Cant blame people to feel something without knowing how to technically describe it. When you go to a doctor, they wont be expecting you to tell them “So doctor, the other day my reuptake of GLP was a little concerning, so I observed that my fasting pro-insulin was a little bit higher. I might be getting pre diabetic”. Doctors will be expecting something more along the lines: “Doctor, without any reason, sometimes I feel like my feet is sleeping and like many needles are poking it. What is happening ?”
The technical way to detect “consolization” is not always that intuitive at first, but you will feel the results in PC play when it is “well under way”.
Consolization is often done for two reasons:
A - Devs try to make a plain field to incorporate multiplatform gaming. Which might seem a “good idea”, specially when you have a dwindling player base, but it might upset, specially PC players, not because they are “better”, or because they are “more demadning”, but simply because of the data analysis. A keyboard has over 100 keys, and a mouse has on average 4 buttons and 6 axis. It is way more than the average controller has both in buttons and axis. The difference is the same as asking a Chinese person to use Indo-European characters even if they look “chinese” on the outside. The words might be the same, the writting might be equivalent, but the mindset and the data significance of each move is different.
B - Devs who are not that smart trying to save work by simplifying the input structure. I say not smart, because if is often an overlook to the fact that Unreal Engine does have native and plugin added support to translate controller scheme between the two. IT is not perfect, but it does work better than having a “transliteration of controls”.
Consolization is a problem often to PC keyboard players because we often prefer to use the keyboard because we already use it for other things, and might have a better muscle memory of the keyboard. Even if you dont really type that fast, you still have better use of the keyboard.
It is frustrating that you can use multiple bindings for things consoles use “press this button on this situation to do A, and in that situation to do B, if you hold, then it does C”.
Also, the same way people in general say “custom stack is a staple of any game that has inventory”, some styles of binding are staples of PC keyboard gaming, and consolization is forcing people who chose to play PC games on keyboard to “go back”.
The exact same outrage you might feel that you need to split stacks multiple times, and then combine them to achieve what you could do using a custom stack, keyboard players feel when they need to “use multiple times the side and back buttons” to do what originally turning the mouse would.