Remind me of the last game that had jumping mapped to the triggers, I don't seem to recall any. Triggers are just that - triggers.
it's called Bumper Jumper
They're mostly for shooting in FPP/TPP,
Yes they are prominently featured for shooting, wanna know why that is? Because 1) you can't shoot with a face button, and 2) vast majority of games have shooting.
checkmate
I can't think of a single title that would have jump mapped to the triggers - even Call of Duty has it mapped to X/A buttons.
Some games have reload mapped to shoulders, others have it on face buttons. That is not exactly the point. It doesn't really prove anything to show that some games map something to a face button. (whether that something is jump or something else) The exact same FPS which uses face button for jump uses the camera stick and the shoulder buttons as much if not more so than the face buttons, so, you still lose.
And I must point out that how a game maps is controls is irrelevant. If for example a new Mario game mapped jump button to the dpad, is that an argument for why the dpad should be in the primary position while the left stick should be demoted to support role? No, it doesn't, because 1) being on top or bottom should not denote superiority or inferiority, and because 2) if given the choice, I would simply map jump to something else. In effect, how a particular game chose to map its controls is irrelevant.
No commentary, just pure utility. Providing comfort for the most popular and numerous game genres.
in other words
shooters (first person)
shooters (third person)
FPP (elder scrolls, etc)
and games with FPP and FPS mechanics (e.g. GTA, Infamous, Just cause 2, Uncharted, etc, etc)
or do you live in a bubble where you ONLY play the exceptions.
Steering wheels are better for racing games, joysticks are better for flight simulators, no hypothesizing here at all, just stating facts.
Per your logic a controller is going to inferior at some things no matter how you style the layout. Having both sticks on bottom is fundamentally no worse than having the stick layouts mixed up, except that personally I would rather have a controller that's not expressly made worse for certain things (which is what leaving the camera stick in the non-primary position represents) rather than a controller that is specifically designed for a nonexistent environment. (i.e. an environment where camera stick is seldomly used or not used at all)
Again, you're assuming that you're aiming or changing the camera angle all the time, which is not something you do in most games, most being the keyword.
It is something you do in most games, usually most of the times, but even if it's not most of the time, it's going to be all the time during sequences when shooting mechanics are used.
Dynamically changing the camera or aiming the reticule is only necessary in certain portions of most games - in others, you want the utility of function buttons instead.
You've placed the burden on yourself to explain why face buttons deserve priority while the camera control deserves to be snubbed.
And why do you keep saying function buttons? Aside from it being unintelligible, I can't figure out why you do it in the first place. I mean it's like not face buttons are sentient beings when can be offended if I use politically incorrect terms to describe them.
Not that I want to burst your bubble, but aiming a reticule in FPP is literally changing the camera orientation.
If camera and aiming are the same thing then why are you snubbing both? Why are you arguing that games only sometimes make you point a gun, and that pointing a gun and/or turning your character using camera stick is not the definining mechanic of all of gaming for at least two gens now?
You still think videogames work like Nintendo 64: left stick to move, A to swing your sword, camera buttons to access your inventory. R-button for z-targeting because looking at enemies manually would be too confusing to implement, and let's completely ignore the that that 90 percent of games have you manually look at everything that needs to be looked at, a process which requires constant attention from the player.
Oh but zeello what if I want to CROUCH?!
Again, you're not getting my point. A lot of games, dare I say the majority of games these days use both sticks, but one is used more often than the other 9 out of 10 times.
That's only because one is used all the time.
And what about dpad? It's used less than the camera stick. So why not create a third row and put the dpad there? So we'd have a primary position, sub-primary position, and sub-sub primary position, and everything would be in the correct place.
The dpad come to think of it raises another point. Games with 3D environments will use dpad only seldomly. Whereas they will almost certainly use the camera stick a lot more. As I stated earlier, the only thing camera stick is "competing" with are buttons, but WE ALREADY HAVE THOSE. THEY ARE ON THE SHOULDER.
