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Author Topic: Is the rumble in controllers still a big deal?  (Read 522 times)
Cless Aileron
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« on: September 19, 2007, 10:52:36 PM »

While it's true that this week is Tokyo Game Show, this topic isn't intended as the topic for this year's Tokyo Game Show (That may come later whenever I start the topic or someone else does).  This topic, however, has actually sprang to mind after Sony's Press Conference during Tokyo Game Show.

People as of late have criticize Sony for many things, including the topic at hand...rumbling controllers.  So recently, Sony at their TGS press conference finally announced caving in to one demand...no, it's not reducing the price point of the system, but having vibrating controllers for the PS3.  Looking elsewhere, the impression was, "It's about damn time, Sony!"

So I'm going to ask this question for your thoughts about the topic...do you still think vibrating controller is really that big of a deal?

You may have heard me mentioning not caring about rumble in other topics before.  However, before I actually started this topic, I wanted to see how much of that really applies to me.

So I went back and played Star Fox 64 on my Nintendo 64...where it was the first time a home console had force feedback.  The only thing I did differently here was not inserting the Rumble Pak before starting to play.  While playing, I'll admit it right now, it felt weird.  I'm taking this as, "I'm so used to feeling it playing games on this system due to the power of the force feedback."

Next, I switched to the Gamecube and Wii for the next part.  Of course, the best place for me to check was a game where shooting is involved, I used a regular Gamecube controller for Timesplitters 2 (GCN) and Resident Evil 4 Wii Edition (For this part, I used both the same Gamecube controller and the Wii control).  Here, I noticed the feedback less from the Gamecube controller for Timesplitters 2 and Resident Evil 4.  After that, with Resident Evil 4 still running, I switched to the Wii control and I barely even noticed it.  I'm thinking it was because the feedback having less power in the force with the following systems after the N64.

Pretty much, I'm thinking I only cared about it when it comes to the N64.  You also have to consider, I started using a Wavebird wireless controller in late 2004 and really loved the feeling of losing the cord that I stopped caring about force feedback (remember, Wavebird controllers lack force feedback).

So, now to hear from you.  Is vibrating controllers still a big deal or did the novelty wear off?
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Kogahazan
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« Reply #1 on: September 19, 2007, 11:23:39 PM »

To me, I feel it's one of those things where you don't even really notice it, but you still expect it to be there. Sometimes I'm playing a game and don't even really notice it because I'm not looking out for it, but then again games are rarely built around the feature. There are some games where you may not notice it during gameplay because you're focused on playing but you do notice it during cutscenes when you're not.

Perhaps the most recent example I can think of where I really notice rumble during gameplay is Rez. Each shake is in tune with the music and at times the rumble is the strongest I've ever felt from the PS2 controller. It's definitely a game that makes you notice and appreciate vibration, even though it's meant to amplify the experience of the audio and visual.

I personally think it's not too big a deal, but people are making a deal about it because it's become something that's expected to be there. I wouldn't miss rumble if it was gone, but it's a nice touch if it's there and utilized creatively.
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NirvashStarwind
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« Reply #2 on: September 19, 2007, 11:50:31 PM »

Technically the only REAL critisism happened when Hideo Kojima of Konami and Kojima productions started complaining and saying he missed the rumble feature, And with sony knowing one of their most popular providers for the system could end up leaving towards the 360 due to lack of rumble, i guess that they gave into his demands.

Publically at the moment there isnt a single thing that the public says that compliments sony`s marketing franchize, Otherwise they would have copied the 360 and made a core modle that does nothing BUT play 360 games.

Remove backwards compatability, swap the harddrive for a 10 gig, and remove wifi / bluetooth features and a HD features, then you have a PS3 costing around 250-300$ that everyone can afford to play with others on.



All in all with concepts and evidence, I havent seen a single marketing move based on the publics decisions taken into effect, Otherwise the blueray discs would cost only 20-40$ per game, Seeing as its cheaper to make blueray technology discs than DVD-Rom`s......


But thats just my opinion, Disreguard, comment, or however you wish to take it in, it will still stand ^^
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Infoseeker
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« Reply #3 on: September 20, 2007, 09:39:50 PM »

Blueraty discs cost cheaper to make than a dvd? Why do shops have single-blanks going for 25$? o.O
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Kogahazan
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« Reply #4 on: September 20, 2007, 10:01:49 PM »

Technically the only REAL critisism happened when Hideo Kojima of Konami and Kojima productions started complaining and saying he missed the rumble feature, And with sony knowing one of their most popular providers for the system could end up leaving towards the 360 due to lack of rumble, i guess that they gave into his demands.



Publically at the moment there isnt a single thing that the public says that compliments sony`s marketing franchize, Otherwise they would have copied the 360 and made a core modle that does nothing BUT play 360 games.

Remove backwards compatability, swap the harddrive for a 10 gig, and remove wifi / bluetooth features and a HD features, then you have a PS3 costing around 250-300$ that everyone can afford to play with others on.



All in all with concepts and evidence, I havent seen a single marketing move based on the publics decisions taken into effect, Otherwise the blueray discs would cost only 20-40$ per game, Seeing as its cheaper to make blueray technology discs than DVD-Rom`s......


But thats just my opinion, Disreguard, comment, or however you wish to take it in, it will still stand ^^
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Cless Aileron
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« Reply #5 on: September 20, 2007, 11:28:27 PM »

I guess I better make sure this topic gets back on track.

