A first-person shooter with a whiteboard drawing sequence.
Sticks suit moving, not pointing
From Mark Brown, Game Maker's Toolkit
Duke Nukem Forever's whiteboard drawing shows analog sticks are poor at fine motor control. The game has a sequence where the player draws on a whiteboard with a marker, controlled by an analog stick. Mark Brown of Game Maker's Toolkit uses it as the example of how a stick handles fine movements badly.
Brown's point is that sticks are poor for precise tasks like drawing or surgery, and for real-time strategy games that need fast access to any part of the screen, which is why RTS has long been awkward on console. Overlord and Pikmin work on pads because you move a character around the space instead of pointing at the screen. Brown's words: "just how crummy an analogue stick is for fine motor movements."
Its whiteboard marker scene shows how crummy an analog stick is at fine motor control like drawing.
Duke Nukem Forever's whiteboard drawing shows analog sticks are poor at fine motor control. The game has a sequence where the player draws on a whiteboard with a marker, controlled by an analog stick. Mark Brown of Game Maker's Toolkit uses it as the example of how a stick handles fine movements badly.
Brown's point is that sticks are poor for precise tasks like drawing or surgery, and for real-time strategy games that need fast access to any part of the screen, which is why RTS has long been awkward on console. Overlord and Pikmin work on pads because you move a character around the space instead of pointing at the screen. Brown's words: "just how crummy an analogue stick is for fine motor movements."
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