To Invert Or Not To Invert?

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Invert?

Poll ended at Fri Apr 29, 2011 2:32 pm

Yes
49
52%
No
45
48%
 
Total votes: 94
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1cmanny1
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PostRe: To Invert Or Not To Invert?
by 1cmanny1 » Wed Apr 27, 2011 1:13 am

I just use whatever the default setting is. If you change it halfway its makes it so hard :evil:
And if you didnt mean to change it, you are left wondering why the game suddenly got so hard :lol:

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~Earl Grey~
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PostRe: To Invert Or Not To Invert?
by ~Earl Grey~ » Wed Apr 27, 2011 2:03 am

Stick: yes.
Mouse: no.

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~Earl Grey~
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PostRe: To Invert Or Not To Invert?
by ~Earl Grey~ » Wed Apr 27, 2011 2:06 am

Meep wrote:Inverting is not better because 'you tilt your head back to look up' because no one alive thinks about that when they look up, they just look up.


I don't know - maybe that's the case for you, but you can't state that as a fact. It definitely seems to be the 'analogy' that happens in my head.

I think it just becomes second nature to some people, once they've played a flying game or two.

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Jenuall
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PostRe: To Invert Or Not To Invert?
by Jenuall » Wed Apr 27, 2011 11:08 am

Just been thinking some more about this 'inversion = head tilt' analogy.

Surely for this to hold it would mean you would need to invert the x axis as well if you were using the stick to tilt + turn as pulling back and left on your head would move your vision up and to the right? strawberry floating crazy.

Come to think of it the whole idea of turning with the stick makes no sense under this analogy. Moving the stick left and right should 'lean' your character rather than make them turn to face different direction?

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RamSteelwood
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PostRe: To Invert Or Not To Invert?
by RamSteelwood » Wed Apr 27, 2011 3:01 pm

Invert is sooo right that actually inverted should be the default 'normal' setting, and 'invert' then would mean to change to having to press up to look up.

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Ropes
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PostRe: To Invert Or Not To Invert?
by Ropes » Thu Apr 28, 2011 3:13 pm

Invert when you're playing a flying game by all means, but inverting for an FPS or third person game is just odd.

Ya big bunch of inverting weirdbeards.

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aayl1
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PostRe: To Invert Or Not To Invert?
by aayl1 » Thu Apr 28, 2011 3:37 pm

Can't believe there's still so many invert lovers around. I was one myself back in the N64 and GC days, but when I got the 360, Perfect Dark Zero had non invert as the default, and for whatever reason I just trained myself to use it as is.

I, for one, welcome our non inverted overlords.

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tomvek
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PostRe: To Invert Or Not To Invert?
by tomvek » Thu Apr 28, 2011 3:54 pm

Up is up, down is down. Not inverted all the way 8-)

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gamerforever
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PostRe: To Invert Or Not To Invert?
by gamerforever » Thu Apr 28, 2011 3:56 pm

I must admit I am surprised by how many people don't invert. It seems natural to me, but each to their own.

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Jingle Ord The Way
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PostRe: To Invert Or Not To Invert?
by Jingle Ord The Way » Thu Apr 28, 2011 5:01 pm

Inverting is clearly only for fools and flight sims.

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mokeyjoe
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PostRe: To Invert Or Not To Invert?
by mokeyjoe » Fri Apr 29, 2011 12:53 pm

Inverted. It's the way I've always played and it's just easier to stay consistent across genres. How do non-inverters play something like Starfox where you're moving the plane and the crosshair? What about something like Magic Carpet or Descent where it's a flying FPS? Also would you switch when moving to a mounted weapon as in real life pulling down on a mounted gun aims it upwards? Confusing. I don't like having to reverse my thinking between games like that, I like everything to be the same.

Last edited by mokeyjoe on Fri Apr 29, 2011 1:07 pm, edited 1 time in total.
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Meep
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PostRe: To Invert Or Not To Invert?
by Meep » Fri Apr 29, 2011 1:07 pm

That's the thing, they are not all the same. Tilting an aircraft to move up or down is completely different from moving your sights around. I wouldn't have any problem jumping from one to the other, since both controls feel correct in context.

