method of control (Playstation) or made so tiny it's only there for little commands (Gamecube). The Dreamcast did it right, so it's the best for 2D games like Bangai-O, but you still have a control stick for other games.</p>
<p>Attachments add more useless junk to your shelves, and motion controls prove overly complex for people that haven't played a game before. You pick up a controller and expect one of the buttons to make you to jump since that's all you see on the controller, not some waggle.</p> <p><a href="http://valentrinne.com/boyah">My name changed for an unknown reason</a></p>]]></description>
			<dc:creator><![CDATA[My name changed for an unknown reason]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:44:13 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517152]]></link>
		    <description><![CDATA[<p>Wow I seriously just lost some respect for both Kotaku and Owen Good... If you think the Assassin's Creed control layout is hard then you must have difficulty playing a bunch of games (including GTA4), nevermind the fact that AC show's you what a button does in the top right corner.</p>
<p>Poor, poor article here. Forgetting about the first 3 options, the last 2 will just make things more complicated. The only thing seperate attachment will do is allow you to label button's a "jump", "shoot" and stuff like that.</p>
<p>Now let's come back to the first 3:</p>
<p>• Reduce the number of face and shoulder buttons<br>
• Merge "Start" and "Select" into one button<br>
• Lose the D-pad</p>
<p>We've had the same number of shoulder buttons and face buttons now for a LONG LONG time, I was like 10 when I was playing with the same controller the PS3 uses. WTF will merging start and select do, both useless buttons in term of gameplay (for the most part).<br>
As well for the D-pad... half the time it's just a second left analog stick and the other half is just weapon changes... if you can't wrap your brain around left d-pad is weapon change, you shouldn't be playing games.</p>
<p>Anyways, I'm sorry Kotaku but this article is amongst your worst excluding those dumb cake posts. Not news worthy at all!</p> <p>wildmatt</p>]]></description>
			<dc:creator><![CDATA[wildmatt]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:42:50 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517142]]></link>
		    <description><![CDATA[<p>fail.<br>
If anyone is responsible for controls that are too complicated, it's definitely the developers of the games themselves.  Controllers with buttons that aren't used in every game may intimidate non-gamers, but it's not worth sacrificing the good games that NEED them!</p> <p>Mii</p>]]></description>
			<dc:creator><![CDATA[Mii]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:40:16 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517084]]></link>
		    <description><![CDATA[<P>WTF? Controls are really simple compared to pc games, removing the digital pad is incredibly stupid, it's really important in a lot of games. Look at the Metal gear online beta, it used the digital pad wonderfully, it uses every button, it could even do with 2 extra buttons imo and I would be happy to have them.</P> <p>valleyshrew</p>]]></description>
			<dc:creator><![CDATA[valleyshrew]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:32:10 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517073]]></link>
		    <description><![CDATA[<P>I think the current controllers on the market are perfect. I'm particular to the 360 pad (I dunno why the sixaxis didn't just use triggers), but both the Sixaxis/DS3 and the 360 pad are good as they are. 4 shoulders, 4 face, two sticks, start, select/back. It needs not get dumbed down or more complex. Designers just need to stop trying to pile on all sorts of complicated mechanics to a controller. A lot of devs, especially in the Western market, have their roots in PC gaming where you have all 26 letters of the alphabet and then some at your disposal for mapping game functions.</P>
<P>I actually liked AC's control scheme and didn't find it tough at all. Almost everything is context and controls just seems more complex overall because there are mappings for quick-selections (like on the d-pad). Intuitiveness isn't in the pad design, but in the game design. Saying the controller needs to change is as about as dumb as saying, "people type slow because there's too many keys on the keyboard, so let's boil it down."</P>
<P>I say add keyboard and mouse support to my consoles. It's my preferred platform, but not my preferred control method (for certain genres). Make it crazy! Make it so that two people need to control the character at the same time so that all the whiners can quit their bellyaching and find something else to do. :D</P> <p><a href="http://dunetiger.deviantart.com">dunetiger reads kotaku, seems pleased</a></p>]]></description>
			<dc:creator><![CDATA[dunetiger reads kotaku, seems pleased]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:28:52 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517065]]></link>
		    <description><![CDATA[<P>In all honesty a bad list. All the buttons are used for a reason. Just imagine trying to do anything in GTA with only two buttons.</P> <p><a href="n/a">Koolsen</a></p>]]></description>
			<dc:creator><![CDATA[Koolsen]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:27:30 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517051]]></link>
