Revolutionary: The Perfect Controller, part 2

Game controllers have come a long way since we were holding a box with a protruding stick and tapping a single button. Now they're so packed full of cutting edge (yet inexpensive) tech, I'd half expect to see a Wii Remote and Nunchuk in the cockpit of the space shuttle* as a cost-cutting measure. As advanced as the Wiimote is, a lot of us have found a thing or two that could be revised about its design. I've gone to the most extreme reaches of my imagination, and come up with a design concept that I believe is about as radical a step beyond our current Wiimote, as that controller is beyond every console controller that came before it. And just like Nintendo's own design, my perfect controller would be based around technology that is already being used today in different applications.
*Warning: The Wii Remote and Nunchuk's accelerometers will not work in space. NASA engineers, be advised to wait for the MotionPlus.
Do you realize that a complete set of Wii controllers for a single player can total out to around $100? That's the Remote, a Nunchuk, a Classic Controller, and a Gamecube controller for your Gamecube games. Then on top of that, you've got to pay extra for batteries or a recharging kit. Street Fighter fanatics like myself are in grave risk of spraining our fingers on the Classic Controller, so that's more money for a fighting game stick or gamepad. Figure in the costs for building an addition to your house to store all this gear, and you've spent a small fortune on what's thought to be one of the most affordable consoles of this generation. There's no getting around the fact that all of those features can't be crammed into a single controller for free, but it would be worth a little money just to not have so many controllers and attachments cluttering up the place.
If you can manage to get underneath your pile of Wii accessories to dig out your old Xbox and Dreamcast stuff, take a look at their controllers. Microsoft seemed to borrow heavily from the styling of Sega's swan song controller, but skipped over what was probably the most revolutionary feature the Dreamcast pioneered -- Visual Memory. Sony dabbled in it with their own PocketStation VMU, and Nintendo took the concept in a different direction with Gamecube-to-GBA and Wii-to-DS connectivity. But not since the Dreamcast have we had screens inside our standard game controllers. Before the motion-sensing abilities were revealed, many people believed the Wii's controllers would feature a touch screen for input, and I still believe that that idea has potential.
Just think of what could be possible with a screen in your modern controller. Using Bluetooth for data transmission wouldn't provide enough bandwidth for streaming video or anything like that (it's already strained with your control data and the speaker's audio, plus you wouldn't want to drain your batteries with such a resource-hogging task), but images could be uploaded to the revised Remote's increased internal storage during the wait while your Wii loads up a game level. A thumbnail pre-rendering of your Mii could have a few frames of animation showing it wincing with every blow landed in Wii Sports Boxing, or beam with pride while your on-TV avatar does a victory dance around the ring.
Such a simplified usage of the touch screens would mean that they don't require heavy processing, a high refresh rate, or high resolutions. 64x64 pixels would be a sufficient resolution, but for a full color screen with controller-fitting low power requirements (Dreamcast VMUs were 48x32 and monochrome) , OLED screens might be the way to go. The thin screen, self-illuminated technology is already gaining popularity in cell phones, and Art Lebedev has designed some novel computer interface devices incorporating OLED screens. Even though the geek chic gadgets come with high price tags, it hasn't done much to spoil their appeal.

Dual analog sticks are old 'n' busted. Dual touch screens are the new hotness.
As it is, the Wiimote loses a big chunk of its functionality when you turn it sideways to use like a NES controller. With the controller's IR sensor pointing away from the Sensor Bar, there's no way to smoothly and accurately control an on-screen pointer with the fluidity of a mouse. I think of that ability as a key piece that's missing from the perfect-control puzzle, so I've added some redundancy with a second IR sensor on the side of the Remote. The Nunchuk portion retains backward compatibility with digital buttons opposite the analog-stick-replacing touch screen. Flipping the Nunchuk around would also allow its new analog trigger and six face buttons to be used in conjunction with accelerometer and integrated MotionPlus gyroscope. Yes, my perfect controller has a gyroscope.
Data between controllers would travel across a short USB cable when connected in the gamepad/extended remote configuration, and a longer cable would bridge the gap when you need to 'chuk like Bruce Lee. Like the two halves of the Motus Darwin, my perfect controller should be able to slide together with minimal effort, after you've connected that USB cable. Remember how the Dreamcast's VMUs could be connected to each other to share data and play games? Why not connect two Remotes together in a similar fashion. Think of the force that could be unleashed with a double-sided, Darth Maul Wii-saber!

The perfect controller may be an intangible dream, but you can mix some of the best features of the Remote with a Classic Controller. Read The Perfect Controller, part 1 to see how.










