second exodous said:
Gary13579 said:
Problem comes when people are making games, and their button layout relies on a certain layout to make the game playable.
Imagine a PS1 game where X is accept and, say, triangle is cancel instead of circle. X/O feels natural, while X/tri feels like a pain in the ass.
This is why I'm leaving the buttons in the order they come in, and hoping any game developer does the same so I don't have to fuck with software button config JUST to make that one game playable.
I can see this as a problem on Mario games where the run and jump are next to each other, but as far as the game saying 'hit Y to continue' that is really irrelevant where Y is if you remap the software to where you moved it on the Pandora. The game will never say 'hit the lower most button of the four game buttons' it will always give a name.
I don't think you understand me. Your first portion of your post says it great, making mario run and jump. Imagine if run was the bottom button, and jump was the top. Well, it's next to impossible to jump out of a run (eg fly in smb). A properly designed game will assign these buttons next to each other, bottom and right, or bottom and left... etc. If you move the keys around, well, then you're completely fucked, since you'll have to hit bottom AND top, which ruins the game.