Why do some gamers invert their controls?

(theguardian.com)

103 points | by zdw 2 days ago ago

167 comments

  • Brian_K_White 2 days ago

    Like with the mouse scroll wheel, there is a reasonable logic to both directions, including whichever direction you don't like.

    It's reasonable and natural to have a mental model that the control moves the observer. (move a control up to aim your eyes up)

    It's also reasonable and natural to have a mental model that the control moves the object. (move a control down to "grab" the object and move it down)

    Both of these are natural and everyone does both in real life totally automatically without thinking.

    Everyone looks up and down. Everyone grabs objects and moves them to bring different parts into view.

    Probably the preference differences are based on a subconscious/unconscious difference in how you imagine yourself in relation to a document. Whether you imagine yourself as being larger than the document like a person vs a paper, you move the paper, or you imagine the document as larger than you like a fly flying over a paper or like you are virtually IN the document, you move yourself.

    • Swizec 2 days ago

      > It's reasonable and natural to have a mental model that the control moves the observer. (move a control up to aim your eyes up)

      > It's also reasonable and natural to have a mental model that the control moves the object. (move a control down to "grab" the object and move it down)

      I use opposite directions on my trackpad and my scrollwheel, take that! Ha!

      Trackpad I’m grabbing with my fingers so I want the surface to move in the same direction as my fingers.

      Scrollwheel I feel like is a roller that sits on top of the surface so I have to roll down to make the surface move up.

      Unfortunately, at least in macos, you need 3rd party software to achieve this

      • akk0 2 days ago

        My partner has his stuff set up exactly opposite from you!

    • jsrcout 2 days ago

      I've always set controls like an airplane stick - "pull back" to look up, "push forward" to look down. And could never get the hang of the opposite mapping. It literally never occurred to me that it was like aiming your physical eyes up and down. Sigh.

      • wavemode 2 days ago

        Airplane controls are somewhat of a hybrid between regular controls and inverted controls. Since you do indeed input up to look down and vice versa, but you still input left to turn left and right to turn right.

        • tshaddox 2 days ago

          Isn’t that how inverted joystick controls in modern video games work too? It’s only the Y axis that’s inverted, I thought (and only the “viewing angle” joystick, not the “player movement” joystick).

          • wavemode a day ago

            Many modern games allow one to invert either the Y or X axis or both. Some players do both.

        • Brian_K_White a day ago

          Airplane stick is actually consistent but in a different way. The stick always rotates the plane around it's center in the direction the stick is moved.

          It's an example of "move the object" instead of "move the observer", in that the goal is to control a vehicle not to control the view in the windshield. And the "object" you're "grabbing" is only rotating the vehicle around it's center, not panning around a flat surface.

        • lostlogin 2 days ago

          Fully inverted: ‘Like an airplane for up/down, like a yacht for left/right’

          • sellmesoap 2 days ago

            A yacht can have a tiller you push right to go left, or a wheel you rotate clockwise to go right.

            • skylurk a day ago

              I recently rented a paddleboat with an extra linkage to invert the rudder control. I was a mess out on the water! But maybe it made it easier for those with no boat experience.

              • dmoy a day ago

                Reminds me of those couple of guys who made a bicycle with backwards controls. They learned how to use it, which then rendered then unable to use normal bicycles lol.

                https://youtu.be/MFzDaBzBlL0

      • Izkata 2 days ago

        Yes, it's exactly this - and not even a joystick thing. The control is forward and backwards, not up and down, like pushing the top of your head forward to look down. This mapping makes it act like the other controls, controlling the character directly instead of the viewport independently. Even in third person, I can't help but think of controlling the camera as a camera in this same way, instead of a controlling a viewport.

      • scotty79 2 days ago

        I started with airplane style. Then after few years I had one game that had only the opposite controls so I switched and never looked back.

    • faangguyindia 2 days ago

      people underestimate brains "self correction ability".

      I use slingshot, unlike gun's sight post slingshots do not have any sight in center of projectile path, basically you eye one of the fork's of slingshot and your brain quickly adjusts to it correcting whatever angle deviation is there.

      I can shoot stuff in air without even aiming now, i got so good no sight nothing.

      • dmoy 2 days ago

        Reminds me of playing Tribes. First start playing, can't hit anything ever because things move too fast and your brain doesn't get the physics. But then you're hitting stuff zipping around at crazy speeds by just kinda intuiting.

        Guess we're evolved to throw spears, so we're good at that kind of thing.

      • Brian_K_White a day ago

        This is why I have little patience with people who over do the drama of something being impossible and unnatural. I have my prefferences too but it's just a preference. There is no natural. Humans are ambi-everything. What part of nature is typing 100wpm on qwerty?

    • Jepacor 2 days ago

      And given how both mental models are reasonable, I think a lot of the preference is going to come down to what you're used to.

      For me it seems to be tied to muscle memory too? Because I've noticed that when I play using a Gamecube controller I prefer the camera's x-axis to be inverted, but when I play using a modern controller I prefer not inverting it.

    • themafia 2 days ago

      > It's also reasonable and natural to have a mental model that the control moves the object.

      I sort of picture my hand on the crown of my player models head and my movements move his skull around.

