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Level Up.pdf

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The Three Cs, Part 3—Controls 157<br />

When you are designing controls, try establishing design rules for your<br />

controls schemes based on hand placement (for example, in FPS games it ’ s<br />

common to use the keyboard for character movement and the mouse for<br />

aiming and shooting). Not only is it helpful when determining what controls<br />

go where on the controller, but the player will begin to associate muscle<br />

movement with a certain action even if they don ’ t realize they are doing it.<br />

Speaking of keyboards, just because you have a whole keyboard available<br />

for use, doesn ’ t mean you have to use every single key. Keeping your<br />

keyboard controls localized around commonly used key groupings like<br />

QWERTY or ASWD makes it easier for players to adapt to.

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