Ranking the Classics: A Deep Dive into Iconic Video Game Controllers and Their Enduring Legacy
As you’ve seen in the video above, comparing and ranking video game controllers is no simple task. It’s a journey through personal preference, technological evolution, and the often-overlooked art of ergonomics. From the simplistic joy of early designs to the sophisticated comfort of modern peripherals, each controller tells a story about gaming history and player experience. Our hands, after all, are our primary interface with these digital worlds, and their comfort directly impacts our immersion and enjoyment.
This comprehensive look goes beyond just personal rankings, exploring the design philosophies, groundbreaking innovations, and ergonomic triumphs—or failures—that have shaped the way we play. We delve into how these crucial devices have evolved, influencing not only gameplay but also how we perceive comfort and functionality in gaming. Ultimately, the quest for the perfect game controller is an ongoing saga, reflecting both our changing expectations and technological advancements in the dynamic world of video games.
The Genesis of Control: Atari 2600 and the Dawn of Simplicity
Transporting ourselves back to the origins of home console gaming, the Atari 2600 joystick stands as a monumental, if somewhat primitive, starting point for video game controllers. Its design epitomized simplicity: a single joystick for movement and one prominent red button for action. At a time when home gaming was a novel concept, this straightforward input method was revolutionary, allowing countless players to navigate pixelated worlds for the very first time.
However, while its simplicity was its strength for the era, modern hands often find it less than ideal. The rigid plastic and lack of contour mean extended play can lead to discomfort, a stark contrast to the plush ergonomics we expect from today’s gaming controllers. Adrian and Dakota both agreed it belongs “back in the ’70s,” highlighting how far controller design has come in terms of player comfort and intuitive input. It laid the groundwork, but its basic form quickly became outdated as gaming evolved.
The 8-Bit and 16-Bit Eras: NES, SNES, and the Shape of Things to Come
The Nintendo Entertainment System (NES) controller, with its iconic rectangular shape, marked a significant departure from the Atari joystick. Introducing a D-pad for directional input and dedicated A and B buttons, plus Start and Select, it offered a new level of control complexity that defined a generation. Despite its flat, sharp edges, which Adrian notes led to “destroyed” hands over years of play, its design aesthetic captured the essence of the 1980s and delivered countless hours of entertainment. It proved that a standardized, multi-button layout could work wonders for increasingly complex game designs.
Following this, the Super Nintendo Entertainment System (SNES) controller represented a remarkable evolutionary leap. Nintendo learned that “you can make things rounded,” as Dakota keenly observed, introducing a curved, more ergonomic shape that fit better in the hands. Crucially, the SNES also pioneered the addition of two more face buttons (X and Y) and, more significantly, the shoulder buttons (L and R). These innovations became foundational, establishing a template for nearly all future video game controllers and dramatically expanding gameplay possibilities with more accessible inputs for complex maneuvers.
Entering the Third Dimension: N64 and PlayStation 1
The mid-90s ushered in the era of 3D gaming, demanding controllers that could adapt to new spatial challenges. The Nintendo 64 controller, with its distinctive three-pronged design, remains one of the most polarizing and unique video game controllers ever conceived. Its central analog stick was revolutionary, providing precise 360-degree movement vital for navigating 3D environments like those in Super Mario 64. However, its unusual grip scheme—requiring players to shift hand positions depending on the game—often left players perplexed, leading Adrian to quip about needing a “middle hand.”
On the other hand, the original PlayStation (PS1) controller introduced an evolution that would become the industry standard. Prior to this, most controllers were relatively flat. The PS1 controller broke new ground by incorporating “our first handles” and “two bumpers,” fundamentally altering how players interacted with their games. While Dakota found its “tiny” size and “stabbing” palms less than ideal, this design laid the blueprint for ergonomic comfort and dual-handed grip that virtually every subsequent controller adopted. Its introduction of triggers and more natural hand placement transformed the user experience, moving game controllers closer to the comfortable peripherals we use today.
The Motion Revolution: Wii and Nintendo’s Innovative Inputs
Nintendo once again redefined interaction with the introduction of the Wiimote, the primary controller for the Wii console. This slender, motion-sensing device launched motion control into the mainstream, creating entirely “new ways of controlling a game” that were undeniably fun. Its simple, remote-like form factor allowed for intuitive, gestural gameplay, making gaming accessible to a broader audience, including “gamers and non-gamers alike.” Adrian fondly placed it on the “Edge of Glory” for the “memories” it created, acknowledging its cultural impact.