		    <description><![CDATA[<p>AC is pretty easy to pickup compared to GTA4.</p> <p><a href="http://www.myspace.com/cadebelo">belo</a></p>]]></description>
			<dc:creator><![CDATA[belo]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:24:40 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517046]]></link>
		    <description><![CDATA[<P>@<A href="http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516869">figmentpez</A>:</P>
<P>I think you just described a mac keyboard....oh I see what you did there.</P> <p>Marasai</p>]]></description>
			<dc:creator><![CDATA[Marasai]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:23:40 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517032]]></link>
		    <description><![CDATA[<P>Wrong wrong wrong wrong wrong.</P>
<P>Honestly this post is one of the most poorly done I've ever seen.</P>
<P>Aside form the fact that the assassin's creed controls are incredibly simple</P>
<P>HINT: each face button corresponds to a part of the body. Take a wild guess whihc one. The trigger shifts between stealth and action gameplay. Boom. Now you know how to play the game.</P>
<P>The current complexity of controls is because we have FEWER buttons than we need. We need at least 2 more face buttons...ala sega saturn or N64. You could also put buttons where the black/white start/back buttons were on the controller S. You could also have buttons recessed in the main face button group...bringin the total up to 8 without changing much in controller size. That alone would make controllers much easier to deal with because it would require less of this context sensitive nonsense.</P> <p>Marasai</p>]]></description>
			<dc:creator><![CDATA[Marasai]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:21:27 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517029]]></link>
		    <description><![CDATA[<p>I should revise my remarks: After a few beverages, let's say Assassin's Creed looked damned intimidating. And I can't remember anything.</p> <p><a href="http://www.kotaku.com">Owen Good</a></p>]]></description>
			<dc:creator><![CDATA[Owen Good]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:20:44 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517020]]></link>
		    <description><![CDATA[<p>I used to play battle tech in tesla pods on expert mode.</p>
<p>Any control scheme with fewer than 50 buttons is simple to me.</p> <p><a href="http://www.lordargent.com">lordargent</a></p>]]></description>
			<dc:creator><![CDATA[lordargent]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:19:45 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517014]]></link>
		    <description><![CDATA[<p><b><i>1. Reduce the number of face and shoulder buttons</i></b><br>
Uh, this would make things <i>more</i> complicated. You'd have to use multiple buttons to issue commands rather than just one unique button. This is a terrible idea. Let's say you're trying to explain how to play a game to somebody. Would you rather tell them to hit 'Y', or tell them to hit 'A' and 'B' while simultaneously holding 'Down' on the D-pad?</p>
<p><b><i>2. Merge "Start" and "Select" into one button</i></b><br>
Why? These buttons aren't used in gameplay, so they add no complexity to the interface.</p>
<p><b><i>3. Lose the D-pad</i></b><br>
Why? The D-pad is the de facto method of controlling fighting games. You would destroy an entire genre of games just to simplify the look of a controller? That just makes no sense.</p>
<p><b><i>4. Use motion-sensing controls</i></b><br>
Again, that would just add complexity. Plus, there's just too much potential for shovelware with a motion-sensing controller. I mean, look at the Wii: people are so infatuated with the Wiimote that companies put all sorts of crap on there that makes use of the Wiimote just because people will buy it, looking for the next <i>Wii Sports</i>. If companies can stand back and figure out creative ways of using motion control, as well as exercise enough self-restraint to only implement it in a limited and accurate manner, then sure, go ahead and add motion-sensing controls. However, judging by the games available on the Wii, most of these companies aren't there yet.</p>
<p><b><i>5. Add attachment peripheral</i></b><br>
Yes, because adding <i>more</i> peripherals <i>always</i> simplifies things. Again, let's look at the Wii as an example of what <i>not</i> to do: we've got a Wii Wheel (that came out at launch with some monster truck racing game), another Wii Wheel (Nintendo's version), a Nunchuck, a Wii Zapper, a Wii Fit balance board, and God knows what else. It's my view that if you have to add peripherals to a controller to make it work with a game, then either the game is badly designed or the controller is badly designed. As for complexity, adding multiple attachments that have to be swapped out depending on the game adds complexity rather than reduces it.</p>
<p>Honestly, I have no idea what GamePro was smoking when they made this list. Modifying the hardware is not the answer because it will alienate people who actually know how to use a controller. The best option would be for games to have a "casual" control scheme and a "normal" control scheme. The "casual" one could have some things automated in order to reduce the number of buttons used, while the "normal" one could just be what the rest of use are used to.</p> <p>kylenalepa</p>]]></description>
			<dc:creator><![CDATA[kylenalepa]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:18:51 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517012]]></link>