Take platformers with flying or swimming elements, for example. You move around and change the camera angle using non-inverted controls, however when you are flying or swimming they switch to inverted because that makes sense in the context.

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mokeyjoe
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PostRe: To Invert Or Not To Invert?
by mokeyjoe » Fri Apr 29, 2011 1:12 pm

Meep wrote:That's the thing, they are not all the same. Tilting an aircraft to move up or down is completely different from moving your sights around.


What if you are in first person view without sights? Or controlling a mounted weapon, where IRL down does aim up? You'd have to switch back and forth. Or, as I suspect just compromise and stick to whichever way you're more used to regardless of scenario as both 'sides' no doubt do.

edit:
Meep wrote:Take platformers with flying or swimming elements, for example. You move around and change the camera angle using non-inverted controls, however when you are flying or swimming they switch to inverted because that makes sense in the context.


No, I invert camera angle in 3rd person because to look down the camera needs to go higher above the player and vice versa. So swimming and camera are the same. So you do have to switch back and forth. Interesting.

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Jenuall
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PostRe: To Invert Or Not To Invert?
by Jenuall » Fri Apr 29, 2011 4:48 pm

Jenuall wrote:Just been thinking some more about this 'inversion = head tilt' analogy.

Surely for this to hold it would mean you would need to invert the x axis as well if you were using the stick to tilt + turn as pulling back and left on your head would move your vision up and to the right? strawberry floating crazy.

Come to think of it the whole idea of turning with the stick makes no sense under this analogy. Moving the stick left and right should 'lean' your character rather than make them turn to face different direction?


No neck-tilty inverters have an opinion on this then?

I don't see how you can hold so strongly to the "stick as your head" analogy when it is fundamentally flawed.

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Gamezville
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PostRe: To Invert Or Not To Invert?
by Gamezville » Fri Apr 29, 2011 5:08 pm

Non inverted people are the kids I have to carry around in my inverted backpack on Halo.

HSH28
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PostRe: To Invert Or Not To Invert?
by HSH28 » Fri Apr 29, 2011 6:17 pm

Jenuall wrote:
Jenuall wrote:Just been thinking some more about this 'inversion = head tilt' analogy.

Surely for this to hold it would mean you would need to invert the x axis as well if you were using the stick to tilt + turn as pulling back and left on your head would move your vision up and to the right? strawberry floating crazy.

Come to think of it the whole idea of turning with the stick makes no sense under this analogy. Moving the stick left and right should 'lean' your character rather than make them turn to face different direction?


No neck-tilty inverters have an opinion on this then?

I don't see how you can hold so strongly to the "stick as your head" analogy when it is fundamentally flawed.


Because it isn't.

It depends how you think about it, turning your head can just as easily be thought of as being 'left and right' as leaning.

Sabreman64
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PostRe: To Invert Or Not To Invert?
by Sabreman64 » Fri Apr 29, 2011 8:52 pm

Inverted Y-axis is the way to go. People who don't invert must be goddamn preverts or something. :P

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Jenuall
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PostRe: To Invert Or Not To Invert?
by Jenuall » Fri Apr 29, 2011 10:02 pm

HSH28 wrote:
Jenuall wrote:
Jenuall wrote:Just been thinking some more about this 'inversion = head tilt' analogy.

Surely for this to hold it would mean you would need to invert the x axis as well if you were using the stick to tilt + turn as pulling back and left on your head would move your vision up and to the right? strawberry floating crazy.

Come to think of it the whole idea of turning with the stick makes no sense under this analogy. Moving the stick left and right should 'lean' your character rather than make them turn to face different direction?


No neck-tilty inverters have an opinion on this then?

I don't see how you can hold so strongly to the "stick as your head" analogy when it is fundamentally flawed.


Because it isn't.

It depends how you think about it, turning your head can just as easily be thought of as being 'left and right' as leaning.


You can't advocate greater immersion through simulating a real world motion when the action you are performing only simulates one aspect of that motion (vertical tilting) but completely diverts from another aspect of it (lateral rotating).

Ignore the fact all you want, but the
analogy doesn't work. Prefer inverted input by all means but don't claim the system is in some way more immersive when the reality is that it requires a massive diversion from the real world motion.


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