“Our target user for this controller is not very specific, it’s very general, as even a beginner who has never touched the controller can use it, your grandmother can use, or even children with small hands can use it." Shigeru Miyamoto devoted more time and energy into the GameCube’s controller than any of Nintendo’s previous controllers. The NES controller was the first controller to add a D-Pad, the SNES controller would be the first to add shoulder buttons, and Nintendo 64′s controller introduced the analogue stick to 3D consoles. How would Miyamoto be able to top his previous three achievements? The Pressure to Create the Perfect Controller, from Dromble.com's Emily Rogers.
There are generally two approaches to thinking about games: narratology and ludology. The first emphasizes story, the second play. The next time I played Super Mario, on the Wii (you can order all the vintage games), I found myself in a narratological mode. Mario reminded me of K. and his pursuit of the barmaid Frieda, in Kafka’s “The Castle,” and of the kind of lost-loved-one dreams that “The Castle” both mimics and instigates.