Mon 8 Dec 2008
Control Freak
ByThis graphical representation of the evolution of game controllers is neat.
The hands shown in each image are of a consistent size meaning that the controllers are to scale. But more notable is the stat rundown underneath each image revealing how the number of sticks and buttons gamers have had to contend with over the years has multiplied.
From the stark simplicity of the Atari 2600’s controller through to the WiiMote’s thicket of plastic protrusions, lasers and motion sensing technology, our videogame interfaces have never been so complex.
By contrast, take a look at this chart to see how handheld gaming’s physical complexity has grown at a much slower rate. There seems to be a direct correlation between graphical capabilities and user interface complexity. For example, the most complex handheld (in terms of raw button statistics) is Sony’s PSP, a system that is also the most technically powerful.
Perhaps there’s an expectation amongst players that the more realistic a game’s visuals, the greater the number of ways one should be able to interact with them.
Of course, none of the highlighted examples come anywhere close to the dizzying, showboating complexity of Steel Battalion’s mecha control panel design.
With 40 buttons and a nest of switches, levers and twitching LEDs it is the most ostentatious interface that console gaming’s ever known, an accolade that will likely remain unchallenged for many years to come.
I wonder how much Steel Battalion’s core mechanics would have to be distilled so that the game could be controlled with an Atari 2600 single stick and button configuration? And would doing so make the game more or less enjoyable?
NOTE: I found the interface charts at LIFTlab where their design is attributed to Damien Lopez.




December 8th, 2008 at 12:22 pm
nice! Though I have an N64 controller and a DC controller next to me and the scale between those two illustrations looks wrong to me.
December 8th, 2008 at 7:44 pm
If you can reduce all those controls to an nine state stick and two state button and still have anything remotely resembling the original experience, surely you could use the same magic to reduce it to simply a single button.
December 9th, 2008 at 11:27 am
While controllers have become more complex, particularly since the advent of 3D gaming, I’m quite happy with it. Obviously it helps that I’ve grown up with these games, but the ‘more input, more interaction’ formula means we have more advanced and more immersive games. Can you honestly imagine playing Halo on a NES pad? Or Oblivion on a Tandy controller?
Mind you, there’s a couple of misrepresentations in this chart. “1 number pad” may as well be “12 buttons”, meaning the ColecoVision joypad has a whopping 14 buttons – so much for simpler times, eh?
Also, where’s PC? MechWarrior 3 required a keyboard (around 48 buttons), joystick (mine had 8 buttons) and mouse (which can have around 4 buttons) – play it on one of the customisable gaming keyboard/mouse/joysticks available and you’re looking at about 100 buttons (plus sticks, options and mouse control) at your disposal!
December 10th, 2008 at 3:34 pm
Steel Battalion is just Atari Combat, right?
December 15th, 2008 at 4:55 pm
According to that, the NES controller and the 360 controller are about as wide. And the person playing has some freaking meaty paws.
Also, the Sega CD controller was the Genesis controller. The 6 button controller was as much a Genesis gamepad.
December 15th, 2008 at 6:51 pm
The keyboard has how many keys, and if you’re playing WoW and a warlock, you may only need one button there! Talk about reducing complexity!
December 15th, 2008 at 9:49 pm
What about INTELLEVISION? That system had the ultimate controllers. trust me.
December 16th, 2008 at 1:08 am
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December 17th, 2008 at 5:46 am
[...] our videogame interfaces have never been so complex. Proper list after the jump. Source: Chewing Pixels By contrast, take a look at this chart to see how handheld gaming’s physical complexity has [...]
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December 26th, 2008 at 4:30 pm
Very cool. One thought is that the PS2 might need mention of the click able joysticks. Those function as separate buttons. The PS3 controller could also be added, just like the PS2 but with the addition of motion control.
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