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Why do some gamers invert their controls?

https://www.theguardian.com/games/2025/sep/18/why-do-some-gamers-invert-their-controls-scientists-now-have-answers-but-theyre-not-what-you-think
60•zdw•4h ago

Comments

bethekidyouwant•3h ago
Because we started on a flight-sim?
the_af•3h ago
The article addresses this, and hints at evidence this might not be the actual answer.
astockwell•3h ago
Disclosure: Didn’t read. But I did always get heckled at gatherings for inverting my controls, and then forgetting to switch them back. I think it came from whatever console you started with first (Sega Saturn), if you played early PC joystick games (Tie Fighter!), and Goldeneye’s Solitare configuration, which allowed deadly accuracy without needing to invoke the crosshairs.
elpakal•3h ago
Fellow inverter and this theory makes total sense
lll-o-lll•3h ago
This is specifically mentioned in the article as the common reason given, but that it is wrong. People think this is why, but then they study them and it’s an innate difference.
Marazan•3h ago
Because some people understand how to setup controls properly.
2OEH8eoCRo0•3h ago
I inverted mine because I grew up on joystick games like Falcon
cortesoft•3h ago
At least you think that is the reason... if you read the article, it addresses this.
airstrike•3h ago
I like them inverted for ships/vehicles but not for first person cameras, if that makes any sense. Surely I'm not alone?

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.

the_af•2h ago
Same for me. I need inverted controls for flight/space sims, but use direct controls for FPS games.
deadbabe•3h ago
When you grab the back of a person’s head tightly, and want to make them look up, which direction do you pull?
jayknight•3h ago
This is how my brain works too. The joystick is the head and my thumb is on top. I pull back to make the little joystick man look up, and push forward to look down.

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.

elpakal•3h ago
Depends on if he’s hanging upside down or not
cortesoft•3h ago
Ok, then answer this: When you grab the the back of a person's head tightly, and you want to make them look left, which direction do you pull?

Yet, very few people play inverted X axis...

jayknight•3h ago
To me, the y axis in the controller is forward, not up. So push head forward to look down. There's no rotation on most joysticks, so there's no 1-to-1 comparison between the two.

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.

cortesoft•3h ago
I think the article is right, and some of your explanation is post rationalization rather than actual reason.
echelon•3h ago
I grew up on N64, which had inverted axes. Nintendo continued that tradition for the longest time.

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.

__MatrixMan__•3h ago
I used to get a bunch of grief from my friends about being a look-inverted sort of person. I got the last laugh when I rented a front-loader for a landscaping project and they all wanted to drive it but nobody but me could be efficient with it because stick-back=scoop-up was the only option.

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.

hyperhello•3h ago
That sounds like you're visualizing the lever being on your side of a pivot point, so when you push it down the other side goes up. Feels natural enough to me!
ash_091•3h ago
If the lever is on your side of the pivot point, you'd have to invert both horizontal and vertical axes. I don't have any data, but I certainly don't know anyone who plays with both axes inverted (in first person games).
__MatrixMan__•2h ago
I sometimes do if the camera is far enough back that I feel like I'm controlling it as it zooms around the character's head. Maybe that makes it not first person, idk.

Usually its just Y-inverted for me though.

__MatrixMan__•2h ago
It feels especially right once the bucket contacts the ground. Pushing forward on the stick is then a bit like doing a push-up.

I was on a pretty steep hill also, so sometimes forward literally was down.

pdpi•3h ago
Inverted Y axis means that the stick mirrors my head movements.
cortesoft•3h ago
Why wouldn't you also need an inverted X axis to truly mirror your head movements?
allenu•3h ago
That's true. I used to think I was mentally modeling the input as dragging a joystick on the back of the character's head, but it doesn't quite work if you are looking left and right. Now I wonder if it's a lot more subconscious and the "model" explanation is just a rationalization that feels right.

Maybe it's like how some people feel more natural goofy foot on a skateboard/snowboard than the regular way, regardless of their handedness.

cortesoft•3h ago
I do think a lot of the reasons we believe are just attempts to rationalize what just feels natural to us.

