From a game design perspective, realistic graphics are not the right way to go, almost ever.
Players need big, bold, exaggerated, unambiguous visual cues.
Yeah, we need to see a big red glowing guy to know he's the bad dude. We need gigantic oversized, conspicuously obvious doors and portal ways. We need obvious paths stomped out on the ground so we know where is a legal place to go and what is worthwhile. We need the special thing we're supposed to pick up to have a giant glowing pink halo. The bad guys are all supposed to be in the same obvious purple uniform.
Realistic graphics are the crutch of the clueless game designer.
It failed because it offered too much customization. Really.
Physical construction was shit tier. I should know, I early adopted November 2015 and in total I went through 17 not counting the 3 DOA. My ear actually became attuned to the specific mini-crunch that signaled the impending demise of a shoulder button.
It also had undeniable layout and design issues. The D-Pad they implemented was a joke. Fanboys wouldn't shut up about it but truth is, it was completely unacceptable to put a track pad in it's place and it was more or less unusable. Other buttons and inputs were juuuuust a little cramped or off-kilter and it was common to input mash accidentally.
The configuration software was also a nightmare. Ever try setting up a Mouse Region for a twin stick game? Sweet jeebus. They tripled the efficiency of the configuration screens in recent updates and it's still a nightmare. It's 30 inputs just to tweak something like a deadzone, then you have to menu out.... then test in game... then drill allllll the way back down to tweak a little more.
But back to my assertion at the top. It made SC gamers literally unfairly better. Gryo aiming, effectively programmable macros, mode shifts, radial wheels, action layers, targeted mouse clicks, button toggles, sliders, regions, I can't even remember it all from back before it got heavily neutered. It got out of control to the point where you could bypass "cheating" standards and macros in big online games, etc. You could simulate inputs.
Design iterations would have fixed the other issues, but it became a deadly-unfair device for competitive gaming and a lot of companies hated how the Steam Controller hardware and software customization... basically allowed people to "cheat" their systems in a sense. It opened a huge fucking can of worms. Something like it will probably never be seen again for these reasons.
Let me tell you something, the consumer is to blame.
Nobody needs to orient their life around anything that they don't choose. For example I willingly gave up my car and picked a job near me so I didn't have to drive.
There wouldn't be a market for bottled water if people wouldn't drink the fucking shit.
This whole cognitive dissonance crap where you get to live a completely hedonistic trash-filled lifestyle, while justifying that you have the right because you're sad about your earning... I am sick to death of this attitude in people.
Oh and the shitty product that exists? I must consume it, it's not me for purchasing it and creating a market, it's them for serving my need & this market.
TL;DR: brain plaques arising from tau protein accumulation, arising from hormonal changes post-menopause or during hormone replacement therapy, that should not continue into old age.
Trying to decide the best french fry is like trying to pick up different pieces of shit in the off-leash dog park and try to pick which one smells best. They're all still crap.
There are people who understand and appreciate good steak, and you're the guy arguing that we are wrong because we just haven't had the right ground beef.
From a game design perspective, realistic graphics are not the right way to go, almost ever.
Players need big, bold, exaggerated, unambiguous visual cues.
Yeah, we need to see a big red glowing guy to know he's the bad dude. We need gigantic oversized, conspicuously obvious doors and portal ways. We need obvious paths stomped out on the ground so we know where is a legal place to go and what is worthwhile. We need the special thing we're supposed to pick up to have a giant glowing pink halo. The bad guys are all supposed to be in the same obvious purple uniform.
Realistic graphics are the crutch of the clueless game designer.