• boletus@sh.itjust.works
      link
      fedilink
      arrow-up
      0
      ·
      2 months ago

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

      • steeznson@lemmy.world
        link
        fedilink
        arrow-up
        0
        ·
        2 months 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.

            • AlfredoJohn@sh.itjust.works
              link
              fedilink
              English
              arrow-up
              0
              ·
              2 months 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.

    • hereiamagain@sh.itjust.works
      link
      fedilink
      arrow-up
      0
      ·
      2 months 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 🤷‍♂️

    • bodaciousFern@lemmy.dbzer0.com
      link
      fedilink
      arrow-up
      0
      ·
      2 months 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
      link
      fedilink
      English
      arrow-up
      0
      ·
      2 months ago

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

    • terminhell@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      2 months 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.

    • brap@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      2 months 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
        link
        fedilink
        arrow-up
        0
        ·
        2 months 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
            link
            fedilink
            arrow-up
            0
            ·
            2 months 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
              link
              fedilink
              arrow-up
              0
              ·
              2 months 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
                link
                fedilink
                arrow-up
                0
                ·
                2 months 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
                  link
                  fedilink
                  arrow-up
                  0
                  ·
                  2 months 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…

  • infinitesunrise@slrpnk.net
    link
    fedilink
    English
    arrow-up
    1
    ·
    2 months ago

    Some people visualize their Y tilt “lever” as in front of the fulcrum of their neck, and some people visualize it as behind the fulcrum. Thus some people find an inverted Y axis to be intuitive, while others don’t. At least, this is how the reason for the preference has been explained to me.

    I still think all you inverted Y axis people are monsters.

    • MushuChupacabra@lemmy.world
      link
      fedilink
      arrow-up
      0
      ·
      2 months ago

      I still think all you inverted Y axis people are monsters.

      This is a safe space. You are allowed to share your completely wrong opinions here.

    • Allero@lemmy.today
      link
      fedilink
      arrow-up
      0
      ·
      2 months ago

      It it would be a lever behind, X axis would be inverted too.

      Y inversion is just terrible and has no good explanation in relation to non-piloting games (and even there most people would be better off with regular Y)

      • boletus@sh.itjust.works
        link
        fedilink
        arrow-up
        1
        ·
        2 months ago

        The back lever thing is a simplification. It’s more that they visualise it as controlling the yaw and pitch, like gluing the joystick to the top of their head. Point is though that it’s there as an accessible option

  • magic_lobster_party@fedia.io
    link
    fedilink
    arrow-up
    1
    ·
    2 months ago

    Who plays like that x_x

    I started console FPS with Timesplitters 2, which used that control scheme as default. I’m pretty sure Goldeneye had similar control scheme as well.

    For me it’s natural to think the analog stick as my neck. I tilt my neck forward to look down. I tilt my neck back to look up.

    • Blackmist@feddit.uk
      link
      fedilink
      English
      arrow-up
      1
      ·
      2 months 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
        link
        fedilink
        arrow-up
        1
        ·
        2 months 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
          link
          fedilink
          arrow-up
          1
          ·
          2 months 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…

    • justme@lemmy.dbzer0.com
      link
      fedilink
      arrow-up
      0
      ·
      2 months 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…

    • Novaling@lemmy.zip
      link
      fedilink
      English
      arrow-up
      0
      ·
      2 months 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.

  • SpicyTaint@lemmy.world
    link
    fedilink
    arrow-up
    0
    ·
    2 months 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.

  • 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
      link
      fedilink
      arrow-up
      0
      ·
      2 months 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

  • PalmTreeIsBestTree@lemmy.world
    link
    fedilink
    English
    arrow-up
    0
    ·
    2 months ago

    It’s how games with flying should control but that’s the only application it should be used in to me. I believe this since that’s how it works in IRL.

    • Allero@lemmy.today
      link
      fedilink
      arrow-up
      0
      ·
      2 months ago

      Flying games should have an option to choose regular or inverted.

      If you’re into piloting, got a joystick or something - sure, inverted is your choice.

      Otherwise it’s just unnecessarily confusing.

      • PalmTreeIsBestTree@lemmy.world
        link
        fedilink
        English
        arrow-up
        0
        ·
        2 months ago

        I understand that but it’s simply more realistic to be inverted. I am very used to it because honestly most games with flying controls make inverted default anyway.

        • Allero@lemmy.today
          link
          fedilink
          arrow-up
          1
          ·
          edit-2
          2 months ago

          I’m just completely unable to learn inverted Y.

          Any game that doesn’t have an option to make it regular is unplayable for me. Oh, and sadly IRL radio controlled planes are too. I tried two, and both got smacked into the ground and needed repairs.

          I can comprehend it when both axis are inverted, but when it’s only one, it doesn’t click.

          • AlfredoJohn@sh.itjust.works
            link
            fedilink
            English
            arrow-up
            1
            ·
            2 months ago

            But why would roll be inverted? For planes you just need to think about the fact you are controlling the airplanes pitch not the camera view, which is why my camera controls are always regular in flight games but then obviously the y axis for flight is inverted. Pitch left roll left, pitch right roll right, pitch forward go down, pitch back go up. I.e. If you tilt the plane to the left it rolls to the left, if you tilt it to the right it rolls to the right, if you tilt the plane back it changes the attitude of the flight path to bring you higher same thing in reverse for pitching forward. I agree with your last statement for fps/tps games though unless both are inverted for camera it just doesnt make any logical sense and instead are trying to map flight controls to a head which just completely looses me.

            • Allero@lemmy.today
              link
              fedilink
              arrow-up
              1
              ·
              edit-2
              2 months ago

              I still don’t quite get why planes are somehow the exception - likely because something about engineering and use of real planes makes inverted Y preferable, or that joysticks as opposed to mouse/keyboard make inverted Y a bit more tangible? I don’t find the inversion intuitive in any game-related context, at least as a mouse/keyboard/gamepad user.

              Up is up, down is down, simple as that. I just piloted a spaceplane in Space Engineers after piloting a dragon in World of Warcraft and both games just have up on up and down on down. To me, this is how it should be, or at least there should always be an option to make it so.

              For any casual play, it just adds to a consistent and predictable experience.

              But then again, I might be biased because inverted Y just doesn’t click with me, no matter how much I challenged myself to figure it out. Automatic reactions always lead me the wrong way.

  • oni ᓚᘏᗢ@lemmy.world
    link
    fedilink
    arrow-up
    0
    ·
    2 months 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
      link
      fedilink
      arrow-up
      0
      ·
      2 months 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

    • boletus@sh.itjust.works
      link
      fedilink
      arrow-up
      0
      ·
      2 months 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
          link
          fedilink
          arrow-up
          0
          ·
          edit-2
          2 months 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
            link
            fedilink
            English
            arrow-up
            0
            ·
            2 months 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.

  • Mark with a Z@suppo.fi
    link
    fedilink
    arrow-up
    0
    ·
    2 months ago

    I recently built a tp camera rig for a game and in the process completely lost orientation and somehow converted myself into inverted. Games that I had in progress suddenly felt wrong for a while after that. I think I’m just very aware of the camera now instead of the view.

    image

    This just feels natural. It’s kinda like using “natural scrolling” option on a touchpad. Why would you ever want it to move the opposite direction?

  • TemplaerDude@sh.itjust.works
    link
    fedilink
    arrow-up
    0
    ·
    2 months 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
      link
      fedilink
      arrow-up
      0
      ·
      2 months ago

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

      Push up, nuzzle goes down!

      How can anyone play differently?