Reader Comments (Page 1 of 1)
lonesomefolly @ Sep 25th 2008 11:33AM
bad joke = WALL OF TEXT!
bug frawg @ Sep 25th 2008 11:57AM
But if the wii(2?) controller was held sideways, it wouldn't work very well with ir aiming even with the placement of the extra sensor you have there.(why do you think the remote was designed to be held that way?)
Mike Sylvester @ Sep 25th 2008 12:04PM
I wouldn't want to use it for aiming in something like Metroid Prime, because I like the immersive feeling of having the Remote as an extension of my arm or as a gun in my hand. It's harder to imagine using the IR pointer with the Remote held sideways because no games support it. It does work, though, as shown in part 1 where I used the Classic + mounted Remote to play Forsaken.
icicle0424 @ Sep 25th 2008 12:31PM
my god, it's beautiful...
send this to Nintendo, there may be a future for you in this sort of stuff
m-p{3} @ Sep 25th 2008 12:34PM
Sorry that say that, but I wouldn't play with this. (aka fugly)
Rocketboy @ Sep 25th 2008 1:32PM
Sorry, I'm already looking at my TV when I play games, why would I want to have to look at my controller at the same time?
"A thumbnail pre-rendering of your Mii could have a few frames of animation showing it wincing with every blow landed in Wii Sports Boxing"
Which would be an awful lot if you were looking at your controller.
Mike Sylvester @ Sep 25th 2008 1:39PM
A valid point, and I agree, but it's the sort of stuff that was done on the Dreamcast. Play Soul Calibur and you'll see your character doing stuff on the VMU while you play. It's kind of pointless, but it's an amusing novelty. Of course, pertinent information could be put on the screens instead. No crucial information could be displayed in the heat of action in something like Boxing, but you could get a display of the type of pitch you're going to throw in Baseball.
ZombiePikmin @ Sep 25th 2008 4:10PM
You're awesome
Kirk @ Sep 25th 2008 6:42PM
Now if you could make a nice looking version of my dual controller, with a side profile that is more like the Nunchuck in shape, then I think we would have something cool.
You could do a nice Wii style version of my basic controller if you want to:
Here is the intial drawing for it:
http://img201.imageshack.us/img201/6321/revolutioncontrollerae6.jpg
D @ Sep 26th 2008 12:34AM
Well, your design certainly improves it.
But I betcha it would cost $100. (better than buying 12 controllers for one system though)
I personally don't like the Wii Mote. It's more of an annoyance to me, and here I complained about lazy people myself back when i supported it's design.
Shiningmonk_e @ Sep 25th 2008 5:03PM
I like it except the overall shape. I think it should retain the more rounded square shape. Other than that it's awesome.
Mike Sylvester @ Sep 25th 2008 5:48PM
I was going for something round like the SNES controller, but I also wanted it to be symmetrical like the Wiimote. I thought the SNES controller was pretty comfortable except when I had to mash the shoulder buttons in fighting games. The Classic Controller tries to borrow from the SNES legacy, but the analog stick placement throws it way out of balance.
samfish @ Sep 25th 2008 5:38PM
I've wanted to see someone release a handheld-like device that doubles as the home consoles primary controller for a while now. To me, that seems like an obvious way to lock up the handheld market, too, should you be at all successful. "two systems in one box" and all that.
With regards to the controller prototype...I don't like it. I would keep and expand on the nunchuck (give it a pointer) and bulk up the Wii mote.
http://claytonheat.com/personal/wiimote2.png
Forgive my crappy 3 minutes in photoshop drawing.
Kirk @ Sep 25th 2008 6:41PM
Although my artistry isn't as good I think my controller idea is a superior solution. I'm sure many people will disagree but then they haven't thought about it for as long as I have:
http://img206.imageshack.us/img206/7381/revsheet3br2.jpg
Here's a slightly neater version:
http://img174.imageshack.us/img174/888/revsheet4cu9.jpg
Interesting note that my solution also has a version with touch screens and you can customise the display too and my version came years before this idea.
In fact my other design is actually very similar to this one.
http://img502.imageshack.us/img502/5567/revcontrollerconcepts2ya1.jpg
Those are little touchpads that include both a touch sensitive screen with a customisable disaply and click functionality like the iPod Wheel.
Kirk @ Sep 25th 2008 6:59PM
This is how I originally mocked up the simple SNES style controller design:
http://img174.imageshack.us/img174/4505/revolutioncontrolleran3.jpg
There's a little more detail on how it actually works.
Strangely I actually had the dual design years before I came up with that SNES like pad, and that's the one I would go for now (give or take a few new ideas I have had recently), but after I heard about the Rev supporting all the old consoles I came up with that design as more of a retro style controller.
milan @ Sep 26th 2008 12:14AM
oh my gawd, this is disgustingly awesomely amazing.. if only these things were standard, so that everybody could get used to them.
though perhaps it is missing the classic Wiimote 'A' button..?
Mike, your input analysis delights me, and expands my mind!
Mike Sylvester @ Sep 26th 2008 3:36AM
Put an "A" on the touch screen and you've got your A button.
Hughesmar @ Sep 26th 2008 12:33PM
That look absolutely terrible, and a usability nightmare to boot. Thank god you don't work for Nintendo.
kingmob @ Sep 28th 2008 6:45AM
No way. I think one of the Wiimote's biggest strengths is its simplicity. Your controller is a bit gimmicky.
Anyway, I think the control scheme for Medal of Honor with one stick and the wiimote's pointing ability beats dual analogs any day.
Paul @ Dec 19th 2008 12:17AM
I don't like the rounded shapes to it. It's fine when it's together but I think one handed grip on half of that would be awkward