    • thaumasiotes 2 days ago

      > It's reasonable and natural to have a mental model that the control moves the observer. (move a control up to aim your eyes up)

      > It's also reasonable and natural to have a mental model that the control moves the object. (move a control down to "grab" the object and move it down)

      Except that neither of those is the reason you'd want inverted controls. You want inverted controls because you have to lean back to look up. The model is that the control moves you.

  • michaelteter 2 days ago

    The two main premises here are flawed.

    1. We don't push the joystick up or down. We push forward or pull backward. Our control devices are usually on a plane approximately parallel to the ground. Therefore, we push forward or pull backward.

    2. Despite the flawed #1, the default being "push forward" = "go down", and thus providing an Invert Y option, is contrary to how our most natural up/down system works - our head. Our head is mounted on a pivot below it (the neck). Pushing the head forward is generally how we look down, and pulling back makes us look up.

    Joysticks and game controllers are also mounted with the pivot at the bottom and some length above. If you imagine the joystick like our head, the forward/outward facing edge would be like our eyes. Push the stick forward, and the eyes are now rotated forward and downward. Pull the stick back, and now they are "looking upward".

    • filleduchaos 2 days ago

      I think this is pedantic to the point of ironically making your counterargument quite flawed.

      The directions you are talking about are actually referred to as "up" and "down" in input parlance (not as "forward" and "backward"), and it seems rather obvious that that's how/why the article is using those terms. This isn't even a gaming or controller specific thing - the similar arrow keys are also called Arrow Up and Arrow Down, not Arrow Forward and Arrow Backward, despite your keyboard actually typically being on a plane parallel to the ground.

    • ectospheno 2 days ago

      In over 50 and have inverted y axis all my life. I don’t play games that lack a way to invert. I’m moving my head - just makes sense.

      Other data that may or may not be related: I have aphantasia and can only visualize while dreaming. I’m good at rotation exercises but am slow.

      • 2 days ago
        [deleted]
  • __MatrixMan__ 2 days ago

    I used to get a bunch of grief from my friends about being a look-inverted sort of person. I got the last laugh when I rented a front-loader for a landscaping project and they all wanted to drive it but nobody but me could be efficient with it because stick-back=scoop-up was the only option.

    I don't know why we felt like a landscaping tool made look inversion legitimate where everything else was I-will-die-on-this-hill indignance, but it did.

    • hyperhello 2 days ago

      That sounds like you're visualizing the lever being on your side of a pivot point, so when you push it down the other side goes up. Feels natural enough to me!

      • ash_091 2 days ago

        If the lever is on your side of the pivot point, you'd have to invert both horizontal and vertical axes. I don't have any data, but I certainly don't know anyone who plays with both axes inverted (in first person games).

        • __MatrixMan__ 2 days ago

          I sometimes do if the camera is far enough back that I feel like I'm controlling it as it zooms around the character's head. Maybe that makes it not first person, idk.

          Usually its just Y-inverted for me though.

          • Izkata 2 days ago

            > as it zooms around the character's head.

            This is a third-person camera. First-person is strictly seeing from the character's eyes.

        • dwh452 a day ago

          looking left or right is a rotation not a pivot.

      • __MatrixMan__ 2 days ago

        It feels especially right once the bucket contacts the ground. Pushing forward on the stick is then a bit like doing a push-up.

        I was on a pretty steep hill also, so sometimes forward literally was down.

  • lll-o-lll 2 days ago

    > What they discovered through the cognitive testing was that a lot of assumptions being made around controller preferences were wrong. “None of the reasons people gave us [for inverting controls] had anything to do with whether they actually inverted,” says Corbett. “It turns out the most predictive out of all the factors we measured was how quickly gamers could mentally rotate things and overcome the Simon effect. The faster they were, the less likely they were to invert. People who said they sometimes inverted were by far the slowest on these tasks.” So does this mean non-inverters are better gamers? No, says Corbett. “Though they tended to be faster, they didn’t get the correct answer more than inverters who were actually slightly more accurate.”

    “Simon Effect” is where you are slower to react with the right hand button when the object is displayed on the left and vice versa.

    So, slow to rotate or react is more accurate? I feel like I need to understand more here, as this seems like an important brain difference. I’m an inverted player, assumed it was because of MS Flight Sim (1st game), can rotate really well, but am probably very slow at it! Would love to know more!

    Edit: I know that I am very slow to overcome the “Simon Effect”, having done this sort of testing in the past. I’d be curious if others experience the same. Perhaps there is more going on than just inverted vs not being something “innate”, whereby the inverted player simply struggles to adapt to a new scheme more and hence has stuck with it.

    • charcircuit 2 days ago

      >Though they tended to be faster, they didn’t get the correct answer more

      Being faster than your opponent is often an advantage in multiplayer games, so I don't think it's fake to ignore the speed of answers for measuring how good a gamer is.

      • jt2190 2 days ago

        Being faster on a lab-administered test doesn’t tell you anything about your game-playing ability. This research was focused on determining why people invert their controls, nothing more.

