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  • 8 ore fa
In occasione della Gamescom 2013, Microsoft ha pubblicato un nuovo video incentrato sul controller di Xbox One.
Graeme Boyd ci illustra dunque le caratteristiche del nuovo pad della console con questa videoanteprima "hands on" in compagnia del Senior Product Designer Quintin Morris di Microsoft, che fornisce un'analisi approfondita della progettazione e delle caratteristiche del controller di nuova generazione per Xbox One.
Trascrizione
00:00Hey everybody, I'm Graeme Boyd, Xbox Live's AC Bongos and one of the things I'm most excited about about the
00:04Xbox One is this incredible new Xbox One controller.
00:08So I came here to the Xbox Design Studio to speak to someone who can tell me all about it,
00:12Quinton Morris. How are you, Quinton?
00:14I'm doing really well.
00:14Good, tell me about your role on the Xbox One controller.
00:17So I'm a senior product designer with the Xbox design team and I was the lead on the Xbox One
00:22controller project.
00:23Excellent, so just the man to talk to. I want to talk to you about three things, right? Precision, comfort
00:27and realism.
00:28Core gamers know there's a lot of different ways you hold the controller.
00:31You know, as a first-person shooter guy, I'm really about how fast can I pull this trigger?
00:35You know, how fast can I hit this bumper to active reload?
00:38Having those experiences, you understand kind of what's important to a core gamer and what's really going to influence their
00:43gameplay.
00:44This sits in the hand better, right? There's some changes here that then give you a better range of motion,
00:48right?
00:48Which is going to improve your gameplay.
00:50First off, the battery now exists inside the body of the controller, which was technologically a very difficult thing to
00:55do.
00:56You can see this U-shaped PCB is designed to really fit around that battery.
01:01And PCB stands for?
01:02Printed circuit board.
01:04Of course, I knew that. I just wanted to make sure everyone else did.
01:06Moving the battery inside really enabled thinning out this section of the body.
01:10And doing that opened up the possibility to create this really great grip surface that exists here.
01:16So that means that you can now grip it with a lot less effort and grip it into the top
01:21of your hand.
01:21That leaves this whole thumb joint totally free to access the controls.
01:25So you're going to be able to get around the controls way faster than you ever have before.
01:29So if you're playing eight, ten hour sessions of whatever game, you'll just be able to play better and focus
01:34more on what's happening in the game as opposed to how you're controlling it.
01:37Tell us about how the Xbox One controller interacts with Kinect.
01:40We've added some IR LEDs to the controller. You just press the bind button on the controller while you're sitting
01:46on your couch in view of Kinect, and the controller will just connect.
01:50So if I'm playing FIFA with my mates, we're passing the controller around between games, Kinect is automatically going to
01:55know that that controller's been passed, who's holding the controller as well as which controller.
01:59Yeah, so you can get in and focus on playing the game and enjoying your time with your friends.
02:03Real hardcore FPS players, they love wired controllers, right? That's all they play with.
02:08You can connect this with USB to the Xbox One and it instantly becomes a wired controller.
02:12Right. This is new. This is something we haven't done before, but as soon as you plug it in, all
02:16the data will be sent over the cable.
02:18So you're getting now a wired and wireless controller in one.
02:21Tell us about some of the changes you've made to make sure that it feels more comfortable.
02:25We reduced the spacing just a little bit between the ABXY as well as on the bumper and trigger to
02:31really make it quicker to get around.
02:33Using this controller, without changing the way you game, you'll be a faster, better gamer.
02:37And there's changes to the controllers to make your gameplay experience more realistic.
02:41The triggers have an exciting new feature we call impulse triggers.
02:44They're rumble motors that exist inside of the trigger itself.
02:48It offers haptic feedback to the tip of your finger, which is the most sensitive part of your hand.
02:53By combining these two extra motors with the current rumble motors that we had in the previous generation,
02:58we can now create richer haptic effects that have directionality to them.
03:02So you can communicate forward, back, left, right.
03:05A really subtle effect could be that when you run out of bullets, you feel the empty chamber, right?
03:09So you know immediately that you've run out of bullets and the next thing you got to do is reload.
03:13So another big one is the magnetic trigger sensor.
03:16We've eliminated all the mechanical parts that used to be in the old controller and replaced it with a mechanical
03:21digital sensor.
03:22So it means that it's twice as sensitive as it ever was before.
03:25So in Forza, when you're trying to feather the gas, you'll have that much more control over that gas pedal.
03:30And let's talk about this D-pad as well, because it's pretty significant changes here, right?
03:34The pivot point for the D-pad itself had to be as high as possible.
03:37By moving that pivot point up, we get really nimble action.
03:41We've combined that nimble action with a new type of switch under the D-pad itself.
03:45It's got really crisp feedback.
03:47So you know immediately once you've pressed it.
03:49All right, let's talk about the thumbsticks as well, right?
03:51Something that when you're playing games, you're connected to the whole time.
03:54The thumbsticks, we made them slightly smaller in diameter.
03:56By making them smaller, your thumb's closer to the center.
03:59We've maintained the ridge that was so characteristic of the Xbox 360 controller,
04:04which is a great feature for pulling back.
04:07And added texture to the outside so that when you're pushing, you can get really good grip.
04:12So the other improvement that we made was we were able to dramatically reduce the dead zone in the stick
04:17itself.
04:17By reducing the dead zone, we've increased accuracy and precision dramatically.
04:21One of the things I've heard from gamers that I speak to is that they love the Xbox 360 controller
04:26so much.
04:26They're a little bit worried that this is going to be slightly different.
04:29We've been working on this for two years.
04:30And our main goal was to make sure that the Xbox One controller was familiar.
04:35And we talk about the 40 improvements, and most of those are fairly small things.
04:39When you pick it up, it doesn't feel like a totally different controller.
04:42It feels like a better controller.
04:44Our design team is 30 people, and that includes human factors, ergonomists.
04:48Everybody plays games.
04:50All the people we recruited for all the studies are either just regular gamers or, you know,
04:56competitive gamers or people that have just been playing games for decades.
04:59I mean, this was designed for gamers by gamers.
05:02Great.
05:02Well, Quinton, thank you so much for your time.
05:04I think we've talked about it enough though, right?
05:06I want to get my hands on this controller and actually play some games.
05:08Yeah, let's do it.
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