GyroWiki is the home of:

  • Good Gyro Controls - best practices for making gyro controls actually good. Great, even.
  • Flick Stick - a new way to use the right-stick in 3D games.
  • JoyShockMapper - a tool that can add good gyro controls and flick stick to just about any applicable game on Windows, with a little configuration.

Here I hope to answer some questions I get when people encounter these for the first time.

Aren't motion controls bad?

Mouse controls can be bad, but because we have good conventions on how to implement them, they generally aren't. The same is true for gyro controls.

Have you played Lionhead's Black and White? It had a "gesture" system by which players could complete some actions by moving the mouse in a particular shape. You can see examples of that here.

"Motion controls" are often the controller's equivalent of "gestures". Complete this motion, and then if the game can interpret it correctly, it'll respond with the appropriate action. As with mouse gestures, it can be unreliable and it's always laggy. Instead of responding to an instant input, the game waits for the player to complete a big action (swing the controller like a sword, for example), and then respond appropriately. Super Mario Odyssey is a very recent game that does this — shake your controller in a particular way, and if the game can figure out what action you're doing it'll throw your hat accordingly.

Now imagine you had only ever used the mouse for gestures. Never for aiming or item selection. Of course, you'd think that the mouse has no place in games. It's rubbish, unreliable, laggy, and games would be better if they stopped using it. But the mouse is actually great for games. Entire genres, like real-time strategy games, are unplayable without a fast, reliable pointing device. Others, like shooters and action-adventures, are workable with thumbsticks, but they're easier to learn and have more room for mastery with a mouse.

It's the same with "motion controls". The gyro is basically a mouse. It's precise and responsive, but most people's first experience with the gyro is with gesture-like gimmicks that feel like rubbish. Please don't write off "motion controls", "motion aiming", or "gyro aiming" just because of these experiences!

How is the gyro "basically a mouse"?

So is it just like Splatoon?

What is flick stick?

I'm a game developer. Can I add flick stick to my game?

Can I try it with <insert_controller_here>?

Which controller should I get to try it out with JoyShockMapper?

How do I stop the game's native controller support from interfering with JoyShockMapper?