        > In short, gamers think they are an inverter or a non-inverter because of how they were first exposed to game controls. Someone who played a lot of flight sims in the 1980s may have unconsciously taught themselves to invert and now they consider that their innate preference; alternatively a gamer who grew up in the 2000s, when non-inverted controls became prevalent may think they are naturally a non-inverter. However, cognitive tests suggest otherwise. It’s much more likely that you invert or don’t invert due to how your brain perceives objects in 3D space.

        • card_zero 2 days ago

          If playing a lot of flight sims in the 1980s changed how their brains perceive objects in 3D space, there's no contradiction.

          • jt2190 4 hours ago

            The research didn't study that so we can't draw any conclusions about the effects of playing flight sims in the 80s on human perception of objects in 3D space.

      • esseph 2 days ago

        Faster choices doesn't necessarily mean /better/ decision making. You can just do bad things quickly :-)

        • charcircuit 2 days ago

          The right decision executed with bad timing is worse than the right decision executed with good timing. Games are played in real time, this isn't about post game analysis.

          • ants_everywhere 2 days ago

            they could just be more impulsive. i.e. less able to inhibit whatever comes to mind

      • lll-o-lll 2 days ago

        Faster at mental shape rotation? Seems you play some unique fps games…

        • charcircuit 2 days ago

          The assumption is that it correlates with the speed of other spatial tasks. Being able to predict the future of yourself and other players in how they are moving within the environment is useful for fps games.

          • lll-o-lll 2 days ago

            That’s your assumption, and if it were true there wouldn’t have been top level quake players who used inverted. Yet there are. I don’t think one follows the other.

            • charcircuit 2 days ago

              To me it's more likely that those are outliers of the trend. Pros themselves are outliers, so I think it would be better to look at the average players.

    • jcalvinowens 2 days ago

      > I’m an inverted player, assumed it was because of MS Flight Sim (1st game)

      Yeah, me too, I've also always assumed that's why I prefer "inverted" as well (never heard the term before the article).

      Certainly seems like a much simpler explanation...

      • satvikpendem 2 days ago

        You've never heard of the term inverted before the article? Don't most games ask if you want normal or inverted controls in the settings, so do you not play games often?

        • Izkata 2 days ago

          When I was a kid, all the controls by default were what is now called "inverted Y-axis" and rarely had an option to change it. I think it flipped around the 2010s, I remember being confused when I bought my Switch and got back into gaming.

          • satvikpendem 2 days ago

            That's right, I do remember that, and I think that's how I got into using inverted in the first place.

        • jcalvinowens 2 days ago

          I've seen what the article seems to think is normal described as "reversed" more often.

      • jasonwatkinspdx 2 days ago

        Yeah, back in the day there's games I'd play with a joystick vs those with a mouse, and I always invert/airplane for joystick controls and non invert for mouse. Anecdotally that was common in my cohort.

        • BolexNOLA 2 days ago

          Same. Inverted is strictly for flight.

      • tass 2 days ago

        Same. My first FPS-style games were all flight sims.

      • dwh452 2 days ago

        i wonder why planes are designed this way?

        • saltcured a day ago

          I think a big part of it, historically, is that this control scheme provides negative feedback, which may help stabilize the controls.

          Think about the inertia of the pilot and their limbs inside the plane, acting on the controls. A sudden acceleration/jerk in the direction of the control signal will bias the operator's body to input the opposite control signal unless they are tensed up and prepared to maintain it in spite of the forces they experience.

          If the nose pitches up suddenly, you're likely to push the yoke forward. If it pitches down suddenly, you're likely to pull back a bit. Similarly, if the plane (or boat) jerks forward, you are more likely to pull back on the throttle than push it forward. A sudden airplane roll will bias you to input the opposite aileron signal.

          Even in a car, if you are holding the top half of the wheel as in the classic 10-and-2 grip, a sudden turn will cause you to counter steer a bit as you experience the centripetal force effect pulling you towards the outside of the turn.

          If the controls were inverted, all these default inputs would instead cause positive feedback and seem more likely to send a vehicle out of control.

        • somat 2 days ago

          I think it is because your lever to control the plane does not go up or down but forward and back. and then you pitch the lever the same way you want to pitch the plane. forward to pitch forward and back to pitch back.

          Same reason throttles are pushed forward to go faster and backwards to go slower. Except on bulldozers, which have a deaccelerator for some reason. and game controller shoulder levers for ergonomic reasons.

          I think if the lever were mounted up and down they(the wright brothers) probably would have wired it to pitch the plane up and down. I am not sure why it was not mounted up and down, probably a combination of arm strength, ergonomics of movement and simplicity of mechanical design.

    • svachalek 2 days ago

      It would be interesting to see if left handers and right handers differ on this. I can adapt to any scheme with basically zero mental effort, and I've heard this is common in lefties (as I am). Stuff like "hold this up to a mirror for answer" never worked for me because I could read a whole page like that without noticing it's backwards. Da Vinci certainly had it with his inverted notebooks

      • specproc 2 days ago

        Yeah, I always assumed my inversion preference was something to do with my left-handedness.

        I'm guessing it should have been tested for in the study cited. Massive omitted variable bias if not.