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.

netsharc•3h ago
The word "mirrors" seems unfortunate here... But yeah, imagine a giant thumb on your head, to make your head look to the sky, the thumb has to pull it backwards.
jameskilton•3h ago
I invert (Clair Obscur most recently) because I'm controlling the camera. If I want to look to the left, the camera has to move to the right. I can't play third-person any other way and I have tried!
squigz•3h ago
But you are the camera!
ash_091•2h ago
GP is talking about third person perspective games. "You" (the character you're playing) aren't the camera. You are the character the camera points to.

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.

andrewmcwatters•3h ago
Oh man... I've never read anyone perceiving third-person movement controls this way before and you just blew my mind.
petepete•3h ago
For me it was because I'm right handed and if I was holding a gun with both hands I'd move my right hand down to aim up.

It just makes sense that way. I can't adjust.

esseph•2h ago
Except you wouldn't move your right hand, because that would change the sight plane.

You'd move your left hand, pushing up against the stock/handguard.

Grumpily3962•3h ago
Interesting conclusion. My wife struggles with controls in 3d games and is notably not a shape-rotator, but she is a great illustrator. On the other hand, I can assemble ikea blindfolded, but cannot even approximate a human form on paper. Maybe she should try inverted.
thebruce87m•3h ago
Chuck Yeager made me do it! Or maybe it was EA.

https://en.m.wikipedia.org/wiki/Chuck_Yeager%27s_Air_Combat

darren0•3h ago
No, it was Top Gun on NES.
akgoel•3h ago
For me, it was Wing Commander
AnimalMuppet•3h ago
Because their heads are screwed on backwards. Duh.

(/s, obviously. No actual offense intended to anyone who operates this way...)

jkcxn•3h ago
You can switch between the two easily by imagining a lever on the back of the characters head vs front of their head - press up to push the lever higher for the back vs lower for the front. Same goes for planes etc
lll-o-lll•3h ago
> What they discovered through the cognitive testing was that a lot of assumptions being made around controller preferences were wrong. “None of the reasons people gave us [for inverting controls] had anything to do with whether they actually inverted,” says Corbett. “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.” So does this mean non-inverters are better gamers? No, says Corbett. “Though they tended to be faster, they didn’t get the correct answer more than inverters who were actually slightly more accurate.”

“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.

jcalvinowens•3h ago
> I’m an inverted player, assumed it was because of MS Flight Sim (1st game)

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...

tass•55m ago
Same. My first FPS-style games were all flight sims.
jasonwatkinspdx•49m ago
Yeah, back in the day there's games I'd play with a joystick vs those with a mouse, and I always invert/airplane for joystick controls and non invert for mouse. Anecdotally that was common in my cohort.
BolexNOLA•41m ago
Same. Inverted is strictly for flight.
charcircuit•3h ago
>Though they tended to be faster, they didn’t get the correct answer more

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.

lll-o-lll•2h ago
Faster at mental shape rotation? Seems you play some unique fps games…
charcircuit•2h ago
The assumption is that it correlates with the speed of other spatial tasks. Being able to predict the future of yourself and other players in how they are moving within the environment is useful for fps games.
lll-o-lll•2h ago
That’s your assumption, and if it were true there wouldn’t have been top level quake players who used inverted. Yet there are. I don’t think one follows the other.
charcircuit•1h ago
To me it's more likely that those are outliers of the trend. Pros themselves are outliers, so I think it would be better to look at the average players.
esseph•2h ago
Faster choices doesn't necessarily mean /better/ decision making. You can just do bad things quickly :-)
charcircuit•2h ago
The right decision executed with bad timing is worse than the right decision executed with good timing. Games are played in real time, this isn't about post game analysis.
jt2190•1h ago
Being faster on a lab-administered test doesn’t tell you anything about your game-playing ability. This research was focused on determining why people invert their controls, nothing more.

> In short, gamers think they are an inverter or a non-inverter because of how they were first exposed to game controls. Someone who played a lot of flight sims in the 1980s may have unconsciously taught themselves to invert and now they consider that their innate preference; alternatively a gamer who grew up in the 2000s, when non-inverted controls became prevalent may think they are naturally a non-inverter. However, cognitive tests suggest otherwise. It’s much more likely that you invert or don’t invert due to how your brain perceives objects in 3D space.

svachalek•1h ago
It would be interesting to see if left handers and right handers differ on this. I can adapt to any scheme with basically zero mental effort, and I've heard this is common in lefties (as I am). Stuff like "hold this up to a mirror for answer" never worked for me because I could read a whole page like that without noticing it's backwards. Da Vinci certainly had it with his inverted notebooks
TrianguloY•3h ago
For me at least, the answer is very easy: play the game without changing the settings. If you repeatedly turn the wrong direction, switch.

