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> I think the reason is more fundamental: with a mouse, you're doing a direct translation (distance in pad → distance on screen), while with a gamepad you're doing an indirect translation (distance in stick → velocity in screen).

There's no fundamental reason this has to be the case, of course; if the developer wanted to, they could use stick input as position rather than velocity. Conceptually, this is no different than using a high resolution trackball.



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