  • vleaflet 2 days ago

    Red Faction: Armageddon uses a clever method to set your inversion preference: w hen you first enter the game, it asks you to look up and then adjusts the controls based on that instinctive input.

    • parlortricks 2 days ago

      That is a very clever way to work it out, I'm going to use it im my Godot stuff.

    • wingmanjd a day ago

      I don't remember if this was the game or not, but I tend to set the settings ahead of time, and I specifically recall a game getting to this sort of in-game mechanic of look up/ look down and reversing the setting I had previously set because it assumed I didn't already choose what I wanted (e.g. it re-inverted my reverted settings back to "normal").

  • jkcxn 2 days ago

    You can switch between the two easily by imagining a lever on the back of the characters head vs front of their head - press up to push the lever higher for the back vs lower for the front. Same goes for planes etc

    • kosherhurricane 2 days ago

      That works for up and down. But what about side to side? I don't know anyone who inverts left/right. If the lever was at the back of the head, won't left/right be inverted too?

      • Izkata 2 days ago

        Put your finger on top of the character's head. Left and right are still left and right, but forward (up on the controls because of how they're positioned) makes the character look down and backward makes the character look up.

  • crtasm 2 days ago

    ~20 years ago on Xbox360 we could set this as a system-wide preference. Now in 2025 for every game with camera/first-person control I play on any platform it's time to:

    1. hope there's an invert option (not always!)

    2. find an opportunity to change it (can't always do so before starting the game, nothing loses immersion like waiting for a cutscene to finish then immediately spending time hunting through a menu)

    3. actually find it (will it be under gameplay? controls? somewhere else entirely)

    Bonus: if it's a game with "grab the drawer then pull with the thumbstick to open it" mechanics, hope that they remembered to invert those too

    Bonus 2: repeat the above for turning off controller vibration, which was also a global preference on the 360.

    PC bonus: hope that the option does _not_ affect the mouse (I sometimes switch to mouse+kbd or mouse+controller, I never want to invert my mouse)

    Yes, some games present the main brightness/control/etc. options when you begin a new save - but I don't know that's about to happen so have already spent the time hunting in the options menu...

    • sunnybeetroot 18 hours ago

      If there wasn’t an invert option in the game then the Xbox 360 setting wouldn’t take effect.

  • hhhAndrew 2 days ago

    Agreed with others it's just what you're used to. I was inverted-y for most of my gaming life because I started with flight sims where it was mandatory, reflecting the real life hardware. So I used the same in FPS games when they came around. Decades later I had kids and had to spend some time sharing a mouse with them, and didn't want to condemn them to a life of having to look for "inverted Y axis" in the settings of every game (+1 to the post above who requested an OS-level setting for this!), so I left it on the default in Minecraft and learned the other way. Now I'm actually bilingual and can swap from one to the other with about 2 minutes warm up time. This is the same as what happens with driving on the left/right side of the road if you spend a lot of time in different countries driving.

    With my kids I drew the grumpy line at Minecraft's new Autojump setting tho ... They had to learn with that disabled.

    • tiahura 2 days ago

      You might enjoy reading the article.

  • TrianguloY 2 days ago

    For me at least, the answer is very easy: play the game without changing the settings. If you repeatedly turn the wrong direction, switch.

    The camera should feel natural, and you should be able to do it without thinking. So just let your subconscious pick.

    • ash_091 2 days ago

      IIRC Halo had a neat system for setting inversion like this.

      Instead of asking the player "do you want inversion or not", it instructed the player "look up" and observed their input.

      • rawling 2 days ago

        Yup, 3 minutes into this video: https://youtu.be/JvEJ6VmCR4g

        (Halo 3 is the first one I played so I don't know if they did it before this one)

        • Arrowmaster 2 days ago

          I'm pretty sure it was done on the first one, Halo CE for the original Xbox. The last times I've played it have been coop in the MCC though which skips that part.

          • bigstrat2003 2 days ago

            Yes, it goes all the way back to the original game. Very nice bit of game design.

    • lucb1e 2 days ago

      Isn't that what everyone does?

  • flohofwoe 2 days ago

    There is a good reason given for why flight controls are "inverted" buried somewhere in those "The Secret of Flight" videos by Alexander Lippisch:

    https://archive.org/details/the-secret-of-flight/Secret+Of+F...

    Keeping the stick in a vertical position will automatically correct flight path changes of the airplane caused by external forces. Basically a very primitive form of autopilot.

    PS: it's in video 5 (Stability and Control) around timestamp 16:00

  • echelon 2 days ago

    I grew up on N64, which had inverted axes. Nintendo continued that tradition for the longest time.

    It extends beyond joystick inputs. I also can't deal with Apple's scrolling defaults. I have to invert every Apple trackpad and device.

    > In short, gamers think they are an inverter or a non-inverter because of how they were first exposed to game controls

    Bingo! This mirrors my experience.

    > It’s much more likely that you invert or don’t invert due to how your brain perceives objects in 3D space.

    I've tried both. I can do both. But I prefer the style I grew up with.

  • airstrike 2 days ago

    I like them inverted for ships/vehicles but not for first person cameras, if that makes any sense. Surely I'm not alone?

