There's an old adage: If it ain't broke, don't fix it. But this clearly doesn't apply when it comes to the gaming world, and as the technology and power of gaming machines improves, old classics are constantly being re-invented and improved upon. It amazes me, therefore, that FPS and games with a first-person perspective have still not fully addressed what I like to call the 'fixed head' problem. PC game developers have been aware of this for quite some time now, and most FPS on this platform offer some form of independent head movement - by way of head-tracking devises (as a non-PC gamer, I don't fully understand this area, but suffice to say I know it exists). However, the console gamer is still forced to play with characters who, essentially, can't turn their heads, and I think it's about time the issue was looked at. Let me explain further. When you study the controller layout for the vast majority of FPS, you're told that the left stick controls movement, while 'look' is assigned to the right stick. But this isn't strictly the case, as the right stick doesn't just turn the head, but the whole body. And this is where the problems start. Not only does this method of 'movement' accentuate the fact that your peripheral vision is non existent (the 'blinkered' effect) it also causes major problems during battles and / or when evading the enemy, as you can only 'see' in the direction you are moving. To compensate for this restriction, gamers have developed a technique in which they turn to 'look' sideways, while maintaining their original path by strafing or 'crabbing'. In real life, this would be the same as walking down the street, along a row of shops, then turning your whole body through 90 degrees to look at the shops, while walking sideways to continue on the same path. In other words, not ideal. One of the problems for the console market, is that in the past we were stuck with a controller which for reasons of practicality can only feature so many buttons. But this is no longer the case. A cheap and basic keyboard can now be plugged into consoles, potentially giving us the same array of options and control over gameplay as PC users. But it doesn't stop there, and it is with the widely unused motion censors in today's controllers that my idea for a possible solution to the FPS fixed head problem lies. Bare in mind this is only an idea, and extensive testing and experimentation would be required before it was even considered viable, but here it is. Imagine the controller is your head, and let's say the shoulder buttons are your eyes (in a purely positional sense). The controls would be identical to the standard layout we all know, but now, any movement of the controller itself would be reflected in the game, giving the player total freedom to 'look' around their environment without having to deviate from the path they're on. Of course, potential problems with this are immediately apparent. For instance players would have to ensure the controller was held flat and directly ahead, in order to see where they're going, but this could be very easily fixed by having a button which 'unlocks' the head movement. Press the button, and the motion censor is active, allowing free head movement. Press the button again, and the viewpoint returns to default, disabling the motion censor at the same time. And of course, the individual could simply disable this option from the off, if they find it didn't work for them. Thoughts?