But up isn't up and down isn't down. Up is forwards and down is backwards.Xanadu84 said:Ive never understood this. Why would you invert? How is anything more intuitive and manageable then the tautology of, "Up is up, down is down"?. Press button in the direction you want to go. I mean, I wouldn't want A or the left button to move right, and d or right to go left, hows up and down any different?
I mean, if it works for you, more power to you, but it just doesn't make any sense to me.
Take a FPS for example, when you move the left analogue stick up, your character doesn't move up or levitate into the air, they walk forwards, and when you move the left stick down, they don't sink through the floor, they move backwards.
It's the same for the right analogue stick, which either controls your character's head (pivoting at neck) or gun (pivoting nearer to the stock and handle, where your character grips it), depending on how you look at it.
When you push the right stick up, it tilts either the head/gun forwards, which makes you look/aim down, and when you move the right stick down, it tilts the head or gun backwards, which makes you look/aim up.

[small]This machine gun is pointing down, aiming at the floor (as the guy is currently defending the helicopter against ants). If the guy wanted to start defending the helicopter against incoming birds, he will have to move his hands 'down', which will make the gun aim 'up'.[/small]
For me, inverted is the natural way and makes perfect sense, so much so that I can't play using a non-inverted control scheme, because it's too unintuitive and unnatural.
I can't get my head around the idea that (when playing non-inverted) I'm manipulating the tip of the gun, or directly pulling and pushing the front of my character's head.
I see it from the character's viewpoint, I don't see it like a manipulator pulling a marionette's strings from above.
I don't see my input as an external force influencing the character and his equipment, I see my input as being the character's own actions.