		    <description><![CDATA[<p>On one end of the spectrum you have PC games with pretty much limitless control options in the form of keyboards, many-buttoned mouses and a plethora of other control options such as the mighty Orb controller you used to see in the days when they still made Descent.  On the other you got controllers that get as simple as a joystick and a couple buttons.  As long as the scheme fits the game, and as long as either a) the controls are intuitive or b) the game is good enough that 95% of the people that play it are willing to learn some uncumbersome controls, there's no problem.</p>
<p>Just look at Japanese arcade games and it should be obvious that control schemes are only one of the many factors leading to their demise: ever-complex moves and frame-specific throws and combo systems make fighting games very difficult to get into as a novice; on the other hand, unforgiving game systems that just seem to keep getting harder as new releases come by, as well as the fact that a 2D shooter is a 2D shooter no matter how you slice it, keeps shmups from expanding markets, even though controls are usually as simple as shoot, dodge, and fire bomb (add a few extra buttons for gimmick controls when applicable).</p> <p><a href="http://kusory.seesaa.net">muu</a></p>]]></description>
			<dc:creator><![CDATA[muu]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:18:19 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517003]]></link>
		    <description><![CDATA[<p>Complex controllers?</p>
<p>Its 2008 and I've just about finally gotten to grips with the controller for my Atari Jaguar!</p> <p>DreamcastRIP</p>]]></description>
			<dc:creator><![CDATA[DreamcastRIP]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:15:48 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5517002]]></link>
		    <description><![CDATA[<p>My biggest thing to change?  Make the Xbox guide button smaller.  I, on occasion, get a little "wild" in my playing and accidentally slip into it, making problems worse.  There is no reason for it to be so big, as it plays no role in gameplay.</p> <p>Yuki</p>]]></description>
			<dc:creator><![CDATA[Yuki]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:15:42 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516996]]></link>
		    <description><![CDATA[<p>Alright. A little experiment in controls for COD4 using only two triggers, two thumbstick clicks, and two face buttons.</p>
<p>Shoot - right trigger<br>
Sights - left trigger<br>
Reload - A<br>
Pick up weapon - hold A<br>
Crouch - B<br>
Prone - hold B<br>
Run - Left thumbstick click<br>
Melee - Right thumbstick click<br>
...<br>
Switch weapon - Hold A for three seconds?<br>
Jump - Double tap B<br>
Grenade - Hold A and right trigger<br>
Flashbang - Hold B and right trigger<br>
Special weapons - Go to store and buy D-pad add on</p>
<p>Missing anything else.</p> <p><a href="n/a">Tifosi24</a></p>]]></description>
			<dc:creator><![CDATA[Tifosi24]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:14:48 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516985]]></link>
		    <description><![CDATA[<p>@<a href="#c5516888">Jawajoey</a>: I would rather keep the select button, as it makes a convenient place to place a map button, for example, and could potentially remain real-time rather than placing it in the pause menu.</p> <p>Yuki</p>]]></description>
			<dc:creator><![CDATA[Yuki]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:13:15 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516943]]></link>
		    <description><![CDATA[<p>My girlfriend got me a cheap copy of spider-man 2 for the gamecube yesterday.<br>
 Now apart from the maniacal laughter when I swing around like a complete div splatting into walls was just how many bloody button combo's there are in the game.<br>
Simple does not always have to be bad, the pointing function of the wiimote is amazing in Metroid prime 3, completely eliminating the need for a second joystick. It's amazing how a couple of gestures completely negate the need for a set of buttons and can work really well, the grapple pull in MP3 or the pump action shotgun reload in RE4.</p> <p><a href="n/a">Weirdwolf</a></p>]]></description>
			<dc:creator><![CDATA[Weirdwolf]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:03:48 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516942]]></link>
		    <description><![CDATA[<P>"Lose the D-Pad"?<BR>What the hell?<BR>Clearly they haven't heard of a little title called Street Fighter IV coming out soon haven't they?</P></BR></BR> <p>chemical_eng_mx</p>]]></description>
			<dc:creator><![CDATA[chemical_eng_mx]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:03:46 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516940]]></link>
		    <description><![CDATA[<p>@<a href="#c5516909">ManjiKengo</a>: We've seen article after article about how "complex" controls are ruining gaming.</p>
<p>This leads into the casual gaming ruining gaming discussion.</p> <p><a href="n/a">ManjiKengo</a></p>]]></description>
			<dc:creator><![CDATA[ManjiKengo]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 15:01:14 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516919]]></link>
		    <description><![CDATA[<p>NO NO NO!! YOU'RE ALL GOING ABOUT THIS WRONG!!!1!</p>
