Teiyu Goto, creative force behind the design of the PlayStation 3, once again decided to let the public know where some ideas and things came from. This time, he's going to explicate the creation of the Boomerang controller that was panned by many, now missed by some. Last time he talked about the usage of the Spider-Man font, so check that out if you haven't yet.Goto said this about the creation of the controller: "Quite frankly, we had set aside the ergonomic aspect in favour of the image it conjured up. We wanted to present an avant-garde model for the show, running a risk of being criticised." As most of you know, they were. Pretty heavily. What did Goto think about the controller, personally? "It was very futuristic visually, but practically speaking you only had to hold it to realise how it compared to the Dual Shock 2." Probably true. Anyone out there actually get to hold the Boomerang?
Finally, why the re-adoption of the Dual Shock 2 model, minus the shock and plus the SixAxiS: "The desire for change for there, but the legacy of the PlayStation was stronger - the slightest change to the controller could annoy players and the risk wasn't worth taking. Also PS2 and PS3 provide backwards compatibility; the ergonomics should be the same when you play games from the previous generation but without having to bring out the 'wired' controllers." That makes sense. I wouldn't like trying to play an N64 game with the GameCube controller (for example).