The camera should feel natural, and you should be able to do it without thinking. So just let your subconscious pick.

lucb1e•3h ago
Isn't that what everyone does?
ash_091•3h ago
IIRC Halo had a neat system for setting inversion like this.

Instead of asking the player "do you want inversion or not", it instructed the player "look up" and observed their input.

rawling•2h ago
Yup, 3 minutes into this video: https://youtu.be/JvEJ6VmCR4g

(Halo 3 is the first one I played so I don't know if they did it before this one)

Arrowmaster•1h ago
I'm pretty sure it was done on the first one, Halo CE for the original Xbox. The last times I've played it have been coop in the MCC though which skips that part.
4ad•3h ago
I don't play video games but I invert the trackpad scroll direction on macOS. I cannot understand people who use the default "natural" scrolling, it's anything but natural, and it's baffling that it's the default.
rom1v•3h ago
Why do I always invert the Y-axis but never the X-axis?
geor9e•1h ago
Because motion along the x-axis (left-right) is a body rotation about the gravity vector. y-axis motion is not.

We are upright beings in a gravitational field, so if we see a berry to the left of our visual field, we turn our whole body to face it. Then we walk towards it. We do this from a first person vantage only. We don't see our own backs - just the world itself.

But if a berry is above our visual field, we can't rotate our body that way. That would make us fall over. We instead remain vertical to gravity and rotate a third-person thing. We tilt something else like an arm or stick in the direction. We see this from a third-person vantage only. We see the back of the arm, or back of the stick. If the berry is up high, the part of the stick closer to us is down low. We see the inverted end moving, so it becomes intuitive. Of course, you can focus on the far end of the stick and get a non-inverted intuition too. But this is only possible from a third-person view which we don't often get when our bodies so easily rotate about the gravity vector.

MintPaw•3h ago
Seems super light on details, I guess I'm supposed to read the paper that's not linked? Not sure why this has to be new journalist and scientific research, couldn't you just ask Microsoft for some Halo stats and call it a day?
joelccr•3h ago
We were playing CoD zombies with my father in law the other day, and he was really struggling with the overall concept of the two joysticks for moving and looking. I realised he was consistently expecting the joystick to go the opposite way (up/down) compared to what it was actually doing. I said you have to push up to look up.

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.

amalcon•3h ago
I am somewhat weird among my peers in this respect: I invert Y on joystick controls only (and leave it as default for mouse controls). Probably there are other people who do this - it certainly makes sense to me - but almost everyone else (invert-Y or not) seems to find this odd when I actually discuss it.

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.

vleaflet•3h ago
Red Faction: Armageddon uses a clever method to set your inversion preference: w hen you first enter the game, it asks you to look up and then adjusts the controls based on that instinctive input.
parlortricks•2h ago
That is a very clever way to work it out, I'm going to use it im my Godot stuff.
lanfeust6•3h ago
I think mostly I'm just used to it. Maybe inverted-Y was a common default at some point.
crtasm•2h ago
~20 years ago on Xbox360 we could set this as a system-wide preference. Now in 2025 for every game with camera/first-person control I play on any platform it's time to:

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...

sjrd•2h ago
I'm not surprised. I have introduced several people to gaming, both adults and children. I let them all start with the default settings, and I don't even tell them there are settings. Then I observe their movements. I observe whether they consistently (or very often) start looking the wrong way before correcting. If they do that a lot, I change the settings, and it's smooth sailing from there.

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.

Waterluvian•1h ago
Huh. I always thought it was far simpler: back in the day we loved flight sims and joysticks. Then our D-pad console controllers got joysticks. So naturally the devs went with what they knew. The rest is just inertia.
adrr•1h ago
Played flight simulator with a controller and invert on a controller for any 3D game. Don't invert with a mouse and keyboard on a computer. For me, preference was based on gaming experience.
Buttons840•22m ago
Flight sims invert only one axis, how weird.

