The phenomenal response to an article we published on this question led to detailed cognitive research – and the findings have implications that go way beyond gamers
Usually it refers to joystick directions being reversed (common for flight simulators) or the “Southpaw” control methods on console controllers (designed for lefty users).
The above principle works for third person, too - if you’re conceptualizing moving a “handle” behind the camera rather than being in the camera itself, it’s inverted.
Not a true sim, but Ace Combat 7 novice controls are non-inverted. I feel like Far Cry 5/6 and definitely Fortnite put the non-inverted pitch control on the planes, which were not the focus of the game. I assumed other plane-including games did the same.
Usually it refers to joystick directions being reversed (common for flight simulators) or the “Southpaw” control methods on console controllers (designed for lefty users).
I’ve never see a flight sim with reversed controls. They all work like a real plane joystick from what I’ve seen.
Yeah, that’s inverted controls. Push the joystick up to go down, and down to go up.
No… push forward to go down, pull back to go up.
That’s standard joystick operation, nothing inverted about it.
For airplanes yes, for literally any other application no, that’s inverted.
Yeah but the same principle applies to the camera in a third person game. It’s pivoting around the character - it’s a pitch rotation, same as a plane.
The above principle works for third person, too - if you’re conceptualizing moving a “handle” behind the camera rather than being in the camera itself, it’s inverted.
Not a true sim, but Ace Combat 7 novice controls are non-inverted. I feel like Far Cry 5/6 and definitely Fortnite put the non-inverted pitch control on the planes, which were not the focus of the game. I assumed other plane-including games did the same.
Il-2 Sturmovich for the Xbox 360 didn’t have the correct controls, I messaged the devs and they said they would work on it. Still waiting…