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But How Does It Quake?
A fundamental problem with this device, in my opinion, is that it's being marketed toward gamers. From a marketing standpoint, this is a good thing. Gamers typically have the discretionary cash to be able to afford gems like these, and they usually have a good amount of collaboration when it comes to tools customization and development. In other words, the gamers will know how to tweak these devices to make them work to their needs.
 Ken Schmitt's Emperor: Battle for Dune layout
Unfortunately, though, games aren't really what the ID-75 is best used with. In some games, it's true that the ID-75 can provide access to some commonly-used functions, or set up a macro-system to perform various functions systematically within a game. For instance, you could set up a rocket-jump button for Quake. The problem is, would you stop playing Quake long enough to look over at the ID-75 and hit the rocket-jump button? Probably not. Furthermore, the ID-75 provides a lot of functionality for games, but when it comes down to it, the ID-75 is really just a good device to shore up the problems left behind by a bad user interface. Most really good games don't need any extra gadgets for controlling because everything's already a mouse-click away. Some of the more advanced features are useful, though.
Ultimately, the ID-75's usefulness to gaming is what you make of it. TechTV summed it up rather well when they previewed the device at E3, saying that it would simplify game control because you'd be able to come up with customized controls that work intelligently because they're designed by you. So, with that in mind, the ID-75 works best with games when you're willing to invest the time and effort to design your own custom profiles for games.
>> Conclusion
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