Actually, that is a great idea, especially if they allow cross platform multiplayer. I am a regular player in the Overload community (different game type entirely) and play on PS4. The PC guys have an advantage only while the console players learn how to actually make the game controls work on a controller...eventually with practice I started beating PC players. It would be the same thing with MW5. A high learning curve due to the limitations of a controller...however, once mastered there are no limitations.
How to fit so many commands on a controller? Easy. Double
or triple map the controller. I do not understand why people always complain that you cant fit all the commands from a game like mechwarrior 2 on console controller. A great example of this is the console port of Operation Flashpoint (called Operation Flashpoint Elite on consoles, original xbox). That game actually had better graphics on console than PC (old times, PC's have come a long way since then, and Flashpoint now looks like crap compared to what is out today.) Basically the devs mapped every button on the controller plus more through combinations. Holding select for example could allow any number of buttons to serve a second purpose (just like holding ctrl or alt on a keyboard.) It works great, but only those console games that had a lot of work put into them feature this kind of complexity. I can name more simulators and strategy games on console that have controls that use a gamepad's buttons for multiple different functions, but that is for another post.
This is one reason I prefer a gamepad, the fact that all the functions can be condensed to a small controller where one just has to memorize multiple button combinations for various commands.
Mechwarrior 2 could have had a proper console port, but instead they opted for a cheap arcade remake. Every command in Mechwarrior 2 could have been mapped to a controller. A perfect example of how is the original Gunship for PS1. That was a port of a PC game and it had all the controls of the original. This game used a basic PS1 controller, which one might think is insane. with only a d-pad, 4 right hand buttons, select, start, and four shoulder buttons, the player was able to control all weapons systems, target forward, target backward, throttle (lift, and side to side, turning, pitch forward, backward), look left, look right, look up, look down, a complete suite of views including multiple outside views, target views, weapon views, a nav system, left and right hand monitor functions in the cockpit, salvo size for weapon deployment, engine on and engine off, emmergency landing techniques, radar modes, and more. The game also featured a full map display where you could plan your strategies, pinpoint nav points, issue order sets for wingmen, locate FOB's, determine possible enemy placements, and so on. It also featured a complete damage system like mechwarrior 2 in which individual flight components, electrical systems, weapons, and more could be damaged. This game was a simulator, and it was on consoles (we are talking a dos style game here though), dont expect breath taking graphics, this is PS1 folks). I never tried it but the game also supported a twin joystick which provided precision flight control (the dpad didnt allow for the greatest flight control but worked great nonetheless. The controls in this game were complete and easy to implement once mastered (took lots of memorization). It easily had as many commands as Mechwarrior 2 for PC (which is like my favorite game of all time).
So my point here is that yes, one can port PC games to consoles and provide the complete controls for the game on a gamepad (even more so on modern gamepads, the button combinations permitted now far outdo the old ps1 controller). I am a console player who enjoys complex sims, and consoles have them but sadly very few.
Edited by MW2DOS, 11 April 2019 - 10:39 PM.