Thus, I think that learning to use a controller with a sufficiently high degree of skill is likely to involve the development of a fairly ingrained mapping between input and expected action.” In short: it’s not just that you have a casual preference for inverting the Y axis if you started out on inverted controls, you’ve developed a range of skills that absolutely rely on inversion.īut habitual use is not the only possibility. This is consistent with the sense we have of a tool being like ‘an extension of your arm’ when we are sufficiently adept at using it. For example, holding a stick changes the way the brain responds to its peri-personal space – the space just outside of an arm’s reach – remapping the areas considered ‘out of reach’. “We know that the human brain is highly adept at using tools and that it adapts to tool use. “When we use a controller, we’re interacting with a fairly complex, and highly adaptable, tool,” says Dr Ross Goutcher, a psychology lecturer at the University of Stirling. This is also the case with some highly influential first-person shooters, including TimeSplitters 2, GoldenEye and Turok, all of which encouraged an inverted Y axis as the correct way to play. The chances are, if you grew up with Microsoft Flight Sim or the LucasArts X-Wing and Tie-Fighter games, you have become used to pulling back on the controls to move upwards. This is especially true of older gamers – in the 1980s and early 1990s, flight sims were a hugely popular genre, and of course, the controls would be inverted to match an aircraft yoke or joystick. responsible for a generation of control inverters? Photograph: MicrosoftĪ lot of people who invert the Y axis do so because the games they started playing had that control set-up as the default option.
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