<p>What you need is moar face buttons.  on top of each analog stick should be a T-9 keypad.  All buttons should be analog so they have 65536 different gradients of sensitivity. The actual face should be a position sensitive touch pad.  out of the microphone port should come electrodes that attach directly to your spinal column.  There should be 128 128-way dip switches in the back of the controller to allow you to remap any key to behave like any other key even though each and every key is remap-able in software!</p> <p><a href="n/a">okenny :)</a></p>]]></description>
			<dc:creator><![CDATA[okenny :)]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:56:45 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516911]]></link>
		    <description><![CDATA[<p>As a gamer, I agree that we do NOT need less buttons. Better configured controls are essential, however, and devs can just choose to use only some of the controller's buttons for their game. Also, it's never a bad thing to give players the options to configure their controller input schemes.</p>
<p>I do however understand this movement to reduce complexity of controllers, because to new gamers, they might seem a bit confusing at first. But this is just part of the larger movement to expand consumer base, and how could you blame companies for trying to get more sales?<br>
What we need to do is find a way to please the existing gamers, including the hardcore ones, and attract new ones. A difficult thing, yes, but doable. I believe the focus should be put more on software than on hardware, though. <br>
Also, maybe the next step in controllers is finding a way to customize them. Give us big, medium and small controllers for different sized hands... give us different shapes, and give us a plethora of ways to add things to the controller and change the way it's used. The wiimote did this very well (just look at the huge amount of available peripherals, and they do sell).</p> <p><a href="n/a">biznatch</a></p>]]></description>
			<dc:creator><![CDATA[biznatch]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:55:58 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516909]]></link>
		    <description><![CDATA[<p>ugh give this shit a rest.</p> <p><a href="n/a">ManjiKengo</a></p>]]></description>
			<dc:creator><![CDATA[ManjiKengo]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:55:33 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516894]]></link>
		    <description><![CDATA[<p>Get rid of the D-pad?  I agree with <a href="#c5516846">ajay42</a> It's the simplest, most obvious of controls since the joystick. Even Wii Sports uses it and I haven't seen the nursing home folks being confused about how to bowl.</p>
<p>Being able to remap all the buttons and triggers would be good for everyone, though.</p> <p>Evil Tortie's Mom</p>]]></description>
			<dc:creator><![CDATA[Evil Tortie's Mom]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:52:10 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516888]]></link>
		    <description><![CDATA[<p>Motion sensing controls making things easier? BWAHAHAH! That's a good one.</p>
<p>Jeez, that whole list sucks, except for 2.</p>
<p>1- Meh, it's obvious, but personally I don't think it's a good idea.</p>
<p>2- I'm in favor of that.</p>
<p>3- Many games have d-pad uses that are quite fundamental, beneficial, and irreplaceable, except by a shift key + stick (not an improvement). Squad commands are the best example. A d-pad I touch once every five minutes is much preferable to 5 different context sensitive uses for the same button.</p>
<p>4- HA! Yeah, allow for even more options than current controllers, without the standardization, except without all the reliability and convenience. When I click the left stick, it took me a fraction of a second I know that I clicked the left stick. When I flick the controller to boost, it takes me 5 tries at 1/2 second each, and I get no tactile indicator of success. BOO!</p>
<p>5- That'll simplify gaming, dozens of different peripherals! That way, it will be a bigger pain to store and transport your games and systems, you'll have to spend more money, you'll have another piece of junk to break or lose, and new players will be baffled as to why there are different controllers instead of just one! It's PERFECT!</p>
<p>The 360 and PS3 controllers are perfect, as far as I'm concerned. Any bad controls are the fault of the developer.</p>
<p>If a new gamer is confused by the controller, they're going to be confused by the game that uses it. It's still possible to write a game that uses the left stick, A and B, in which case the new player only needs to understand the left stick, A and B. Get that across to them, tell them to ignore the rest, and everything is fine, without sacrificing anything.</p> <p>Jawajoey</p>]]></description>
			<dc:creator><![CDATA[Jawajoey]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:51:11 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516885]]></link>
		    <description><![CDATA[<p>No, if people don't feel like spending 10 mins to familiarize themselves with controls then they go and play stupid casual games. We can't dumb down everything for the inept casual crowd.</p> <p><a href="n/a">Kenny</a></p>]]></description>
			<dc:creator><![CDATA[Kenny]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:49:43 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516874]]></link>
		    <description><![CDATA[<p>@<a href="http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516682">JonC</a>: I agree. :D</p>
