[HN Gopher] How WASD became the standard PC control scheme (2016)
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       How WASD became the standard PC control scheme (2016)
        
       Author : ibobev
       Score  : 37 points
       Date   : 2024-08-03 20:06 UTC (2 hours ago)
        
 (HTM) web link (www.pcgamer.com)
 (TXT) w3m dump (www.pcgamer.com)
        
       | ollin wrote:
       | does anyone have links to a canonical implementation of modern-
       | style first person controls? I've been looking into this recently
       | (both the WASD+mouselook PC version and the corresponding dual-
       | stick console/touch version) and the closest I've found so far is
       | ID's cl_input.c [0] (used in quake, half life, etc.)
       | 
       | [0] https://github.com/id-Software/Quake-III-
       | Arena/blob/master/c...
        
       | jameskilton wrote:
       | Yet ESDF is objectively better because it frees up Q, A, Z, and W
       | to easily be used for other keybinds. The number of people I've
       | seen stretch their pinky down to Left-CTRL for crouch boggles my
       | mind. With ESDF, crouch is A!
       | 
       | Yes, this is a very tiny hill on which to die on, but it's my
       | hill!
        
         | glitchc wrote:
         | And what a hill at that!
        
         | nvy wrote:
         | The Tribes series showed me the based way of ESDF
         | enlightenment.
         | 
         | WASD is for peasants.
        
         | imp0cat wrote:
         | So what exactly do you need the QAZW for? With WASD you still
         | have TAB, CAPS, tilde and SHIFT available. Also, crouch is Q,
         | jump is E.
        
           | orangea wrote:
           | I suppose with ESDF you have the two keys Q and W where
           | otherwise only tab would be.
        
           | lupusreal wrote:
           | Crouching and jumping are usually performed in combination
           | with movement. How do you press Q or E while also using WASD
           | freely?
        
           | nvy wrote:
           | For run'n'gun games like Quake, nothing really but for games
           | with more controls like ArmA or Tribes those extra buttons
           | come in handy.
           | 
           | Shield, nade, lean left/right, use item, etc.
        
         | Talanes wrote:
         | I have large hands. Left control is the natural resting place
         | of my pinky, while reaching A from an ESDF rest requires I
         | adjust my whole hand to scrunch my fingers closer.
        
         | gavmor wrote:
         | First shooter I played at home was Esoteria, with ESDF.
        
         | pimlottc wrote:
         | ESDF is also more natural to touch-typers as it's basically the
         | same as the left hand "home position" of ASDF. And it's easy to
         | locate without looking, since the F key usually has a raised
         | marker on most keyboards.
        
           | throw7 wrote:
           | I touch type, but I've always felt WASD more "natural" or
           | comfortable for gaming. I've tried ESDF but can't get used to
           | it... For me I think it really is that the edge of the
           | keyboard helps anchor and give a solid reference for where
           | the hand is and those keys at the edge will be easily
           | hittable by everyone. Also, a lot of times my pinky awkwardly
           | rests inbetween the shift & z.
        
             | orangea wrote:
             | On the other hand, the F key has a bump on it on every
             | keyboard I've recently come into contact with, which could
             | provide an anchor.
        
         | nailer wrote:
         | Agreed, but everyone I've ever discussed this matter with has
         | called it FEDS vs WADS
        
         | foresto wrote:
         | > Yet ESDF is objectively better
         | 
         | Subjectively better.
         | 
         | If I were to switch to ESDF, I would have only one key to the
         | right of my index finger in each row, as opposed to two. (I
         | have a split keyboard.) You could argue that I would have two
         | keys to the left of my pinky finger, but I find that reach more
         | difficult.
         | 
         | I would also have a harder time orienting my fingers without
         | looking, because I would no longer have the differently-shaped
         | keys under my pinky to let me know I was in the right place.
         | (The indentation that indicates home position on my F key is
         | subtle, and easy to miss when I'm focused on the action in a
         | game.)
        
