Why did tank controls die? How come nowadays developers shy away from more realistic approach to movement in favor of twitch controls?
>from more realistic approach to movemen
Because controllers have evolved to the point where you have to choose between controlling the camera or movement, you can now do both. Hell, such has been the case for 20 years now.
Tank controls existed because nobody had figured out how to make movement + camera controls simultaneous, and because it's been figured out/near perfected, there's no need to return to fixed angles and tank controls unless you've got some nostalgia hardon.
>Why did tank controls die?
Because it's fucking shit tier. If your character is facing south, you gotta press UP to move him more south. That shit confuses the fuck out of everyone.
Why didn't they have fixed camera angles with free movement back then? I mean wouldn't it be simpler to make the player move in the direction the button was pressed on the d-pad?
>How come nowadays developers shy away from more realistic approach to movement in favor of twitch controls?
It's not realistic either because you're viewing things from birds eye view.
>Why didn't they have fixed camera angles with free movement back then?
Because that only works if the camera is fixed overhead rather than from a corner as most fixed angle views were wont to be.
But as I mentioned, it was figured out pretty quickly how to create a control scheme that removed the need to fix the camera in place, so they didn't need to figure out free movement controls, at least until Devil May Cry.
Fixed angles can still be useful for the purposes of graphical fidelity. When a player can look around on their own terms then you have to spend resources, both from a processing power sense and from a design/economical sense, on every possible thing they could see. With a fixed camera their field of view is much smaller and you can devote more time/money/processing power to just that one section.
Don't worry, they still exist. It's just that western action games and RPGs have taken to using them to make the animations blend slightly more realistically. The Witcher 3, for example.
Man I kind of miss tank controls sometimes.
There was this sort of satisfaction in figuring out "wait what the fuck is up with this control scheme?", especially in the early days of 3D games.
You had to master the controls, and when you did, it felt good. Like in old MGS and RE. Nowadays everyone does a third-person shooter the same for example. It's sort of boring.