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Re: Feature: How a French Firm Created PS4's Answer to the Xbox Elite Controller

naylen

@NoCode23 That's a question I often see appear.
To put it simply: the Xbox layout is ergonomically symmetric, while PS4 is physically symmetric.

Look 25 years back: the PS1 controller is both functionally & ergonomically symmetric, and 2D+early 3D games are using the d-pad. You go one direction full throttle or you don't, which is adequate in a 2D gameplay, not so much in a 3D one.

So 3D games adapt over time, and the dpad becomes relegated to secundary functions like inventory management, macros, stuff like that. Yet from DS1 to DS3, the grips are all designed the same: short and with a steep depth angle, which makes your thumbs fall naturally on the dpad and frontal buttons, and giving a weird angle when using analogs.

The -physically- asymetric design makes your thumbs fall naturally on the most useful functions in a game with 3D gameplay: left analog stick + frontal buttons, relegating both right analog & dpad to secondary functionalities, and so your thumbs maintain their natural leaning most of the time.
Sega understood that first (Nights + DC controllers), before both Nintendo (NGC) and Microsoft followed. But Sony didn't feel like changing anything. Even Nintendo reneged (DS3 scheme on the Wii pro controller), before deciding to follow Microsoft's design.

I must say, to Sony's credit, that the DS4 is a much, much superior controller however, in the sense that they reduced the depth angle of the grips, and lenghtened them a lot (similar to the very 1st PS1 analog controller), allowing for a more comfy thumb angle on the left analog. I used to plug a 360 controller to play on my PS3, so much did I hate the DS3 (having never owned any Xbox console). With DS4, it's mostly ok, and the dpad is way superior to previous iterations too.

The concern however, is that the DS4 favours larger hands, and as a result, disfavours kids and smaller adults more than the xbox layout.