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Simplifying interfaces isn't a PC to console phenomomenom and it doesn't necessarily simplify the game.
PC games in the 90s were going through the same changes, especially point and click games (think the change from the old Sierra games through to Maniac Mansion / Zak McKracken, then Monkey Island era stuff leading to games like Sam and Max).
Adventure games were really logical puzzle games. Part of their challenge was the fact that you had all these commands, and all these items/situations, and had to figure out which command would solve which item/situational puzzle at which point. If you take away ALL the commands and replace them with a single "ACTION" command, which is context-sensitive and automatically does whatever needs to be done at every point, you are reducing the complexity of the game. I know this claim might sound strange to some people, but that's how those games worked. They forced you to THINK about which command to use, if for no other reason than to save time from mindlessly clicking on every command/item combination with the hope of eventually stumbling upon the correct one.
Now, I am not saying that this kind of adventure game is superior to the "streamlined" point-and-click kind. But some people developed a taste for the old style, which had its charms. Simplifying the interface in such games is tantamount to killing them. Some would call it "evolving" them -- and that is true too. But something was also lost in that evolution.
To sum up: all I want to say is that, sometimes, figuring out a complex interface can be part of the fun itself -- if you are the kind of person who likes to tinker with complex stuff just for the hell of it. Take the old Microprose simulators. Getting the damn submarine in Silent Service or the damn tank in M1 Tank Platoon to even BEGIN TO MOVE was a challenge in itself -- and therefore offered its own rewards. Sure, you could always make a Silent Service eXtreme for the 360, or an M1 Tank Platoon console sequel, where everything would happen with the press of two buttons -- but wouldn't you be robbing the games of a great part of what made them interesting in the first place?
The interface question is not at all a cut and dried one.
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Map screen: Left and right bumpers cycle through cities. Left and right triggers cycle through units. Left stick moves cursor. Tap A to select a unit with cursor. Double tap A to enter city screen. Tap B to deselect a unit or exit city screen. Move units like you do in Fire Emblem / Shining Force (get it?) EDIT: Right stick quick scrolls map.
City Screen: Left and right triggers or bumpers cycle through menus. Tap X to allocate workers to surrounding map tiles, select the tiles like you'd arrange your formation at the start of a battle in Fire Emblem / Shining Force (again.)
I guess you are completely disregarding what I said about the way I play the game. Or you play it so differently (smaller maps/lower difficulty) that you have no idea what I am talking about.
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Also, this just flies in the face of all evidence. If the control issue was a non-issue, we'd have been seeing complex strategy games on consoles since the days of the NES. Instead, 90%+ of them are computer exclusive.