           | admax88qqq wrote:
           | Objectively better on a standard non split keyboard then.
           | Many games assume non split keyboard for default key bindings
        
             | bigstrat2003 wrote:
             | No, still subjectively better. There's no such thing as
             | objectively better when it comes to control schemes. It's
             | all personal preference.
        
         | unshavedyak wrote:
         | Funny, haven't seen esdf mention in ages. I used to use ESDF
         | exclusively. I eventually gave it up though just due to needing
         | to remap it in ever damn game. Plus some wouldn't let me remap,
         | which was even more annoying.
        
           | 0cf8612b2e1e wrote:
           | It is incredible the number of AAA releases which have an
           | abysmal rebinding experience. Like they gave the job to the
           | intern and nobody attempted to try it once. From tutorials
           | which hard code the controls, special modes (driving, UI)
           | which only respect the original, etc.
        
         | justin66 wrote:
         | > objectively better
         | 
         | There actually _was_ a time when computer scientists at Atari
         | studied user interface stuff with game performance in mind. All
         | that ended years before WASD, but it's worth pointing out that
         | WASD came about as part of a competitive process. It's not like
         | anyone's being forced to use something that doesn't work for
         | them (except on consoles).
         | 
         | > stretch their pinky down to Left-CTRL for crouch boggles my
         | mind. With ESDF, crouch is A!
         | 
         | Because those are the only two conceivable choices...
        
           | MetaWhirledPeas wrote:
           | > part of a competitive process
           | 
           | Ehhh, sort of. I think people copied it from Thresh (a famous
           | Quake player). It was better than the default, and "good
           | enough" for competition. So a lot of people simply copied it
           | and never thought about it again, especially after games
           | started making it the default.
        
         | orangea wrote:
         | You could also just find a way to rebind caps lock, which would
         | accomplish more or less the same thing.
        
         | grayrest wrote:
         | As an EDSF gamer (blame Tribes) I agree but I've run into
         | issues with (IIRC) E, Shift, and Space on keyboards that aren't
         | n-key rollover but it's been over a decade since I last owned
         | one. So I think that's the reason for WASD.
         | 
         | FWIW, A is dodge for me and V is crouch.
        
         | pdpi wrote:
         | ESDF also has the cute advantage that it has your hand resting
         | in home row position.
        
         | corysama wrote:
         | An issue with EDSF that WASD dodged was that some keyboards had
         | groupings that could only register a limited number of key-
         | downs simultaneously. I believe EDSF was in one group. But,
         | WASD spanned two. So, on those keyboards you could get ignored
         | inputs specifically when things were getting frantic.
         | 
         | I've never experienced that myself. Instead, I've been EDSF fo'
         | lyfe because I had so many keybinds in HL1 multiplayer they
         | surrounded those keys on all sides.
        
           | wileydragonfly wrote:
           | Input ghosting. Happens when they don't use a 1 to 1 switch
           | matrix. Probably some truth to what you're saying, I could
           | see the column/row inputs being different.
        
       | kkfx wrote:
       | IMVHO it became a standard because of mere habit and lack of
       | variety in keyboards space. Most "gaming keyboards" are just
       | variant of a classic PC keyboard with aesthetic elements, "very
       | different" keyboards, let's say a Kinesis Advantage _for gaming_
       | explicitly targeting gamers essentially does not exists.
       | 
       | We have lost many interesting aspects of keyboards due to this
       | lack of variety and substantial interests in design better tools,
       | one for instance the parabolic layout meaning instead of having a
       | flat base with various profiles in the keycaps having all keycaps
       | of the same height but a curved profile under the switches
       | allowing free movement of every keycaps. For some languages we
       | have dedicated layouts generic and better, none essentially took
       | of. We might have many functions keys, the IBM battlecruiser
       | offer 24 functions keys since decades, but most prefer selling
       | small keyboards at hyper big prices stating they are nicer
       | because they are small with less keys and most people believe
       | that's better having gazillion of layers and combinations to
       | remember instead of moving hands a little bit and so on.
       | 
       | That's is, not much of a fancy story.
        