    I think the difference here is that I think of the vehicles as being parallel to a horizontal plane whereas people are normally standing up so perpendicular. Hitting "up" means different things across those two scenarios.

    • the_af 2 days ago

      Same for me. I need inverted controls for flight/space sims, but use direct controls for FPS games.

  • joelccr 2 days ago

    We were playing CoD zombies with my father in law the other day, and he was really struggling with the overall concept of the two joysticks for moving and looking. I realised he was consistently expecting the joystick to go the opposite way (up/down) compared to what it was actually doing. I said you have to push up to look up.

    I remembered he flies Airbuses for a living, and they use a joystick, where pulling back/down is looking up. I inverted the controls and he immediately found it a lot easier to use.

  • retrac 2 days ago

    There's a classic experiment of which variations have been done for almost a century now. Put on goggles that use mirrors to flip vision upside down. People adjust much faster than one might think. Minutes to hours. Those who have worn them for multiple days report that the world stops looking upside down with them. Wear them long enough and the world looks upside down when they're taken off.

  • adrr 2 days ago

    Played flight simulator with a controller and invert on a controller for any 3D game. Don't invert with a mouse and keyboard on a computer. For me, preference was based on gaming experience.

    • Buttons840 2 days ago

      Flight sims invert only one axis, how weird.

      Want your airplane to point towards something on the left side of the screen? Move your joystick to the left.

      Want your airplane to point towards something on the top of the screen? Move your joystick down. Wait, what?

      • Ferret7446 2 days ago

        Er, that's not how flight sims work. Moving your joystick "left" rolls left. To "point left", you push your joystick left and then down and then back right (roll, pitch, roll). The model is totally different.

        • bigstrat2003 2 days ago

          That very much depends on the game. I cut my teeth on the X-Wing games, where the x axis was for yaw, not roll. To roll you would hold down the top joystick button and move the stick left/right. As a result, to this day I have to remap any game which puts roll on the x axis. It just feels wrong.

      • flohofwoe 2 days ago

        > Flight sims invert only one axis, how weird.

        The reason is explained here starting at around timestamp 16:00, it's not weird at all but completely intuitive:

        https://archive.org/details/the-secret-of-flight/Secret+Of+F...

  • jameskilton 2 days ago

    I invert (Clair Obscur most recently) because I'm controlling the camera. If I want to look to the left, the camera has to move to the right. I can't play third-person any other way and I have tried!

    • andrewmcwatters 2 days ago

      Oh man... I've never read anyone perceiving third-person movement controls this way before and you just blew my mind.

    • squigz 2 days ago

      But you are the camera!

      • ash_091 2 days ago

        GP is talking about third person perspective games. "You" (the character you're playing) aren't the camera. You are the character the camera points to.

        The camera is hovering somewhere above/behind the player character. To move the field of view left while keeping the player centered in the FOV, the camera has to translate/orbit right.

        • abhinavk 2 days ago

          In a 3rd person perspective game, I am controlling a character that I can see with my eyes. I'm not the character.

          • ash_091 2 days ago

            Yes. I clarified that "you" meant something different from the usual meaning in the comment you're replying to.

            Are you making a joke? I feel like I'm being whooshed.

            • altairprime a day ago

              You each view the world differently, and neither of you are right or wrong. I had to learn spherical astronomy to get the East/West flips on basic up-facing first-person charts correct, and I have to invert differently for first- and third-person views in video games. Not to mention the nightmare of how camera independent axes controls sometimes swap “left” and “right” rotation on the Q and E keys because game designers assume that their mental model of CW and CCW inputs is universal across all players and each game has a coin flip chance of being different from the next. It most definitely is not! (Do you slew the camera from the direction, or do you pivot the camera to the direction?)

  • Grumpily3962 2 days ago

    Interesting conclusion. My wife struggles with controls in 3d games and is notably not a shape-rotator, but she is a great illustrator. On the other hand, I can assemble ikea blindfolded, but cannot even approximate a human form on paper. Maybe she should try inverted.

  • dustbunny 2 days ago

    I really feel like the result regarding "non inverters were faster" probably won't replicate and was just this group of researchers needing to produce some kind of tangible result from their research. It just doesn't add up.

  • 4ad 2 days ago

    I don't play video games but I invert the trackpad scroll direction on macOS. I cannot understand people who use the default "natural" scrolling, it's anything but natural, and it's baffling that it's the default.

    • arp242 2 days ago

      I once had an Apple fanboy explain to me at excruciating length that my preference was actually factually and objectively wrong, and that everyone should use the macOS scrolling and that anyone who doesn't is just stupid. I do not miss the Apple fanboys.

  • Waterluvian 2 days ago

    Huh. I always thought it was far simpler: back in the day we loved flight sims and joysticks. Then our D-pad console controllers got joysticks. So naturally the devs went with what they knew. The rest is just inertia.

  • kylec 2 days ago

    I REALLY wish this was a setting I could set once on my computer and ALL games respected it. I prefer inverted X and Y but there’s SO many games out there that just don’t provide this as a setting. I’ve tried playing with non-inverted but I end up just getting frustrated and stopping.

    • flohofwoe 2 days ago

      IIRC the Xbox had global controller settings like this. Not sure if games had to opt-in though.

