Played flying games first. Inverted ever since.
Same, I played this wwii flying ace game on the PC before any other game had movement in 3 axis (axes? axises?) and it just stuck. Even back in goldeneye, inverted. It’s like imagine if the joystick was poking out the top of your head
Tilting your head. I get it yeah! 😝 Makes sense.
Axies* 🙃
Axes* 😉
Ah it’s one of those sounds different but spelled the same f*ckers.
Spelled the same as what? Singular of axes is axis 😅
Axes and axes. 🙃
I forgot axes was a word. 🪓 English is weird
Axe-a-lot-ls* 😉
If the first game you ever played with a stick was a flight simulator, then down is up.
Yep. And for me, it changed. I played fps on controller my whole childhood, I was always standard. I started playing less controller and more mouse and keyboard as I got older.
A few years ago I started flying fpv drones.
Recently tried to use a controller again? Whoops I can only play inverted now 🤷♂️
Or anything on the N64. Nintendo really loved inverted y in the early days of analog.
Well first game I played was pacman and down was down!
I remember playing the original Rainbow Six game in 1998 inverted. Can’t remember why, or if that was the default, but I got used to it and haven’t been able to use the controls backwards since. Besides, if you lean forward you look down - why would controls be any different?
if you lean forward you look down - why would controls be any different?
By that logic, tilting the stick to the left should either make you look to the right, or just rotate the view without actually changing the direction you’re looking in
Tipping makes sense. Idk it’s like if the joystick is the top of your character’s head.
If you see the stick as the top of your character’s head, you’d have to twist it to look left or right. Tilting it would just rotate the image you see under that mental model
I agree. But it still feels right for up and down which is the only thing at issue.
No reason up and down can’t make sense that way and left and right be for rotating a different axis. Like driving a car with a joystick doesn’t mean if you expect pushing forward makes it go forward then logically when you go left or right on the stick you expect the car to strafe.
Wellllll in most driving games you accelerate and brake with the triggers though, and the left stick does nothing on the vertical axis :P
Okay for real though, I’m not here to tell anyone how to game. Use whatever feels right for you, and having the option to invert stick axes is a great inclusivity feature I’d never argue against! I just have a little too much fun arguing with people trying to rationalize something that really just doesn’t need to be rationalized to be valid.
I just have a little too much fun arguing with people trying to rationalize something that really just doesn’t need to be rationalized to be valid
We have that in common.
It seems like there’s an argument for axes of rotation to be made but I can’t find it. Or at least why a sliding window isn’t the optimal steering strategy for first person gaming but I can’t find the race.
To be fair, I am not even (outside of flight based games like aerofighters assault once upon a time) an inverted thumb stick user…
Same. The first few PC games I played in the mid 90’s were ms flight sim and my dad had the joystick. Then MechWarrior 2. Also inverted by default. Tbh it’s a perspective shift. In most games with 3rd person I usually don’t invert. But if I’m first person I have to invert.
Also probably if you played Descent
There it is. Old guys unite!
Yes!. I remember when my brother and I played our first 3D fps (half life), we both agreed it made more sense to invert the y axis. I hadn’t even considered all our history playing joystick flight sims as an influence
The best games shuffle your controller inputs at random on startup to promote mental flexibility and problem solving skills.
Okay, not nearly the same, but I swear to god KH changes the fucking axis, target, and menu buttons each game, and my ass was fucking tired of it. So if a game changed inputs every save/startup I’d probably cry.
I think it’s the original Halo that asks you to look up or down during the tutorial, and then chooses your input method based on what you press.
Was a neat way of doing it.
I think the third (fourth?) Ratchet & Clank also did that.
2 and 3 do the same diagnostic routine, and Reach asks you to look at a building in the distance.
I was pretty new at console FPS when I first tried that game, and I had never realised before then that people might play inverted. Tripped me out.
This is funny to me, because it took a really long time for me to realise anyone used anything other than “inverted”. I remember when I was first presented with the option, I became very confused, because of course I selected “normal”, but then it turned out “normal” was the wrong way around…
StarCraft 2 coop has a mode called vertigo, which every 15 sec rotates your camera by a random angle… I had headache for 2 days…
what kinda games do you play???
Every time someone tries and pull out the “just imagine flying a plane” explanation all I can think is motherfucker you’re playing a fucking video game
But I started gaming with flight simulators.
Never heard of the airplane explanation, but I invert both if it’s third person. I’m controlling the camera’s position behind the character, not where they’re looking.
It makes so much sense on a plane. If you lose attention and lean on the control stick, the plane will tilt the nose down and yank you back into the seat. If the direction was up, the plane would slam you into the stick and the plane would do infinite loops, especially if you black out.
It’s largely an age gap I think. The first generation of FPS games on N64, PS1, etc used inverted controls, so if you’re an old man millennial like me, that’s how you learned to play.
Then in later generations (PS2/3 and on) this changed and inverted became an option, rather than the default (or in some games, only!).
Thus younger gamers are used to “standard” and older gamers used to inverted.
It’s funny, I’m a millennial as well. I remember those inverted games and it feeling wrong to me. Once I started finding “regular” games it always felt better imo
I think Mario 64 was supposed to help transition people into 3D games, since they were pretty new, by leaning on the “you’re controlling the camera guy” aspect. You remember that little flying guy they showed following Mario around filming him? So when you aim up you move the camera guy higher which in turn makes the camera look down to keep Mario in frame.

