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Joystick Usability

by Jason Bednarik

Games just keep getting better. In order to preserve the intended playability of these games, joysticks and other input devices must evolve accordingly. Computer games have come a long way from just eight months ago. However, joystick technology has not really kept in sync. Only this tme last year did Gravis unveil its newest -- the Wingmaster. In the past few weeks, this year’s hottest joystick technology made its way off the drawing board and into homes almost everywhere.

In an earlier installment of this column, I mentioned some of the new joystick technologies being released for the holiday shopping season. This year’s newest joysticks seem to have the upper hand on last year’s counterparts. Even with the addition of force feedback, current joysticks still do not seem to be up to par with some of the latest titles from the gaming industry. Unfortunately, no on joystick seems to have every feature, but there are many on the market to choose from.

Joystick technology is limited by a few constraints. The primary concern is the size of the device. Something too large and overbearing will squander precious space on a desk or workstation. Most avid gamers keep their trusty joysticks always within reach. For this reason, additional switches or buttons are not usually included in order to conserve space. Many features must be packed into a peripheral that occupies a small footprint. Personally, I would like to see the addition of reserved customizable buttons that can be user-defined, depending on the game.

User-defined functions for extra buttons would allow complex movements to be executed with ease. Borrowing from the concept of macros to automate tasks, the ability to record long sequences of button combinations would be truly useful. Fighting games and flight simulators seem to benefit the most from this option. However, joystick "macros" would also be useful for any game in which repetitious movements are involved. I believe that the addition of such technology "across the board" for all new joysticks would be a welcome innovation that is long overdue. Currently, the only company that has implemented programmability (although not universal to all joysticks) is Advanced Gravis Technologies Ltd. The Firebird 2 joystick can be programmed with up to 106 assignments and can also accepts strings of characters (useful for cheat codes.)

Another change that could be made to increase the usability of joysticks is balancing the device for both right and left-handed gamers. Nintendo 64 can be easily used by anyone because of its joystick design. A miniature analog joystick and an eight-directional digital gamepad are combined all in one unit. Companies making joysticks for computers could design products similar to this, eliminating the need for an analog joystick and a digital gamepad while also making it easier for left-handed gamers.

An ideal joystick would be comprised of the best features and technologies created thus far. It would have a small footprint in order to save space on a desk or workstation. Having an "ambidexterous" design would allow both right-handed and left-handed gamers to enjoy using the device. The addition of customizable buttons and button macros could make repetitious movements be completed with ease and speed. Offering the analog joystick as the main interface and the option of using a built-in digital gamepad. Of course, force feedback is standard equipment on a product of this caliber -- the "mother" of all gaming devices. Sure, it's a daunting task to create such a powerhouse, but not a challenge that could not be overcome.

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