Want your airplane to point towards something on the left side of the screen? Move your joystick to the left.

Want your airplane to point towards something on the top of the screen? Move your joystick down. Wait, what?

jrm4•1h ago
The physical movement of "looking upwards" involves a muscle (your neck) going down

This feels so obvious to me as an inverter.

nkrisc•1h ago
For me, context is important. Simulated fight? I can only play with inverted Y axis. Everything else, I’m completely useless with inverted Y.

It seems silly because it’s all equally imaginary, but that’s how it is.

Makes no difference if it’s a mouse or joystick.

Brian_K_White•1h ago
Like with the mouse scroll wheel, there is a reasonable logic to both directions, including whichever direction you don't like.

It's reasonable and natural to have a mental model that the control moves the observer. (move a control up to aim your eyes up)

It's also reasonable and natural to have a mental model that the control moves the object. (move a control down to "grab" the object and move it down)

Both of these are natural and everyone does both in real life totally automatically without thinking.

Everyone looks up and down. Everyone grabs objects and moves them to bring different parts into view.

Probably the preference differences are based on a subconscious/unconscious difference in how you imagine yourself in relation to a document. Whether you imagine yourself as being larger than the document like a person vs a paper, you move the paper, or you imagine the document as larger than you like a fly flying over a paper or like you are virtually IN the document, you move yourself.

jsrcout•32m ago
I've always set controls like an airplane stick - "pull back" to look up, "push forward" to look down. And could never get the hang of the opposite mapping. It literally never occurred to me that it was like aiming your physical eyes up and down. Sigh.
thaumasiotes•20m ago
> It's reasonable and natural to have a mental model that the control moves the observer. (move a control up to aim your eyes up)

> It's also reasonable and natural to have a mental model that the control moves the object. (move a control down to "grab" the object and move it down)

Except that neither of those is the reason you'd want inverted controls. You want inverted controls because you have to lean back to look up. The model is that the control moves you.

faangguyindia•4m ago
people underestimate brains "self correction ability".

I use slingshot, unlike gun's sight post slingshots do not have any sight in center of projectile path, basically you eye one of the fork's of slingshot and your brain quickly adjusts to it correcting whatever angle deviation is there.

I can shoot stuff in air without even aiming now, i got so good no sight nothing.

almosthere•55m ago
Some have pilot controls and some have eye aim
manchmalscott•55m ago
I specifically prefer inverted controls in third person (tilting the stick up moves the camera up, so to point at the character it must then tilt the view down), but non-inverted controls in first person (tilting up points my view up).
zoklet-enjoyer•55m ago
Because that's what my uncle taught me on his PC in the early 90s
regus•53m ago
I will never understand these people who invert their camera controls, especially in something like Dark Souls. You are playing as a knight not an airplane.
a_cardboard_box•35m ago
The stick is the player character's head. Pull back their head and they look up.
wewewedxfgdf•51m ago
It drives ma absolutely bananas that you cannot easily invert your mouse wheel direction in either Windows or Macos.

When I scroll up my brain breaks because the display goes in the opposite direction to what I expect.

You'd think it would be a key feature because every game provides direction inversion.

JulianWasTaken•43m ago
What are you referring to? Inverting scroll wheel direction in macOS is trivial (and one of the first things I change), you just uncheck the "natural scrolling" checkbox.
liveoneggs•39m ago
I invert Y axis in games, disable "natural" scroll on touchpads, and ride a skateboard goofy.
michaelteter•10m ago
The two main premises here are flawed.

1. We don't push the joystick up or down. We push forward or pull backward. Our control devices are usually on a plane approximately parallel to the ground. Therefore, we push forward or pull backward.

2. Despite the flawed #1, the default being "push forward" = "go down", and thus providing an Invert Y option, is contrary to how our most natural up/down system works - our head. Our head is mounted on a pivot below it (the neck). Pushing the head forward is generally how we look down, and pulling back makes us look up.

Joysticks and game controllers are also mounted with the pivot at the bottom and some length above. If you imagine the joystick like our head, the forward/outward facing edge would be like our eyes. Push the stick forward, and the eyes are now rotated forward and downward. Pull the stick back, and now they are "looking upward".

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