       | itomato wrote:
       | https://www.quora.com/What-is-the-origin-of-the-WASD-control...
       | 
       | I was going to say CP/M, myself.
        
       | shagie wrote:
       | Crossfire for the Apple][ series ( https://youtu.be/Vi1Yo13TO28
       | https://en.wikipedia.org/wiki/Crossfire_(1981_video_game) ) had
       | IJKL for movement and ESDF for shooting.
       | 
       | I do want to say that for some reason, I remember IJKM and ESDX
       | for controls though. That was a rather uncomfortable control
       | layout (which is why I remember it).
        
       | kentonv wrote:
       | I always preferred Q/E to strafe, A/D to turn. But these days,
       | almost no games actually let you bind keys to turn anymore. This
       | makes me sad.
       | 
       | Of course I use the mouse for precision turning and aiming. But
       | if I'm just navigating through a map without interacting with
       | anything, turn keys let me do that one-handed, while the other
       | hand reaches for a snack or drink!
       | 
       | Unfortunately I'm permanently stuck with the Q/E habit even
       | though it's no longer useful... doomed (so to speak) forever to
       | waste time rebinding my keys every time I start a new game.
       | 
       | (To streamline things I've made a rule: Whatever is bound to E I
       | move to mouse 4, and Q to mouse 5, then I rebind Q/E to strafe.
       | Luckily no games have defaults set to mouse 4 or 5 since not
       | everyone has 5-button mice. Still, I get really pissed when a
       | game decides to have five different independently-configured
       | control schemes for different contexts, like "on foot" vs "in a
       | vehicle", and I have to go through all of them...)
        
       | ChrisArchitect wrote:
       | (2016)
        
       | Lammy wrote:
       | > His answer could be most readily found in Thresh's Quake Bible,
       | which describes the WASD formation as an "inverted T."
       | 
       | This is IBM terminology. "Inverted T" was the name for the arrow
       | key arrangement on ThinkPads (1992) later adopted by the Apple
       | world after the IBM-designed Powerbook 2400c (1997) made their
       | layout the new standard for all subsequent
       | Powerbooks/iBooks/Macbooks.
       | 
       | It wouldn't surprise me if the term dates all the way back to
       | 1984 with the Model M keyboard, but I can't find any reference
       | for that (checked Bitsavers etc) besides You Can Tell By The Way
       | It Is versus the earlier arrow-less Model F keyboard.
        
       | ronnier wrote:
       | I've always played asdf, since quake 1 and until this day. Any
       | others? Seems the most natural to me. The majority of the time my
       | finger placement is in the most natural position.
        
         | diggan wrote:
         | Oh, exotic! :) I could maybe do hjkl thanks to vim muscle-
         | memory, but asdf would probably take forever to get used to,
         | hard to imagine really.
        
       | radicalbyte wrote:
       | I've used the numeric pad for years as it's comfortable and you
       | have enough keys to map the common functions of most games. I've
       | been experimenting with IJKL because [;'\ isn't acceptable for
       | most games. It's OK but [;'\ would have been perfect.
        
       | ggambetta wrote:
       | OPQA, who's with me?
        
         | bitwize wrote:
         | As you may have guessed from some of my postings here, I'm an
         | ESDX man (grew up with a TI-99/4A).
        
       | Zardoz84 wrote:
       | I remember the transition from playing with the arrow keys to
       | WASD, was in the late 90's. When I was playing Unreal Tournament
       | and Quake 3
        
       | jnwatson wrote:
       | Dark Castle, released on Macintosh in 1986, had ASDF movement and
       | mouse for aiming.
        
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       (page generated 2024-08-03 23:00 UTC)