• TemplaerDude@sh.itjust.works
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    1 day ago

    Every time someone tries and pull out the “just imagine flying a plane” explanation all I can think is motherfucker you’re playing a fucking video game

    • wulrus@lemmy.world
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      1 day ago

      This is how it works: Push down, nuzzle points up!

      Push up, nuzzle goes down!

      How can anyone play differently?

  • SpicyTaint@lemmy.world
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    1 day ago

    Never heard of the airplane explanation, but I invert both if it’s third person. I’m controlling the camera’s position behind the character, not where they’re looking.

    • brap@lemmy.world
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      3 days ago

      I remember playing the original Rainbow Six game in 1998 inverted. Can’t remember why, or if that was the default, but I got used to it and haven’t been able to use the controls backwards since. Besides, if you lean forward you look down - why would controls be any different?

      • hikaru755@lemmy.world
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        3 days ago

        if you lean forward you look down - why would controls be any different?

        By that logic, tilting the stick to the left should either make you look to the right, or just rotate the view without actually changing the direction you’re looking in

          • hikaru755@lemmy.world
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            2 days ago

            If you see the stick as the top of your character’s head, you’d have to twist it to look left or right. Tilting it would just rotate the image you see under that mental model

            • dream_weasel@sh.itjust.works
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              2 days ago

              I agree. But it still feels right for up and down which is the only thing at issue.

              No reason up and down can’t make sense that way and left and right be for rotating a different axis. Like driving a car with a joystick doesn’t mean if you expect pushing forward makes it go forward then logically when you go left or right on the stick you expect the car to strafe.

              • hikaru755@lemmy.world
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                2 days ago

                Wellllll in most driving games you accelerate and brake with the triggers though, and the left stick does nothing on the vertical axis :P

                Okay for real though, I’m not here to tell anyone how to game. Use whatever feels right for you, and having the option to invert stick axes is a great inclusivity feature I’d never argue against! I just have a little too much fun arguing with people trying to rationalize something that really just doesn’t need to be rationalized to be valid.

                • dream_weasel@sh.itjust.works
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                  2 days ago

                  I just have a little too much fun arguing with people trying to rationalize something that really just doesn’t need to be rationalized to be valid

                  We have that in common.

                  It seems like there’s an argument for axes of rotation to be made but I can’t find it. Or at least why a sliding window isn’t the optimal steering strategy for first person gaming but I can’t find the race.

                  To be fair, I am not even (outside of flight based games like aerofighters assault once upon a time) an inverted thumb stick user…

    • hereiamagain@sh.itjust.works
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      3 days ago

      Yep. And for me, it changed. I played fps on controller my whole childhood, I was always standard. I started playing less controller and more mouse and keyboard as I got older.

      A few years ago I started flying fpv drones.

      Recently tried to use a controller again? Whoops I can only play inverted now 🤷‍♂️

      • Nikls94@lemmy.world
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        3 days ago

        Same here. But “downward stick is flying upwards”. I play regular, but the horizontal axes inverted when in 3rd person mode. In first person I’m looking the way the stick moves, but in 3rd person I move the camera where I point the stick. Like Lakitu in Mario 64

    • dan1101@lemmy.world
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      3 days ago

      Elite, Wing Commander, and Secret Weapons of the Luftwaffe shaped me before looking up or down was even a thing in FPS games.

    • terminhell@lemmy.world
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      3 days ago

      Same. The first few PC games I played in the mid 90’s were ms flight sim and my dad had the joystick. Then MechWarrior 2. Also inverted by default. Tbh it’s a perspective shift. In most games with 3rd person I usually don’t invert. But if I’m first person I have to invert.

    • bodaciousFern@lemmy.dbzer0.com
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      3 days ago

      Yes!. I remember when my brother and I played our first 3D fps (half life), we both agreed it made more sense to invert the y axis. I hadn’t even considered all our history playing joystick flight sims as an influence

    • Ryktes@lemmy.world
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      3 days ago

      Or anything on the N64. Nintendo really loved inverted y in the early days of analog.

