Exactly. Sony insists on having symmetrical sticks, even though Xbox figured out asymmetric was better back in 2001. Every third party controller has asymmetric switches. Even Nintendo Pro controllers do. Why did Valve choose the objectively worse solution?
Now I understand. But how are symmetrical sticks ojectively worse? Valve’s design team built dozens of prototypes for the first controller, they probably did the same for the second one and still opted for symmetrical sticks.
The outermost spot is easier to reach with the thumbs. The most used elements of the controller are face buttons and the left stick. Having the left stick in the “secondary” position makes no sense.
I’m sure the team gathered some proof in usability and ergonomy tests before deciding on an option. After all, the controller needs to adapt to many possible layouts, not just for right-handed avatar movement.
But the DualShock doesn’t have asymmetric sticks?
Exactly. Sony insists on having symmetrical sticks, even though Xbox figured out asymmetric was better back in 2001. Every third party controller has asymmetric switches. Even Nintendo Pro controllers do. Why did Valve choose the objectively worse solution?
Now I understand. But how are symmetrical sticks ojectively worse? Valve’s design team built dozens of prototypes for the first controller, they probably did the same for the second one and still opted for symmetrical sticks.
The outermost spot is easier to reach with the thumbs. The most used elements of the controller are face buttons and the left stick. Having the left stick in the “secondary” position makes no sense.
Have you used a steam controller?
The most effective way I found to use it was to use the left stick with the track pad, which is, as you mentioned, asymmetric.
The symmetry is just reversed from the Xbox controller if you use it this way. Which is more than likely the intended way to use it.
I’m sure the team gathered some proof in usability and ergonomy tests before deciding on an option. After all, the controller needs to adapt to many possible layouts, not just for right-handed avatar movement.