<p>Simplifying the controller is not exactly the best concept... simplifying the controls in-game but still leaving the opportunity for developers to have a broader control scheme as well. I'd have to have to try playing Halo with the controller shown in this news story... or even Brawl, Mario Galaxy, or anything of the like...</p> <p><a href="http://nintendofreaks.com">M. Kava</a></p>]]></description>
			<dc:creator><![CDATA[M. Kava]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:47:41 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516869]]></link>
		    <description><![CDATA[<p>Computer keyboards are too complicated. Lets simplify them by removing the less commonly used letters like "z" and "q". Beginning users must feel intimidated by having all the keys in front of them. It takes so long to learn where all the keys are when typing, so reducing the number of keys should make it much easier.</p>
<p>If more advanced users need the missing letters, they can hit Ctrl+Alt+s for z or Ctrl+Alt+g for q, which is simple to remember because z and q are a lot like s and g turned backwards.</p>
<p>Other possibilities for a simplified keyboard:</p>
<p>* Remove confusing and antiquated keys like CapsLock, Tab and F1-F12.<br>
* Reduce keys with similar function. Delete and Backspace are almost identical, have Shift+Delete replace Backspace.<br>
* Loose the Num-pad.<br>
* PgUp, PgDn, Home and End should be completely replaced by mouse gestures.</p>
<p>All this will make it a lot easier to learn how to type on computer!</p>
<p>(Please note: This post is sarcasm. Anyone with half a brain should be able to see that more keys don't necessarily mean more complexity. If more keys made things harder to use, then "media" keys on computer keyboards wouldn't be so popular. People like being able to hit "Play/Pause" to pause their music, rather than having to mouse over to their music player and then hit Ctrl+P or some other combo. Why should we look at video games differently?)</p> <p>figmentpez</p>]]></description>
			<dc:creator><![CDATA[figmentpez]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:46:43 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516863]]></link>
		    <description><![CDATA[<p>Owen Good : "<i>...increasingly complex controllers will give rise to increasingly complex-to-control games. </i>"</p>
<p>Have to note that since DualShock was introduced '97 the number of buttons in controllers haven't increased. Not a single button has been added for over 10 years. So I would claim that the increasingly complex controls have nothing to do with the controllers and everything to do with the game design.</p> <p><a href="http://terohuttunen.com/">ara</a></p>]]></description>
			<dc:creator><![CDATA[ara]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:45:19 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516856]]></link>
		    <description><![CDATA[<P>Dunno about AC having complicated controls, it all makes perfect sense once you spend about 10 minutes with it.</P> <p>Golem29</p>]]></description>
			<dc:creator><![CDATA[Golem29]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:43:47 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516846]]></link>
		    <description><![CDATA[<p>"Get rid of the d-pad once and for all"</p>
<p>no no no no no no</p>
<p>Many games are VERY VERY intuitively played with a d-pad (anything 2d, turn-based strategy, anything with lots of menus, etc.) i realize he's basing his analysis off the 360 controller which has a downright broken d-pad but that doesn't mean they all don't work. Besides its one of the most intuitive bits of hardware on the controller as is right now. No one ever doesn't "get" what the hell a dpad does. Up is up, down is down. end of story.</p> <p>ajay42</p>]]></description>
			<dc:creator><![CDATA[ajay42]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:41:37 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516843]]></link>
		    <description><![CDATA[<p>@<a href="#c5516755">akashhhhh</a>: Indeed.</p>
<p>I think the controller layout we have today is pretty decent. It's not overtly complicated, and allows a good range of button combinations.</p>
<p>Regarding AC, I actually thought it was a brilliant controller scheme. The face buttons all did something similar no matter what, and you used the shoulder ones to modify the specific action. A would always do something athletic (run, leap, dodge), B would move things, and X would attack.</p>
<p>It was very simple once you "got" the logic behind it. And that's what I think we need - logical layouts, that once you get the idea, you don't need to actually remember what does each button do *exactly*, but you can always deduce what you need to press to achieve the intended result. Similar to the idea behind Mass Effect's dialogue system.</p> <p><a href="n/a">Grive</a></p>]]></description>
			<dc:creator><![CDATA[Grive]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:41:28 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516839]]></link>
		    <description><![CDATA[<a name="image:9/2008/05/386931/73553/smallish_20070608.jpg" class="commentImagePlaceholder"></a><p>If you remove buttons, you're actually going to end up with games that have to do things like this:</p>
<p><a href="http://www.penny-arcade.com/comic/2007/06/08/">[www.penny-arcade.com]</a></p> <p><a href="n/a">Cathaoir</a></p>]]></description>
			<dc:creator><![CDATA[Cathaoir]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:40:21 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516838]]></link>
