We need a Gamer's Bill Of Rights
- From: Quiet Desperation <x@xxxxx>
- Date: Fri, 28 Dec 2007 23:47:52 -0800
Or some sort of manifesto nailed to the front doors of all major game
developers.
Started Blue Dragon, and found out you can invert neither camera axis,
or both. Not one or the other. Turned the shooting sequences from
something fun to a frustrating nightmare that made me want to fly to
Japan, hunt down Sakaguchi and punch him in the balls.
Tried out the Might & Magic demo tonight. No camera axis control at all
that I could find. Wandered around like a drunken sailer for 2 minutes
before deleting the demo from my HD and the game from my playlist.
FF12 had that fixed inverted X axis. Why? What is the designer thought
process that leads to that idiotic decision over and over again?
What the hell is wrong with developers? I remember years ago people
giving Sly Cooper 2 a big ding for not having an axis inversion option.
It was a big deal. Do these people learn ANYTHING from the past?
How hard is it to have a couple variables, say x_axis_inv and
y_axis_inv, that get set to +1 or -1? Why is this so difficult? Do they
need to save the, what, eight bytes of space for something?
It's 2007. Games should adapt to ME, not the other way around. I should
be able to select any of these four:
1. Both axes normal.
2. X axis inverted, Y axis normal.
3. X axis normal, Y axis inverted.
4. Both axes inverted.
I like the inverted Y axis. That's where it's like a fight sim. Stick
forward to look down, back to look up. That's natural to me and a lot of
gamers I know. Think about it. To actually look down in the real world,
you tilt your head *forward*. To look up, you tilt your had *back*. It's
a NATURAL control scheme, yet so many games default to the other style
and offer no option to invert it.
There is no goddamn reason in the world why every 3D game shouldn't have
complete camera axis options.
.
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