      The problem for me is that I prefer inverted only for specific control schemes (e.g. airplanes inverted, but first person non-inverted).

  • deadbabe 2 days ago

    When you grab the back of a person’s head tightly, and want to make them look up, which direction do you pull?

    • jayknight 2 days ago

      This is how my brain works too. The joystick is the head and my thumb is on top. I pull back to make the little joystick man look up, and push forward to look down.

      Edit to add:

      >It turns out the most predictive out of all the factors we measured was how quickly gamers could mentally rotate things and overcome the Simon effect. The faster they were, the less likely they were to invert. People who said they sometimes inverted were by far the slowest on these tasks.

      This tracks with me. I feel like games that require quick multi-dimensional movements (FPS includes) I'm dreadfully slow at. Especially if the game doesn't have the one control setup that my brain prefers, which many don't.

    • saberience 2 days ago

      Sure. But assaulting a person isn't the same as playing a videogame is it?

      Also, you can make completely irrelevent analogies in the other direction too.

      E.g. When you're looking at the cinema and want to move your eyes to look at the top, where do do you move them? You move them up.

      Most people prefer to play where up means up, which makes complete sense.

      • deadbabe a day ago

        Don’t know about you but I feel muscles pulling on my eyeballs to move them. I don’t push them up.

        • saberience a day ago

          Most people playing videogames seem to disagree with you. They agree that up means up.

    • cortesoft 2 days ago

      Ok, then answer this: When you grab the the back of a person's head tightly, and you want to make them look left, which direction do you pull?

      Yet, very few people play inverted X axis...

      • jayknight 2 days ago

        To me, the y axis in the controller is forward, not up. So push head forward to look down. There's no rotation on most joysticks, so there's no 1-to-1 comparison between the two.

        I like my right x-axis to be strafing and my left x-axis to be turning, which makes turning while walking way more natural to me.

        • cortesoft 2 days ago

          I think the article is right, and some of your explanation is post rationalization rather than actual reason.

    • elpakal 2 days ago

      Depends on if he’s hanging upside down or not

  • AstroNutt 2 days ago

    When I got my first Xbox, I had hell playing Halo and Call of Duty, until I found the look inversion in settings. I immediately got better at playing. My friends hated it when I came over to play on their console because I always screwed with their controller settings.

    Look inversion always felt natural. I never played flight simulators either. It must have been something I got used to on an arcade game in the 80's. I have no clue what game it could have been though. I wish I had all those quarters back.

  • nkrisc 2 days ago

    For me, context is important. Simulated fight? I can only play with inverted Y axis. Everything else, I’m completely useless with inverted Y.

    It seems silly because it’s all equally imaginary, but that’s how it is.

    Makes no difference if it’s a mouse or joystick.

  • sebtron 2 days ago

    > “It turns out the most predictive out of all the factors we measured was how quickly gamers could mentally rotate things and overcome the Simon effect. The faster they were, the less likely they were to invert. People who said they sometimes inverted were by far the slowest on these tasks.” So does this mean non-inverters are better gamers? No, says Corbett. “Though they tended to be faster, they didn’t get the correct answer more than inverters who were actually slightly more accurate.”

    > In short, gamers think they are an inverter or a non-inverter because of how they were first exposed to game controls. Someone who played a lot of flight sims in the 1980s may have unconsciously taught themselves to invert and now they consider that their innate preference; alternatively a gamer who grew up in the 2000s, when non-inverted controls became prevalent may think they are naturally a non-inverter. However, cognitive tests suggest otherwise. It’s much more likely that you invert or don’t invert due to how your brain perceives objects in 3D space.

    Or maybe it is the opposite: playing frequently with (non-)inverted controls makes you better at the kind of games they made the subjects play in this test. This article does a very poor job convincing me that their thesis is correct.

    My personal experience is that I never played a 3D game with a controller until a couple of years ago (I am 31). Always keyboars and mouse now. When I started, my girlfriend asked me if I preferred normal controls. I was equally terrible with either, so we stuck to whatever she prefers (both axes inverted). I have a very hard time believing that this is not just a matter of practice.

  • thebruce87m 2 days ago

    Chuck Yeager made me do it! Or maybe it was EA.

    https://en.m.wikipedia.org/wiki/Chuck_Yeager%27s_Air_Combat

    • akgoel 2 days ago

      For me, it was Wing Commander

    • darren0 2 days ago

      No, it was Top Gun on NES.

  • AnimalMuppet 2 days ago

    Because their heads are screwed on backwards. Duh.

    (/s, obviously. No actual offense intended to anyone who operates this way...)

  • pdpi 2 days ago

    Inverted Y axis means that the stick mirrors my head movements.

    • cortesoft 2 days ago

      Why wouldn't you also need an inverted X axis to truly mirror your head movements?

      • allenu 2 days ago

        That's true. I used to think I was mentally modeling the input as dragging a joystick on the back of the character's head, but it doesn't quite work if you are looking left and right. Now I wonder if it's a lot more subconscious and the "model" explanation is just a rationalization that feels right.

        Maybe it's like how some people feel more natural goofy foot on a skateboard/snowboard than the regular way, regardless of their handedness.