However, despite its innovative appeal, the Wiimote was not without its ergonomic flaws; it could feel “a little stabby” and hard, prompting the later improvement of the Wii MotionPlus accessory. Fast forward to the Nintendo Switch, and we encounter the Joy-Cons. These versatile, detachable controllers embody the Switch’s hybrid nature, allowing for handheld play, tabletop multiplayer, and traditional TV mode. While Adrian humorously noted they bring “great joy, and many cons,” they are praised for their adaptability. Yet, as Dakota points out, their small size and susceptibility to “drifting on the sticks” can be problematic for extended use, leading many to seek out third-party alternatives for a more comfortable grip. The contrasting philosophies of innovation versus pure ergonomic comfort clearly emerge here.
Modern Ergonomics and Peak Performance: Xbox, Switch Pro, and GameCube
Microsoft’s Xbox controller series has consistently prioritized comfort and robust design, setting a high bar for modern gaming peripherals. Adrian declared the current Xbox controller “absolutely perfect,” praising its “form, functionality” and the tactile satisfaction of its buttons and sticks. The focus on ergonomics means it “feels good to hold” and can even feel like “massaging your hands,” according to Dakota. This commitment to player comfort makes it a favorite among many gamers. Conversely, the persistent use of “double A batteries” remains a notable drawback for Dakota, preventing it from reaching true perfection, yet its overall design remains highly regarded in the realm of video game controllers.
The Nintendo Switch Pro Controller is another contender for top-tier design. When holding this controller, Dakota feels “like I’m holding hands right hand with Mario, left hand with Link,” reflecting its premium feel and solid construction. Adrian highlights the satisfying tactile feedback of its buttons, which “don’t require that much effort to press.” This controller offers a more traditional, comfortable gaming experience for Switch owners, proving that sometimes, a classic, refined design beats quirky innovation for serious play. Its solid build quality and excellent button feel make it a standout choice for those who prefer conventional gaming controllers.
Then there’s the GameCube controller, a device that holds a “very fond place” in many hearts. Its distinctive layout, with a large, central A button, a kidney-shaped B button, and a smaller, yellow C-stick, was tailored specifically for its console’s iconic games, particularly Super Smash Bros. Melee. Adrian loved its “ASMR” quality, describing its clicks and presses as satisfying as a “mechanical keyboard had a baby with a GameCube controller.” This controller’s unique ergonomics, tailored to its specific games, fostered an incredibly loyal fanbase and is still preferred by many competitive players for its precise feedback and comfortable, albeit unconventional, grip. Its enduring popularity speaks volumes about its thoughtful design.
The “Why Though?” Controllers: Original Xbox and Sega Genesis
Not every attempt at innovation or distinctiveness results in a beloved classic. The original Xbox controller, affectionately (or derisively) known as “The Duke,” is a prime example of a design that left many scratching their heads. Its sheer size was monumental, leading Dakota to ask, “Why it’s so big?” and Adrian to wonder how a “seven-year-old” could possibly hold it comfortably. The massive form factor and unusual button layout made it unwieldy for most hands, especially for younger players. It was quickly superseded by the more compact and ergonomic Controller S, proving that sometimes bigger isn’t always better in game controller design. It quickly earned its place in the “Why though?” category.
Similarly, the original Sega Genesis controller, with its distinct boomerang-like shape, often prompts a similar question. While it was an improvement over the NES controller by introducing a third action button (C), its elongated form factor and relatively flat profile weren’t always the most comfortable. Dakota’s “Why?” perfectly encapsulates the sentiment surrounding this design, which, while iconic for its era, didn’t set new standards for ergonomic excellence. The six-button version that followed improved on functionality but maintained a similar design philosophy, proving that even beloved consoles could have somewhat awkward video game controllers.
The Unconventional and the Visionary: Power Glove and Xbox Kinect
Some video game controllers push the boundaries of conventional design, for better or worse. The NES Power Glove is legendary for its ambition and, ultimately, its impracticality. Adrian called it “terrible” and “so uncomfortable,” struggling to even take it off. This wearable controller aimed to translate hand movements directly into gameplay, a groundbreaking concept for its time. However, its clunky interface, poor responsiveness, and awkward fit made it a frustrating experience rather than an immersive one. It serves as a classic cautionary tale of technology outpacing practical application, showing how not to design innovative game controllers.
At the other end of the spectrum, the Xbox Kinect offered a truly radical departure: the player *is* the controller. By using advanced motion-sensing technology, the Kinect allowed gamers to control games with their entire body, eliminating the need for a physical peripheral. Dakota championed it as “the most validating, the most beautiful, the most ergonomic game controller that’s ever existed on God’s green earth,” arguing that no manufactured device could ever surpass the ergonomic perfection of the human body itself. While its mass-market appeal eventually waned, the Kinect’s vision of controller-less gaming represented a bold, albeit challenging, step towards natural interaction. It highlights a philosophical debate in gaming: should controllers adapt to us, or should we adapt to them, or should we simply become the game controllers ourselves?