Originally Posted by
Valkeerie
I just went through most pages in this thread, and I have some things to say:
- The controller debate is fair, but I seriously don't think the Dreamcast needed a dual analog controller. Looking at most top games in the PS2 and Gamecube, they still played like PS1 classics with added features and probably a new camera angle. Silent Hill 3 had tank controls and cinematic camera angles, Metal Gear Solid 3 had a top down view camera resembling 2D games, Resident Evil 4 had tank controls and stop and shoot gameplay, Metroid Prime had lock-on strafing and not your typical FPS scheme, etc. Dual analog only became a thing with Halo and other First Person Shooters, the Dreamcast had a mouse and keyboard.
- Fighters shouldn't be a reason to include 6 buttons when they only remind people of the Saturn and Genesis, and SEGA wanted the Dreamcast to assume the company's role by name, just like the Wii. If fighters were the only reason, then SEGA should have included SNK's Neo Geo click pad as well, because while the Saturn D-pad worked fine, it was by no means the optimal solution. The Dreamcast d-pad sufficed by how serviceable and aesthetically fitting it was, and it was still better than the PS2, Gamecube and Xbox entries. Last, but not the least, you have the arcade stick for competitive purposes.
- Building from the last point is peripheral gameplay that SEGA pushed. If Gunvalkyrie was meant to be played on the Dreamcast with a Light Gun on one hand, then perhaps we would get the SEGA equivalent of Wii's nunchuck, only it would be plugged to one of the 4 ports (no wireless yet). It would be awkward at first, but in my opinion no controller is unified enough to become the norm. The Wii may handle Samba de Amigo, House of the Dead and Fishing games, but it lacks options for traditional games, and because traditional gaming was the norm, offering an escape through peripherals as an option would give SEGA some distinction.