    • Blackmist@feddit.uk
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      3 days ago

      I was this way up to roughly the Xbox 360 era.

      And then it just didn’t feel right any more. In fact neither way felt right for a while.

      Now I’m a right way up boy.

  • sparky@lemmy.federate.cc@lemmy.federate.cc
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    2 days ago

    It’s largely an age gap I think. The first generation of FPS games on N64, PS1, etc used inverted controls, so if you’re an old man millennial like me, that’s how you learned to play.

    Then in later generations (PS2/3 and on) this changed and inverted became an option, rather than the default (or in some games, only!).

    Thus younger gamers are used to “standard” and older gamers used to inverted.

    • TheRealLinga@sh.itjust.works
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      2 days ago

      It’s funny, I’m a millennial as well. I remember those inverted games and it feeling wrong to me. Once I started finding “regular” games it always felt better imo

      • steeznson@lemmy.world
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        2 days ago

        Killzone on PS2 was the first game I played that wasn’t inverted and it took me several hours to figure out why aiming was so hard

    • feddylemmy@lemmy.world
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      1 day ago

      I think Mario 64 was supposed to help transition people into 3D games, since they were pretty new, by leaning on the “you’re controlling the camera guy” aspect. You remember that little flying guy they showed following Mario around filming him? So when you aim up you move the camera guy higher which in turn makes the camera look down to keep Mario in frame.

    • Dozzi92@lemmy.world
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      2 days ago

      Yeah, that’s why I played inverted for the longest time. Took a break from gaming for a bit and have since switched to standard.

    • Novaling@lemmy.zip
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      1 day ago

      Okay, not nearly the same, but I swear to god KH changes the fucking axis, target, and menu buttons each game, and my ass was fucking tired of it. So if a game changed inputs every save/startup I’d probably cry.

    • Blackmist@feddit.uk
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      3 days ago

      I think it’s the original Halo that asks you to look up or down during the tutorial, and then chooses your input method based on what you press.

      Was a neat way of doing it.

      • somedev@aussie.zone
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        3 days ago

        I was pretty new at console FPS when I first tried that game, and I had never realised before then that people might play inverted. Tripped me out.

        • thebestaquaman@lemmy.world
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          3 days ago

          This is funny to me, because it took a really long time for me to realise anyone used anything other than “inverted”. I remember when I was first presented with the option, I became very confused, because of course I selected “normal”, but then it turned out “normal” was the wrong way around…

    • dejected_warp_core@lemmy.world
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      3 days ago

      I did most of a Dark Souls playthrough with a PS3 controller that was breaking down. There’s a tiny foam block on the inside that, after some years of abuse, will flatten out and trigger spurious inputs if some controls are pressed too hard. This caused an interesting challenge, since after panic-rolling, I would usually stand back up disarmed (d-pad right/left swaps that hand out for an alt item which was empty). It seemed kinda/sorta natural that way, and didn’t know that wasn’t a game mechanic (in this already ludicrously hard game) until I talked to some friends about it.

      Edit: I made it through about 75% of the game like this.

    • justme@lemmy.dbzer0.com
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      3 days ago

      StarCraft 2 coop has a mode called vertigo, which every 15 sec rotates your camera by a random angle… I had headache for 2 days…

  • pyre@lemmy.world
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    2 days ago

    some old-school players because they learned mouse/controller camera movements on simulators. think what a pilot does when they want to tilt up: they pull, so you pull the mouse toward you, ie “down”

  • Rose@slrpnk.net
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    2 days ago

    I use inverted Y look with pad controls. Because that makes so much more sense. (Normal mouse look is fine)

    I like how many new games show accessibility settings on start but it’s still rare for them to have both subtitle settings and invert Y right there. And always a celebration when they are.

    Games that don’t even let you invert Y are hella silly. I’m so glad Xbox lets you force the invert. Gotta figure out if you can do that in Windows/Linux.

    • Patches@ttrpg.network
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      2 days ago

      In Steam (Windows/Linux) you can set any button on the controller to be whatever the hell you want. Another button, a mouse, a command, keyboard, anything.

      That’s part of the appeal.