This is how it works: Push down, nuzzle points up!

Push up, nuzzle goes down!
How can anyone play differently?
Some people visualize their Y tilt “lever” as in front of the fulcrum of their neck, and some people visualize it as behind the fulcrum. Thus some people find an inverted Y axis to be intuitive, while others don’t. At least, this is how the reason for the preference has been explained to me.
I still think all you inverted Y axis people are monsters.
I still think all you inverted Y axis people are monsters.
This is a safe space. You are allowed to share your completely wrong opinions here.
It it would be a lever behind, X axis would be inverted too.
Y inversion is just terrible and has no good explanation in relation to non-piloting games (and even there most people would be better off with regular Y)
The only time I would use inverted controls, is in a flight sim. And only planes. Spaceships I still want up for up.
I exclusively play inverted. I find it also gives better control while playing FPS games.
There are dozens of us! Dozens!
I like to imagine inverted players control their character by grabbing a stick on the top of their characters head
It’s more like the analogue stick is representing your characters neck. IRL you pull your neck down to look up, and vice versa.
Sure but then with this perspective, shouldn’t left and right also be inverted??
No because when you look left your head doesn’t tilt right. When you look up your head tilts backwards
No your using a reference point at the back of you head to say its tilting back when you look up, if you keep the same reference point for the horizontal axis you are turning the head to the right to look left, etc.
I recently built a tp camera rig for a game and in the process completely lost orientation and somehow converted myself into inverted. Games that I had in progress suddenly felt wrong for a while after that. I think I’m just very aware of the camera now instead of the view.
image

This just feels natural. It’s kinda like using “natural scrolling” option on a touchpad. Why would you ever want it to move the opposite direction?
The difference is that most people think of it is moving their face rather than holding a camera.

Videogame cameras in 1st person it’s supposed to work like this:

The REAL inverted would be move stick down and then you see down.
This would imply the X axis has to be inverted too…
Yep, you right. The same rules are applied.
Am I a weirdo to thinks about turning my head to the left, not the back of my head to the right?
This doesn’t seem intuitive
Its two different perspectives. One is controlling a character as if they are controlling a camera from the rear. The other is the more common, where you’re using the joystick to move the point that you’re looking at.
Which way should the text on your screen move when you spin the mouse wheel? :P
You spin the mouse wheel to control the scroll bar, so of course spinning the wheel towards you (down, if you align the mouse with the screen), should make the scroll bar go down.
This was, for a long time, uncontroversial. However, after touch screens became widely used, people started incorrectly assuming that the mouse wheel “moves the screen” (absolutely ludicrous), and decided that down was up and up was down, and that the sane way to scroll with a mouse wheel or touch pad was “inverted” and not “sane”/“normal”.
Mhm, it’s all about perspective. Moving the viewport or the content. The viewport or the viewer, for first person. Ideally you should always have the option to choose.
For me I only accept inverted camera controls for orbiting cameras that aren’t use for aiming.

