		    <description><![CDATA[<p>Oh, come on, how can you even take something from Gamepro seriously?  These guys are hacks. Adding something to make it less complicated and making the start and select button the same button? This sounds like some sort of knock against the Playstation controller.</p> <p><a href="n/a">enigma89</a></p>]]></description>
			<dc:creator><![CDATA[enigma89]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:40:13 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516832]]></link>
		    <description><![CDATA[<p>Less buttons?<br>
What the fuck?<br>
How do I get MORE control with LESS buttons? Yeah, game in the past have had lots of unique moves with only a few buttons, but why not just apply that same philosophy with more buttons instead of having less?</p> <p>TalAarahk</p>]]></description>
			<dc:creator><![CDATA[TalAarahk]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:39:33 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516828]]></link>
		    <description><![CDATA[<p>Ugh, of course I meant that in reverse. It's not the controllers, it's the games.</p>
<p>*hangs head in shame*</p> <p>liquidnumb</p>]]></description>
			<dc:creator><![CDATA[liquidnumb]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:38:39 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516817]]></link>
		    <description><![CDATA[<p>Adding one to the</p>
<p>It's the games, not the controllers.</p>
<p>pile.</p> <p>liquidnumb</p>]]></description>
			<dc:creator><![CDATA[liquidnumb]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:37:09 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516811]]></link>
		    <description><![CDATA[<p>Did he seriously just say that AC has a difficult control scheme? What?</p>
<p>Did he also imply it is a long game with a length comparable to Grand Theft Auto?</p>
<p>Good god, the fallacies in this article are astounding.</p> <p><a href="n/a">branwheatkillah</a></p>]]></description>
			<dc:creator><![CDATA[branwheatkillah]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:36:35 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516810]]></link>
		    <description><![CDATA[<p>I guess who ever wrote that list has never seen a WiiMote before.</p> <p>scottyboi</p>]]></description>
			<dc:creator><![CDATA[scottyboi]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:36:16 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516805]]></link>
		    <description><![CDATA[<P>Eh. Play a game long enough, and most of the controls will come to you. Iron Man's control scheme is pretty complex, with every single button doing something unique (even half-depressing or fully depressing the triggers), but after half an hour, it came natural. And I don't mean the controls. ;D</P>
<P>...innuendo aside, I don't have a problem at all with controls for any game, but then again, it's not as though the DualShock has changed very much during my gamer career. :D</P>
<P>Even PC controls are usually homogenous, to the point where most PC games use the exact same control scheme, so you can just jump in and everything's familiar. The only problem IMO is with older games, before WASD became standardized...anyone remember having to map look/peek/strafe/rotate/dice onion buttons for the Marathon games? They were designed so that you could eschew the mouse entirely and look around with the keyboards; so if anything, controls have gotten simpler since then.</P>
<P>Hey, just think of System Shock, which was probably never ported to a console because it had too many buttons. To say nothing of NetHack or Steel Battalion xD</P> <p><a href="n/a">man in gauze is king ramses II, silly.</a></p>]]></description>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:35:31 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516799]]></link>
		    <description><![CDATA[<p>I wonder why the person who wrote this thinks that controllers need to be simplified. As it stands now I think that controllers have hit that sweet spot. While the Wii controller and nunchuk work well for the majority of Wii games and Wii gamers, there's isn't a hope in hell of them working for Xbox/PS3 games or gamers. personally, I think the dreamcast-inspired 360 controller is the best one availabe but they could do with improving the DPad (making it four seperate buttons rather than one big useless circle with a cross in the middle).</p> <p><a href="http://www.bebo.com/animecentral">MasterDex</a></p>]]></description>
			<dc:creator><![CDATA[MasterDex]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:33:39 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516781]]></link>
		    <description><![CDATA[<p>Another dumb idea thanks to the "casual gaming style".</p>
<p>Damn it!</p>
<p>Today's controllers are fine.</p>
<p>What is not, is the games.</p>
<p>Like Brawl, every button of the controller should be fully configurable so people can set their own personnal setting. No forces preset.</p>
<p>Is it so hard to understand?</p> <p>LightStriker</p>]]></description>
			<dc:creator><![CDATA[LightStriker]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:30:31 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516772]]></link>
		    <description><![CDATA[<p>360 and PS3 controllers have the perfect amount of buttons. Any less and you'd have to hold down buttons to press another. I've already played a few games where the Wii just doesn't have enough (comfortable) buttons to use.</p> <p><a href="n/a">Inhert</a></p>]]></description>