I really didn't think the lack of rumble complaint was exclusive to Hideo Kojima and Kojima Productions.  Just poking my head into the Gametrailers forums, I hear people going on about how they need rumble, some even saying they need it because they won't be able to tell they're being shot at in the game (which is something I seriously do not understand).  The kicker is a Top 10 list from Screwattack.com (which this certain video is also a part of Gametrailers) where they listed off the 5 best and 5 worst gaming peripherals (I know I said Top 10 but this video was different) and they listed the Rumble Pak as #4 for the best peripherals.  Their comments went, "It made gaming feel even better," "It's now a standard in gaming," and the kick in the nuts, "You gotta be an idiot to leave it out of your controller!" and showed a picture of a PS3 during that comment.  I think that would be enough of an outcry for Sony to cave in.  Heck, Sony made comments at their TGS conference that say, "This came from listening to users who said that they wanted a vibration function on the PS3."  Now, whatever that's a cover up comment or not is not the point.  If that's their comment, then it was more than just Kojima in regards to the comment.

Pretty much, it's like Kogahazan said:

To me, I feel it's one of those things where you don't even really notice it, but you still expect it to be there. Sometimes I'm playing a game and don't even really notice it because I'm not looking out for it, but then again games are rarely built around the feature. There are some games where you may not notice it during gameplay because you're focused on playing but you do notice it during cutscenes when you're not.

I have stated that I don't care about rumble anymore but what I explained in this post right now and Kogahazan said in his previous post pretty much say "You may care anymore, but others are still expecting it to be there, whenever you care or not."

Then again, there is the lack of creative use for rumble.  Kogahazan did bring Rez out as a creative use of rumble.  I haven't played it but he did described how it was used creatively.  Not to mention, I know people have been "too creative" with Rez and its usage of the rumble feature thanks to two things, a trance vibrator and a dirty mind.  Well, he mentioned Rez and I just couldn't help reminded of this and bring that "dirty" thing up within the rumble discussion.

Well, this should bring the topic back on track.  After all, I still want to hear more on the topic.
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spaceworlder
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« Reply #6 on: September 21, 2007, 11:22:41 AM »

I think rumble is crucial, because it gives developers another means of communicating something to the player. For example, a little "rumble" on the controller could alert the player to a secret in the area that they're in.
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Goshi
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« Reply #7 on: September 21, 2007, 05:48:02 PM »

it gives developers another means of communicating something to the player.

HOT.
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Leiw
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« Reply #8 on: September 22, 2007, 05:52:30 AM »

I never liked this rumble feature, pretty useless for me


I'll grab a non-rumble controller now^^
Oh wait... It costs 50 € ... A controller costs almost as much as a game
SCREW YOU SONY
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Infoseeker
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« Reply #9 on: September 22, 2007, 09:27:30 PM »

simply rumble; is worthless and chaotic. I wish that they would add feedback like with the (link)Novint Falcon.. Where if you get shot from the right, thing jerk to the left. Shot from behind, thing jerks to the front; etc.
I only know about the Novint Falcon controller cause they made a stand in my college to advertise it. Was very fun playing Half-Life 2 with it.
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bungiefan
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« Reply #10 on: September 24, 2007, 06:39:20 AM »

Blueraty discs cost cheaper to make than a dvd? Why do shops have single-blanks going for 25$? o.O
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Factory pressed discs cost about the same to make no matter what format they are. A pressed disc isn't going to have bad spots in the ink that may cause a burn to fail, as it's molded right from a master copy when it is pressed. Recordable discs use heat/light-sensitive ink that must be consistent and of proper quality to change states as needed to represent the data, and also tolerant to certain things. Pressed discs are physical pits in the plastic with a foil backing, and thus don't change state. Thus, recordables have higher production cost, and higher defect rate, so they get a higher price to the consumer. The price will fall as they become produced in larger quantity, by more companies, and the manufacturing process is matured enough to lower the defect rate and production cost, as happens with almost all mass-produced technology.
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« Reply #11 on: September 25, 2007, 09:45:17 PM »

My opinion on rumble is basically this: it's almost a complete gimmick. Yet at the same time, it's basically an expected feature now... and feels somewhat off if it isn't there in a modern game.

The only RPG that I've EVER played that I really noticed it (aside from when the feature was new) was Valkyrie Profile 2. While still gimmicky, it felt like it was executed nicely in battle. It kicks in at all the right times and feels good! Nothing like it when you're mashing away after you manage to activate Break Mode.

Real effective uses though would be using it to signal something. But most games I've played just tack it on for additional "immersiveness" which often really hasn't added much for more to the experience for me. If the rumble effects could be stronger, though...
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Infoseeker
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« Reply #12 on: September 25, 2007, 09:52:34 PM »

I love my headset that will rumble on certain noises. Usually coincides to the higher pitch noises like hitting in games; feels as a nice feature. AX360 they are.
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Panda_Samurai
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« Reply #13 on: October 19, 2007, 02:39:34 PM »

My opinion on rumble is basically this: it's almost a complete gimmick. Yet at the same time, it's basically an expected feature now... and feels somewhat off if it isn't there in a modern game.

The only RPG that I've EVER played that I really noticed it (aside from when the feature was new) was Valkyrie Profile 2. While still gimmicky, it felt like it was executed nicely in battle. It kicks in at all the right times and feels good! Nothing like it when you're mashing away after you manage to activate Break Mode.

Real effective uses though would be using it to signal something. But most games I've played just tack it on for additional "immersiveness" which often really hasn't added much for more to the experience for me. If the rumble effects could be stronger, though...

I love the rumble in Tales of the Abyss. I felt like it was pretty strong, and when I'm playing the game without it, I honestly enjoy it a little bit less. O_O  I wouldn't pay more than like, 10 dollars extra for a controller with rumble, but it's still something I want.
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