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![]() Two variations on the "switch" design: In both, the stick's motion closes movable metal contacts. |
This design communicates joystick motion in a sort of shorthand -- it processes movement as absolute values instead of subtle gradations. In other words, it can't distinguish between pressing forward on the stick a little bit and pushing it as far as it will go -- there is only one value for forward.
This is fine -- even ideal -- for some games. It's the perfect design form something like Pac Man or Tetris, for example. But it can be fairly limiting for other games, such as flight simulators. In the next section, we'll look at the conventional analog joystick design that can pick up on subtle shifts in position.
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