If you give unintelligible or inaccurate reasoning then it's not necessarily a matter of opinion.
Again, there's only so much you can do with an analog stick. If it's clickable, which isn't always the case, you can realistically assign only two functions to it - one for the button and one for the axes the stick works around. In comparison, you have four function buttons.
Okay but why do you assign left stick to the primary position then? It only does two things whereas dpad does four things. Dpad wins.
Left stick is only needed in between sequences to get to the next area. It's purely a peripheral function and not something you need to do constantly in most games.
If in your game the character will have to be able to perform four functions, say, jump, sneak, use items and crouch (running already mapped to the left clickable analog), you are completely boned with your imagined setting.
What is 'imagined setting' even referring to?! Could you be referring to when I had this:
"if you are moving with left stick, looking with right stick, changing direction with right stick, and aiming with right stick, then while doing those things your index fingers can only be on the shoulder buttons. Those are your buttons, this is your layout, and it could not get any more simple that that. The buttons and dpad are still there but logically speaking they are supplements if you are going to argue on the matter at all, which you have.
Umm, that's not some hypothetical dream controller I was making up. It's what we literally have. I even mentioned the buttons and dpad. It's a real controller and I'm not the one who made it, so in no way is there a burden on me to defend it or explain why it would work. I'm not asking for a camera stick; we already have one. I'm not asking for games to use the camera stick more; it is already used excessively.
It floors me however that some people don't see that and I have to wonder if it's precisely
because the face buttons are in the "primary" position or because they have bright colors and are iconified by letters/symbols while sticks are just sticks. In that case it is a top-down, subliminal effect. Buttons aren't "primary" because of their innate importance, you are assigning them innate importance because they are "primary". All those times you use the camera stick, it never really happens, because it's way down there, it's gray/black, and isn't labelled, and doesn't make things explode the instant you use it. Killing an enemy isn't so much the camera stick's job as it is the button's; the camera stick was merely supplementary to the kill-whatever-is-in-the-exact-center-of-the-screen button, and in no way the complete opposite. Next we'll be saying that left stick should be replaced with gas button and steering should be placed where the R trigger is. Because you hold down gas all the time, but steering is something you only occasionally do. "just when there's a turn, zeello. duh" Mario kart is a game about going fast and using items, the steering part is only when the course demands it, which is not most of the time. (key word: most)
To me, function buttons take priority over the right analog stick which in my case stays dormant most of the time unless I need to adjust the camera"
hell yes, exactly. When playing Gran Turismo, my left stick stays dormant most of the time unless I need to adjust where I'm driving to. Bravo, Foxi. Bravo.
Again, this is completely a matter of personal preference. To me, the priority placement is the one with thumbs upwards
If you think this, then it stands to reason that there should be a stick under both of your thumbs. You're the one saying this. You cannot say there should be a stick under the left thumb "because games nowadays" but not the other thumb, in spite of games nowadays.
to you it makes no difference
It is a noble position. If you give me a controller with both sticks on bottom (PS style) or both sticks on top (WiiU style) then both are valid offerings and I will not complain in either case, because both are neutral and neither have anything retarded to say. But if you give me a controller with a stick on top and the other on bottom and say "you're welcome" then I might take it upon myself to explain why you are wrong, and furthermore, I will also defend my right not to have myself stick-layout-evangelized. Would I put up with a controller with the left stick on bottom, right stick on top, a layout which was forced upon me only because a bunch of idiot fanboys made some noise insisting that it should be the standard controller? In such a scenario, I'm not the one who started the issue, I'm merely someone who was dragged into it whether I liked it or not. Of course it's a perfectly usable layout, in fact equally usable to the other 3 possible combinations (PS, Xbox, and WiiU) but I nonetheless could not use such a controller if me doing so would be taken a concession that the controller is somehow better than other layouts when it certainly is not.