Controllers designs have evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.
Controllers have since evolved to include directional pads, multiple buttons, analog sticks, joysticks, motion detection, touch screens and a plethora of other features.
Input devices that have been classified as game controllers include keyboards, mouses, gamepads, and joysticks.
Typically, the controllers become smaller and more compact to more easily, and comfortably, fit within the user's hand.
The wheel is typically used to control movement of the player or of an object along one axis of the video screen.
As the user turns the wheel further from the default position, the speed of control in the game become more intensive.
The exceptions were that its wheel could be continuously rotated in either direction, and that it was missing the extra paddle included on the previous model.
Arcade controllers are typically joysticks featuring a shaft that has a ball or drop-shaped handle, and one or more buttons for in game actions.
Unlike "real" video game steering wheels, the Jogcon was designed to fit in the player's hand.
When the steering wheel is placed on the back of the console, then it will have the same ability as in Mario Kart Wii by using the gyroscope in first-person mode.
Some flight simulator sets that include yokes also come with various other aircraft controls such as throttle quadrants and pedals.
In the latter case, a symmetric set of pedals simulates rudder controls and toe brakes in an aircraft.
[7] A variation of this concept surfaced in 2016 when a startup called VirZoom debuted a set of sensors that can be installed in the pedal and handlebars, turning a physical bike into one controller for games on the HTC Vive and Oculus Rift virtual reality (VR) platforms.
[8] The same concept is behind a product called Cyber ExerCycle,[9] which is a set of sensors attached to the pedal and connected to the PC via USB for bicycle simulation games such as NetAthlon and Fuel.
The mouse is often used with a mousepad to achieve greater speed, comfort, accuracy and smoother movement for the gamer.
These generally resemble a small part of a keyboard but may also feature other inputs such as analog sticks.
They were developed because some of these games require a keyboard to play, and some players find this to be awkward for such a task.
[10] A touchscreen is an input device that allows the user to interact with the computer by touching the display screen.
Based on the Light Harp invented by Assaf Gurner,[12] it could read the player's physical movements and was the first controller to allow full-body motion sensing.
Sony's EyeToy similarly uses cameras to detect the player's motions and translate them into inputs for the game.
The adaptive controller was designed for people with physical disabilities that would prevent them from using a gamepad or mouse and keyboard.
[17] Xbox and Logitech have collaborated to make an adaptive controller with two large touch pads, a D-pad, three buttons, and 16 ports to plug in additional accessories.
[19] Though light guns have been used in earlier arcade games such as Sega's Periscope in 1966[20] and Missile in 1969,[21] the first home console light gun was released for the Magnavox Odyssey in 1972; later on, Nintendo would include one standard on their Famicom and NES, called the NES Zapper.
Controllers typically require the installation of device drivers to be used on contemporary personal computers.
Examples of this kind of software include JoyToKey,[30] Xpadder,[31] and antimicro, which is free, open-source, and cross-platform.