I would contend that a better way to do it would be to actually design and build the game around a control scheme that is completely customizable, and includes support for keyboard/mouse and Xbox 360 controllers. Devise a control scheme that can do everything you want to do sensibly on a Xbox controller (none of this "hold A and pull right trigger, then tap left shoulder button" crap I found in one game recently), map the controls on PC to standard, let the player remap them all, and make sure that everything in the game that may involve controls is designed so that it understands that there may be a different device running as the controller.
I can't even think of how many Capcom games that I've tried would tell me "Press [A]" for a quick event thing (quick events are just crap parts of games anyway), while I'm using a keyboard. "A" is not [A]. Or the tutorials would onyl give instructions on how to operate the game using xbox controls on the display .. and there was no way to see what the keyboard keys were bound to.
It's no wonder they have thought in the past that PC games weren't worth making because of piracy . . they make games people want, but then the PC versions turn out so bad that they are unplayable.