			<dc:creator><![CDATA[Inhert]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:28:20 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516771]]></link>
		    <description><![CDATA[<p>This is like the crap that that annoying twit Cliffy B. was spewing in interviews and such. He thinks controllers are too complex. Yea, let's play flippin' Metal Gear Solid 4 or Gears 2 on a controller with 3 buttons and a D-Pad.</p>
<p>Stupidity.</p> <p><a href="http://www.cam.ac.uk/">Candlejack</a></p>]]></description>
			<dc:creator><![CDATA[Candlejack]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:28:17 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516763]]></link>
		    <description><![CDATA[<p>You've heard this argument before it's dumb. People use their keyboards every day and it's 100x more complicated then any controller, well not Steel Battalion. But we can all agree that that thing was awesome! It should be up to the developer whether or not they want simple controls.</p>
<p>In short not everyone wants Wii controls, makes me sick.</p> <p><a href="n/a">TheNinja256</a></p>]]></description>
			<dc:creator><![CDATA[TheNinja256]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:27:08 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516761]]></link>
		    <description><![CDATA[<p>Really, why aren't we looking at this from the point of view of game design?<br>
There's nothing to stop designers making their games more simple to use with the present controllers.<br>
I can think of games like Ico, or the much underrated Galleon which worked depending not on which button you pressed so much as the context your character was in at the time, it made for a much more fluid gaming experience.</p> <p>Cruithne</p>]]></description>
			<dc:creator><![CDATA[Cruithne]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:26:47 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516758]]></link>
		    <description><![CDATA[<p>@NessD12: exactly what i was thinking... less buttons does not mean simplified controls, it just means... well, less buttons</p> <p>Silenced</p>]]></description>
			<dc:creator><![CDATA[Silenced]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:26:35 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516757]]></link>
		    <description><![CDATA[<p>I find I have that problem with PC games. Oh sure, laugh at the noob, but it's hard!</p>
<p>When an FPS uses arrows/mouse, I'm fine, but add anything more than jump and crouch and I'm pooped. I have very lean hands for a guy, and they're reasonably big and dexterous (I'm a Pianist), but always end up hitting the wrong key in PC games.</p>
<p>Game pads though? Awesome. I have come to love the nuances of every controller of the last decade or so now (Fat Xbox pad notwithstanding), and I think we've pretty much reached perfection.</p> <p><a href="http://kotaku.com/activity/Krondonian/">Krondonian</a></p>]]></description>
			<dc:creator><![CDATA[Krondonian]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:26:25 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516755]]></link>
		    <description><![CDATA[<p>This is why nobody reads Gamepro.</p> <p>akashhhhh</p>]]></description>
			<dc:creator><![CDATA[akashhhhh]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:26:15 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516750]]></link>
		    <description><![CDATA[<p>@<a href="#c5516709">Guu</a>: I wish other games would support that controller.  Mine is just gathering dust in the closet.  I should probably just sell it off.</p> <p>Yuki</p>]]></description>
			<dc:creator><![CDATA[Yuki]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:25:45 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516746]]></link>
		    <description><![CDATA[<P>Creed seems daunting at first, but you don't need all the buttons all the time. It takes maybe a couple play sessions, but it's not as complicated as it seems. Might be a bit tricky if you're interspersing your gameplay with GTA IV, though that's true of most any games.</P> <p><a href="n/a">Does Not Equal</a></p>]]></description>
			<dc:creator><![CDATA[Does Not Equal]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:25:28 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516745]]></link>
		    <description><![CDATA[<p>I never really thought Assassin's Creed had difficult controls.  They didn't always WORK, but the inputs were pretty simple, I thought.</p>
<p>BUt I have been trying to teach a new boyfriend to at least be able to walk around a Halo map and shoot, and he can't even stop looking at the floor or sky all the time.  I think we as gamers forget how much the thousands of hours of playtime have actually taught us in terms of controllers.</p>
<p>I started with Atari 2600, so each generation basically added a button or two - besides the jump to dual sticks, which took a slight bit longer - no big deal.</p>
<p>No one complains that PC gaming has too many keys or whatever - think of all the commands and stuff to track for the above average World of Warcraft player, for example.</p>
<p>If the gameplay experience is engaging enough, people will invest the time necessary to figure it out for the most part.</p> <p><a href="n/a">lionkitten</a></p>]]></description>
			<dc:creator><![CDATA[lionkitten]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:25:27 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516741]]></link>
		    <description><![CDATA[<p>Both</p>
<p>"• Use motion-sensing controls (Newton, anyone?)<br>