        • cortesoft 2 days ago

          I do think a lot of the reasons we believe are just attempts to rationalize what just feels natural to us.

          I definitely feel more natural goofy, although I am right handed... but I am also left footed, so I am all kinds of messed up.

        • Izkata 2 days ago

          The model is dragging the head itself as if it is a joystick. Left and right don't swap, but arrow up maps to forward, which tilts the head down.

      • 2 days ago
        [deleted]
    • netsharc 2 days ago

      The word "mirrors" seems unfortunate here... But yeah, imagine a giant thumb on your head, to make your head look to the sky, the thumb has to pull it backwards.

  • arkaic a day ago

    I used to invert them but realized two things: 1: anyone can adapt to any control scheme given enough time (which isn't much) 2: majority of games default to, and people play with, non inverted controls. If you don't see yourself playing flight sims constantl y, it's just easier for everyone involved to learn the noninverted controls so that no one has to constantly change control mappings

  • astockwell 2 days ago

    Disclosure: Didn’t read. But I did always get heckled at gatherings for inverting my controls, and then forgetting to switch them back. I think it came from whatever console you started with first (Sega Saturn), if you played early PC joystick games (Tie Fighter!), and Goldeneye’s Solitare configuration, which allowed deadly accuracy without needing to invoke the crosshairs.

    • lll-o-lll 2 days ago

      This is specifically mentioned in the article as the common reason given, but that it is wrong. People think this is why, but then they study them and it’s an innate difference.

      • saberience 2 days ago

        It's not as simple as whatever this article says. I can play inverted and regulary and have played games throughout my life in both ways. So it's not simply an "innate" difference.

        It's preference, and people can easily learn the difference if they played for 10 mins. It's easy to get used to.

        • filleduchaos a day ago

          The article itself notes that people can do both (to varying degrees).

          Preferences can in fact be innate, and "innate" does not imply mutual exclusivity.

    • elpakal 2 days ago

      Fellow inverter and this theory makes total sense

  • wowczarek 2 days ago

    Not a gamer as such apart from "I've played some computer games at some points in my life". I don't know about the current generation(s!) of gamers, but in DN3D and Quake when "mouselook" was first added, the default was what "inverted" as in forward = aim down. Then "invert mouse" was added that made it "normal". I did very little flight sims but I played quake, Q2, Q3 and Half-Life this way (forward=down), possibly also HL2 and I can't remember why, then I switched. My best friend from school also played this way. I honestly don't remember how it started; I always thought it was because that's how I first played.

  • tmtvl 2 days ago

    As someone who prefers plane-style controls, I would say that have a rather hard time mentally rotating 3D controls. I suppose that's what the article would call 'inverted controls', but the description is terrible: 'push down on the controller to make their onscreen character look down'. A better description would be 'move the right analogue stick back in order to make the camera face down'.

    Regardless, if motorcycle-style controls (forward to point the camera up) would make me faster but less accurate then I'm not interested. I'm the type to prioritise accuracy over speed.

    • filleduchaos a day ago

      The description isn't terrible, though. That's what the input direction is called (see also d-pad down, arrow down)

  • sjrd 2 days ago

    I'm not surprised. I have introduced several people to gaming, both adults and children. I let them all start with the default settings, and I don't even tell them there are settings. Then I observe their movements. I observe whether they consistently (or very often) start looking the wrong way before correcting. If they do that a lot, I change the settings, and it's smooth sailing from there.

    So from my anecdotal perspective, explanations based on previous experience make no sense. It had to be something more innate, more related to how our brains are "wired".

    Some people invert Y but not X. This is the most surprising to me. Most I've seen invert both. I don't remember having seen someone invert X but not Y.

    Personally I invert both, except for games with a mouse to aim (like 3rd person shooters). In that case I invert neither. Go figure.

    • bigstrat2003 2 days ago

      > Some people invert Y but not X. This is the most surprising to me. Most I've seen invert both. I don't remember having seen someone invert X but not Y.

      Interesting, because I've never seen someone invert X. They either invert Y, or neither. Personally I invert Y only in flight games, anything else feels wrong to me.

  • liveoneggs 2 days ago

    I invert Y axis in games, disable "natural" scroll on touchpads, and ride a skateboard goofy.

  • wewewedxfgdf 2 days ago

    It drives ma absolutely bananas that you cannot easily invert your mouse wheel direction in either Windows or Macos.

    When I scroll up my brain breaks because the display goes in the opposite direction to what I expect.

    You'd think it would be a key feature because every game provides direction inversion.

    • JulianWasTaken 2 days ago

      What are you referring to? Inverting scroll wheel direction in macOS is trivial (and one of the first things I change), you just uncheck the "natural scrolling" checkbox.

  • gorgoiler 2 days ago

    I play games but not that often. What I find puzzling is that whenever I start out in a new first-person perspective game, it takes me a while to even figure out something’s wrong. I can play uninverted-Y just about well enough to not immediately notice.

    Rationally, I know I want invert-Y turned on and I know it’s probably off by default, but for the life of me it takes a good few minutes to figure out that the controls aren’t quite right and something needs changing.

