> It's not a design limitation.
Of course it is. The ergonomics of controller design are profoundly based on gripping the device with both palms while pushing buttons with the thumbs. The buttons are too small and too close together to rest several fingers on, while the button groups are spaced too close together to fit both hands over. There are buttons on either side of the device, and big paddle-shaped appendages that vibrate.
Is it the only way it's physically possible to hold it? No, and the very fact that competitive players need to hold it in a way it wasn't designed for indicates the fact that the design is limiting.
> Hell, this guy (Brolylegs) was a top bracket player in Street Fighter in EVO and he uses his face on a gamepad to play a game that requires directional control and six buttons to play properly.
Hey, don't get me wrong, consoles are great for accessibility. The same design tradeoffs that make them approachable and comfortable to gamers in general mean it's relatively easy to use assistive devices without sacrificing too much performance.
By contrast, the keyboard-mouse setup which is designed to wring as much speed and accuracy as possible out of the human hands is much less accessible.
> So "hey, I can use a device designed for text entry as a game controller" isn't like a PHP hammer?
It might be if there were something better. We're in the second decade of gaming keyboard design, but it's pretty hard to beat having a couple of buttons under every finger. The keyboard was designed, back in the day, to let you push a large number of different buttons quasi-arbitrarily and very, very quickly. It's hardly random that they work well for video games.
But, again, don't get me wrong. You don't always want to play a really serious video game. Most people never do. Consoles were designed this way on purpose, because most people just want to hang out on the couch and have a good time. There's nothing wrong with that at all.