• Add attachment peripheral (Newt-chuk, anyone?)"</p>
<p>add complexity. So uhh... yea, not exactly a well thought out list.</p> <p><a href="http://www.mitchart.com">Tulkamir</a></p>]]></description>
			<dc:creator><![CDATA[Tulkamir]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:24:36 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516732]]></link>
		    <description><![CDATA[<p>yeah, while we're at it we should change the number of keys on keyboards down to about 20 so they'll be easier to use...</p>
<p>more buttons != more complicated</p> <p>rickless abandon</p>]]></description>
			<dc:creator><![CDATA[rickless abandon]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:23:27 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516713]]></link>
		    <description><![CDATA[<P>Most games I play use a keyboard, and you probably can't get any more complex than that. But it does the job well. And, you get an attachment peripherial - a mouse. ;)</P> <p><a href="http://baator.ru">MaxS</a></p>]]></description>
			<dc:creator><![CDATA[MaxS]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:19:41 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516709]]></link>
		    <description><![CDATA[<p>Honestly. Anyone complaining about having too many buttons on your average everyday controller has obviously never played Steel Battalion on the X-Box. Can you say dedicated windshield wiper button? Yeah, I knew you could :)</p> <p><a href="http://www.myspace.com/airenjaded">Guu</a></p>]]></description>
			<dc:creator><![CDATA[Guu]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:18:49 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516703]]></link>
		    <description><![CDATA[<p>"Add attachment peripherals" to uncomplicate controllers wtf? Thanks Kotaku were it not for you I might have ventured to GamePro in search of insightful writing now I know better.</p> <p><a href="http://">pABSO</a></p>]]></description>
			<dc:creator><![CDATA[pABSO]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:17:48 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516701]]></link>
		    <description><![CDATA[<p>AC controls probably slightly easier than GTA IVs sooo..whatever. Losing buttons is bad though I think. Dont add any more but dont take them away.</p> <p>Sentouki</p>]]></description>
			<dc:creator><![CDATA[Sentouki]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:17:32 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516697]]></link>
		    <description><![CDATA[<p>I actually find it more difficult to remember 10 different obscure motions, then simply pressing a button to do the same things.</p>
<p>I think the current configuration of the 360/ps3 is fine. Anything more, or anything less would be a pain.</p> <p>Darkest Daze</p>]]></description>
			<dc:creator><![CDATA[Darkest Daze]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:16:55 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516690]]></link>
		    <description><![CDATA[<p>I actually thought that considering how many things you can do, Assassin's Creed's control system was very good.  In terms of controllers, I don't particularly think they're overcomplicated at the moment.  It's more about how the game in question maps those controls.</p> <p><a href="n/a">Dragonzigg</a></p>]]></description>
			<dc:creator><![CDATA[Dragonzigg]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:15:37 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516686]]></link>
		    <description><![CDATA[<p>AC wasn't hard to pick up at all, IMO. You just had to hold buttons down.</p> <p><a href="n/a">Maldron</a></p>]]></description>
			<dc:creator><![CDATA[Maldron]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:14:26 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516683]]></link>
		    <description><![CDATA[<p>I found Assassins Creed rather simple to control, with two exceptions. At times the useless d-pad selected wrong weapon for me, and more than few times I found Altair jumping in ways I didn't want him to, so they could have split some of the different jumps to separate buttons. Gears of War was horrifying experience in cramped spaces because of the one button action control, the character would glue himself to all the walls, rush around like a madman, etc. I don't think dropping buttons is good solution, you just end up simplifying the whole game unless you want to make a mess with context sensitive commands.</p> <p><a href="http://terohuttunen.com/">ara</a></p>]]></description>
			<dc:creator><![CDATA[ara]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:14:05 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516682]]></link>
		    <description><![CDATA[<p>What kind of gamer would ever condone the removal of the d-pad?</p> <p><a href="http://jonchoo.blogspot.com">JonC</a></p>]]></description>
			<dc:creator><![CDATA[JonC]]></dc:creator>
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		    <pubDate><![CDATA[Sun, 04 May 2008 14:14:00 MDT]]></pubDate>
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		    <title><![CDATA[Five Ways to Simplify Complex Controllers]]></title>
		    <link><![CDATA[http://kotaku.com/386931/five-ways-to-simplify-complex-controllers#c5516681]]></link>
		    <description><![CDATA[<p>I understand why you'd want this, but it would make controlling games even harder than before. This makes me think of the Wii controller, you there are different button combinations you need to memorize to do different things.</p> <