Control Schemes Part 2:Standard Game Controller
In the second part of this series of articles, Powerplay highlights the ups and downs of a standard game controller.

Thumbs down: As much as the analog sticks are well-tailored for racing, fighting and flight simulation games, first-person shooter (FPS) games often come as the controller’s failing point. It takes a while before your reticule finally focuses on your enemy, making for an inimical time gap between the period you spot the enemy to the time you blast the bullet out of the weapon. This can prove to be a costly mistake as the A.I. gets more intelligent and agile for every FPS game that is released. Another game genre that the controller does not do well in is in the real-time strategy (RTS) genre. Owing to the limited number of buttons on a controller, few RTS games have been released on consoles, the newest being EA’s Lord of the Rings: Battle for MiddleEarth 2 for the Xbox 360. RTS games require several buttons by norm. Players need to line up commands, give orders and select which units to construct. The mouse can transport players to another part of the map almost as immediately as the player clicks the mouse button. On the other hand, that kind of efficiency cannot be achieved by the controller. Count the number of buttons on the controller and you will know what I mean. Also, the analog sticks do not allow for quick transportation to another region of the map, as demonstrated in the Xbox 360 RTS game. While PC players can go to another area of the map just by clicking that wanted area on the minimap, Xbox 360 players are still required to scroll with their analog sticks slowly. Action can be missed, more troops can perish in this case.
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