"It has 8 buttons, the same as xbox and ps2. And when is the last time you used two analog sticks for any game???"
LAST time? Pretty much every current generation game uses two analog sticks. I can't think of the last 3D game that I've played that hasn't used two analog sticks. It also only has 8 buttons if you count the direction pad as 4 buttons, which an xbox or ps2 controller has in addition to it's other buttons. If you take a direct inventory of the buttons it goes as follows:
Xbox-
2 analog sticks
1 direction pad
4 main buttons
2 triggers
2 auxillary buttons (the white and the black, which are a bit out of the way)
2 start/select type buttons
Rev-
1 analog stick
1 direction pad
1 main button
3 triggers
2 auxillary buttons (The B and C, which are entirely too far out of the way for quick use)
2 start/select type buttons
1 power button
No matter how you slice it, it's short on controls, especially the fast-access ones most important in gameplay.
On the PS2 I hardly ever used both analogs, or even all four of the triggers.On the Gamecube I rarely liked using the camera toggle. I guess its all in ones taste. Well Nintendo is also releasing a dock for the main controller that is essentially a wavebird.
PS2 Controller:
4 main buttons
4 triggers
2 analogs
1 gamepad
1 start
1 select
Revolution Controller:
4 main buttons
1 a
1 b(the third trigger you call it)
another a and b although its going to be renamed x and y
Z1
Z2 triggers
1 analog
1 gamepad
start, select, and another
and power on/off
You arent missing enough to cause any more trouble for programmers than they already have by recoding games for other systems. Remember gyroscopic control usage is an option to program not a mandate.
I myself look forward to using the wand as a flashlight and the analog stick as a gun in an fps.