    It’s like being able to eat with inverted fork and knife just well enough that it takes a while to notice something is wrong.

  • bethekidyouwant 2 days ago

    Because we started on a flight-sim?

    • the_af 2 days ago

      The article addresses this, and hints at evidence this might not be the actual answer.

  • MintPaw 2 days ago

    Seems super light on details, I guess I'm supposed to read the paper that's not linked? Not sure why this has to be new journalist and scientific research, couldn't you just ask Microsoft for some Halo stats and call it a day?

  • mproud 2 days ago

    Wayyyyy back in the day, I got a copy of Descent.

    When you’re flying that spaceship, you’re best to use the default controls — pivoting is the name of the game.

    Ever since then, that’s just how I was comfortable doing things.

    • wingmanjd 21 hours ago

      I still change any FPS game keybinds to mimic as close as I can to Descent controls.

    • xnx 2 days ago

      Descent is one of the rare games that really benefits from two joysticks.

  • amalcon 2 days ago

    I am somewhat weird among my peers in this respect: I invert Y on joystick controls only (and leave it as default for mouse controls). Probably there are other people who do this - it certainly makes sense to me - but almost everyone else (invert-Y or not) seems to find this odd when I actually discuss it.

    It didn't super matter until I started using a steam deck, which has both joysticks and touchpads. I usually need to reverse one or the other in the steam controller mapping, since few games let you configure invert-Y separately for different input devices.

  • regus 2 days ago

    I will never understand these people who invert their camera controls, especially in something like Dark Souls. You are playing as a knight not an airplane.

    • a_cardboard_box 2 days ago

      The stick is the player character's head. Pull back their head and they look up.

  • petepete 2 days ago

    For me it was because I'm right handed and if I was holding a gun with both hands I'd move my right hand down to aim up.

    It just makes sense that way. I can't adjust.

    • esseph 2 days ago

      Except you wouldn't move your right hand, because that would change the sight plane.

      You'd move your left hand, pushing up against the stock/handguard.

  • jrm4 2 days ago

    The physical movement of "looking upwards" involves a muscle (your neck) going down

    This feels so obvious to me as an inverter.

  • dvdhs a day ago

    Inverted x and y has always made sense to me; I think of controlling a camera on a gimbal, so to look to the right the camera needs to swing to the left

  • HK-NC a day ago

    Id like to know why so many, if not all in my experience, early 3D games were inverted by default? If regular style appears to be considerably more common how did that avoid being the standard?

  • penguin_booze a day ago

    The notion of splits in vim and tmux and inverted. I.e., what vim calls vertical split is what tmux calls horizontal split. As a life-long vimmer, naturally, I'm in the vim camp.

  • 2 days ago
    [deleted]
  • manchmalscott 2 days ago

    I specifically prefer inverted controls in third person (tilting the stick up moves the camera up, so to point at the character it must then tilt the view down), but non-inverted controls in first person (tilting up points my view up).

  • userbinator 2 days ago

    Of course for those who learned the "correct" controls from aviation, the real question is why planes have the stick "inverted" and how that tradition started.

    • scoofy 2 days ago

      I suspect it is to prevent cascading mistakes. In aviation the controls move in the opposite way of the shift from the current vector of the pilot, that way, if you bump the control, you’re not moved in the direction to exaggerate the mistake.

  • xnx 2 days ago

    "Inverted" is definitely correct for flight sims and (probably) third person games, but is less obvious for first person where you are moving a reticle.

  • 2OEH8eoCRo0 2 days ago

    I inverted mine because I grew up on joystick games like Falcon

    • cortesoft 2 days ago

      At least you think that is the reason... if you read the article, it addresses this.

  • rom1v 2 days ago

    Why do I always invert the Y-axis but never the X-axis?

    • geor9e 2 days ago

      Because motion along the x-axis (left-right) is a body rotation about the gravity vector. y-axis motion is not.

      We are upright beings in a gravitational field, so if we see a berry to the left of our visual field, we turn our whole body to face it. Then we walk towards it. We do this from a first person vantage only. We don't see our own backs - just the world itself.

      But if a berry is above our visual field, we can't rotate our body that way. That would make us fall over. We instead remain vertical to gravity and rotate a third-person thing. We tilt something else like an arm or stick in the direction. We see this from a third-person vantage only. We see the back of the arm, or back of the stick. If the berry is up high, the part of the stick closer to us is down low. We see the inverted end moving, so it becomes intuitive. Of course, you can focus on the far end of the stick and get a non-inverted intuition too. But this is only possible from a third-person view which we don't often get when our bodies so easily rotate about the gravity vector.

  • almosthere 2 days ago

    Some have pilot controls and some have eye aim

  • lanfeust6 2 days ago

    I think mostly I'm just used to it. Maybe inverted-Y was a common default at some point.

  • maxglute a day ago

    Why isnt gyro gaming more popular.

  • Marazan 2 days ago

    Because some people understand how to setup controls properly.

  • Izikiel43 2 days ago

    I invert vertical axis always, and I’m on the camp of first being exposed to flight simulators for games.

    Using regular configuration feels wrong.

  • zoklet-enjoyer 2 days ago

    Because that's what my uncle taught me on his PC in the early 90s