I think the difference here is that I think of the vehicles as being parallel to a horizontal plane whereas people are normally standing up so perpendicular. Hitting "up" means different things across those two scenarios.
Edit to add:
>It turns out the most predictive out of all the factors we measured was how quickly gamers could mentally rotate things and overcome the Simon effect. The faster they were, the less likely they were to invert. People who said they sometimes inverted were by far the slowest on these tasks.
This tracks with me. I feel like games that require quick multi-dimensional movements (FPS includes) I'm dreadfully slow at. Especially if the game doesn't have the one control setup that my brain prefers, which many don't.
Yet, very few people play inverted X axis...
I like my right x-axis to be strafing and my left x-axis to be turning, which makes turning while walking way more natural to me.
It extends beyond joystick inputs. I also can't deal with Apple's scrolling defaults. I have to invert every Apple trackpad and device.
> In short, gamers think they are an inverter or a non-inverter because of how they were first exposed to game controls
Bingo! This mirrors my experience.
> It’s much more likely that you invert or don’t invert due to how your brain perceives objects in 3D space.
I've tried both. I can do both. But I prefer the style I grew up with.
I don't know why we felt like a landscaping tool made look inversion legitimate where everything else was I-will-die-on-this-hill indignance, but it did.
Maybe it's like how some people feel more natural goofy foot on a skateboard/snowboard than the regular way, regardless of their handedness.
I definitely feel more natural goofy, although I am right handed... but I am also left footed, so I am all kinds of messed up.
The camera is hovering somewhere above/behind the player character. To move the field of view left while keeping the player centered in the FOV, the camera has to translate/orbit right.
It just makes sense that way. I can't adjust.
You'd move your left hand, pushing up against the stock/handguard.
(/s, obviously. No actual offense intended to anyone who operates this way...)
“Simon Effect” is where you are slower to react with the right hand button when the object is displayed on the left and vice versa.
So, slow to rotate or react is more accurate? I feel like I need to understand more here, as this seems like an important brain difference. I’m an inverted player, assumed it was because of MS Flight Sim (1st game), can rotate really well, but am probably very slow at it! Would love to know more!
Edit: I know that I am very slow to overcome the “Simon Effect”, having done this sort of testing in the past. I’d be curious if others experience the same. Perhaps there is more going on than just inverted vs not being something “innate”, whereby the inverted player simply struggles to adapt to a new scheme more and hence has stuck with it.
Yeah, me too, I've also always assumed that's why I prefer "inverted" as well (never heard the term before the article).
Certainly seems like a much simpler explanation...
Being faster than your opponent is often an advantage in multiplayer games, so I don't think it's fake to ignore the speed of answers for measuring how good a gamer is.
The camera should feel natural, and you should be able to do it without thinking. So just let your subconscious pick.
Instead of asking the player "do you want inversion or not", it instructed the player "look up" and observed their input.
(Halo 3 is the first one I played so I don't know if they did it before this one)
I remembered he flies Airbuses for a living, and they use a joystick, where pulling back/down is looking up. I inverted the controls and he immediately found it a lot easier to use.
It didn't super matter until I started using a steam deck, which has both joysticks and touchpads. I usually need to reverse one or the other in the steam controller mapping, since few games let you configure invert-Y separately for different input devices.
1. hope there's an invert option (not always!)
2. find an opportunity to change it (can't always do so before starting the game, nothing loses immersion like waiting for a cutscene to finish then immediately spending time hunting through a menu)
3. actually find it (will it be under gameplay? controls? somewhere else entirely)
Bonus: if it's a game with "grab the drawer then pull with the thumbstick to open it" mechanics, hope that they remembered to invert those too
Bonus 2: repeat the above for turning off controller vibration, which was also a global preference on the 360.
PC bonus: hope that the option does _not_ affect the mouse (I sometimes switch to mouse+kbd or mouse+controller, I never want to invert my mouse)
Yes, some games present the main brightness/control/etc. options when you begin a new save - but I don't know that's about to happen so have already spent the time hunting in the options menu...
So from my anecdotal perspective, explanations based on previous experience make no sense. It had to be something more innate, more related to how our brains are "wired".
Some people invert Y but not X. This is the most surprising to me. Most I've seen invert both. I don't remember having seen someone invert X but not Y.
Personally I invert both, except for games with a mouse to aim (like 3rd person shooters). In that case I invert neither. Go figure.
bethekidyouwant•1h ago
the_af•1h ago