  • Googlies@lemmy.world
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    3 days ago

    I exclusively play inverted. I find it also gives better control while playing FPS games.

    • boletus@sh.itjust.works
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      2 days ago

      I like to imagine inverted players control their character by grabbing a stick on the top of their characters head

      • steeznson@lemmy.world
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        2 days ago

        It’s more like the analogue stick is representing your characters neck. IRL you pull your neck down to look up, and vice versa.

          • steeznson@lemmy.world
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            2 days ago

            I care more about the vertical inversion than the horizontal one. Not certain why. Have played with horizontal inversion on before and it didn’t bother me much after a minute or two.

          • Zink@programming.dev
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            2 days ago

            Not necessarily, IMO. You tilt your head back to look up, but you don’t tilt your head left to look right.

            I think it’s an issue of mapping potentially 6 axes of movement to a 2D plane. They don’t all line up the same way. Left and right in the game line up with left and right on the mousepad, but up and down in the game map to forward and back with the mouse.

            Thinking of the mouse being glued to the top of your head works better for me.

            • AlfredoJohn@sh.itjust.works
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              2 days ago

              No your using a reference point at the back of you head to say its tilting back when you look up, if you keep the same reference point for the horizontal axis you are turning the head to the right to look left, etc.

        • boletus@sh.itjust.works
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          2 days ago

          There’s issues with all the analogies. If I tilt the stick left, if it was my neck, then I would roll my neck to the left and I’d need to twist the stick to look around. Perhaps this is the missing control scheme we’ve been waiting for.

  • Underwaterbob@sh.itjust.works
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    2 days ago

    I used to play inverted. If it wasn’t inverted, I’d flail around helplessly. Then one day, inverted didn’t feel right, and I had to switch. It’s been that way ever since. Sometime during the PS2 era I think. I played equal numbers of PC and console games up to that point. Dunno why it happened.

  • oni ᓚᘏᗢ@lemmy.world
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    3 days ago

    Videogame cameras in 1st person it’s supposed to work like this:

    The REAL inverted would be move stick down and then you see down.

    • MisterFrog@lemmy.world
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      1 day ago

      Am I a weirdo to thinks about turning my head to the left, not the back of my head to the right?

      This doesn’t seem intuitive

    • steeznson@lemmy.world
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      2 days ago

      If you just imagine that the right stick is their neck you don’t need to postulate a Parasaurolophus horn

    • boletus@sh.itjust.works
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      2 days ago

      Its two different perspectives. One is controlling a character as if they are controlling a camera from the rear. The other is the more common, where you’re using the joystick to move the point that you’re looking at.

        • thebestaquaman@lemmy.world
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          2 days ago

          You spin the mouse wheel to control the scroll bar, so of course spinning the wheel towards you (down, if you align the mouse with the screen), should make the scroll bar go down.

          This was, for a long time, uncontroversial. However, after touch screens became widely used, people started incorrectly assuming that the mouse wheel “moves the screen” (absolutely ludicrous), and decided that down was up and up was down, and that the sane way to scroll with a mouse wheel or touch pad was “inverted” and not “sane”/“normal”.

          • Heavybell@lemmy.world
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            2 days ago

            Mhm, it’s all about perspective. Moving the viewport or the content. The viewport or the viewer, for first person. Ideally you should always have the option to choose.

    • cokeslutgarbage@sh.itjust.works
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      2 days ago

      The first time someone explained this to me and showed me how to invert controls, it changed my life and made video games more enjoyable (I’m mostly a PC gamer out of convenience but prefer a console/controller). I recently played the ff7 remake and forgot that I could invert controls and was about to quit playing until I remembered I could invert. “Standard” controls don’t make sense to me and kinda make me dizzy or seasick.

      • thebestaquaman@lemmy.world
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        3 days ago

        I’ve never thought about this, but yes. When I play fps games it feels natural to use non-inverted, while for games where you’re not “aiming” but “looking around” it feels more natural with inverted.

    • yeehaw@lemmy.ca
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      2 days ago

      You’re right, but somewhere along the way we all got used to the other way