The difference in the setup I suggested and a traditional cross is so minimal that it takes almost no time to get acclimated to it.
A properly designed interface shouldn't require any acclimation, it should be entirely natural.
A 6-button layout as I suggested is natural. Do you happen to know
why the 4 buttons are arranged as a diamond instead of say, as a square? It's because your thumb approaches the buttons from an angle, like so:
THMB
\ /
\/
/ Point of Leverage
/
Due to this, it is better to have subsequent buttons diagonally from buttons you have your thumb on. In Nintendo's case, they made 2 rows of 2. So that you could easily move between X and Y, and if you move your thumb downward, you are on a new axis that allows you to press A and B. In Sega's case, they made 2 rows of 3. Top row being X, Y, and Z, and the bottom row being A, B, and C. It doesn't matter if it makes a perfect diamond for it to be comfortable, only for it to be a diagonal slope. This same concept is also why the original X-Box Duke controller's ABXY buttons were angled.
The
only reason I even mentioned acclimation is because there are people who are stuck in their ways and
always will require acclimation. A circle Dpad, for example, is natural. However, many people who grew up only on Nintendo consoles will have to get acclimated to it, because they can't imagine a Dpad that is not a cross.
Symmetrical movement has nothing to do with it. If that were true, then the X-Box 360 controller, widely regarded as the best controller for FPSes, would be completely unintuitive with it's non-symmetrical Analog sticks.
Also, you suggest that 4-button gaming will still be most prevalent on the Pyra, however, I believe that many homebrew or ported games would welcome two extra buttons to assign actions to. As for emulation, any 4-button system emulator could use them for actions like quick-save and fast forward.
Yes yes, two extra buttons could be useful. That means absolutely nothing when discussing whether they should be prominent at the expense of two others or made smaller to the side and keep the existing 4 as primary.
It means just as little as your suggestion that we keep a cross at the expense of all 6-button emulation and gaming being completely gimped.
I still think my 8-button layout makes sense, with 4 main buttons like they are now and 4 smaller additional ones on the diagonals, so all buttons arranged in a 3x3 grid with nothing in the middle. The small buttons could perhaps also be made of a material that feels a bit different, have a somewhat different shape (e.g. concave buttons instead of convex ones), and/or be more recessed so they are not as easy to press as the main buttons.
2 rows of 3 buttons all on a straight line is very hard to use because of the reasons I mention earlier in this post about diagonal layouts.
What about giving the option for hackers like we have with R2/L2 on Pandora?
Adding 2 extra buttons in a decent layout once a 4-button layout was implemented would be an even harder task than adding L2 and R2 to the Pandora.
I'm not the one doing it. My concern, though, is that we're filling every blank spot of the case with buttons - which is contrary to, 'the point' of having dedicated gaming controls. At some level we may as well just re-map a few keys in the center of the keyboard as A/B/X/Y.
There is a point of diminishing returns.
That's a good point.
2 More (6 buttons) is good.
4 More is too much I think.
Agreed.
-God Ginrai