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Level Up.pdf

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162 LEVEL 7 The Three Cs, Part 3—Controls<br />

• Play a “ negative response ” sound effect or animation to make it clear to<br />

the player that this control isn ’ t available. I always liked that the character<br />

in Dark Castle shrugged his shoulders if he was out of ammo or missing<br />

a key.<br />

• Make it clear during your training mode that a button is inactive.<br />

Then make a big deal when it is unlocked. Br ü tal Legend stops the<br />

game dead and shows a full - screen graphic whenever the main<br />

character gets a new move. Just remember (a) not to teach more than<br />

one new move at a time, and (b) don ’ t jam new moves down the<br />

player ’ s throat too quickly. Players tune out if they get overloaded with<br />

information.<br />

• Assign a redundant but related function. If the triangle button is slated<br />

for a projectile attack that the player doesn ’ t have yet, assign the melee<br />

attack to the button until they find that kill - o - zap blaster. The player will<br />

mentally equate the triangle button with combat until the “ true ” move is<br />

unlocked.<br />

With the advent of motion controls like the Wii Remote and Project Natal,<br />

designers now have an opportunity to recreate real - world controls for<br />

moves. But before we get into that, let ’ s talk about how to get the most<br />

reality out of traditional controllers.<br />

One of the best examples of recreating real - world moves using an analog<br />

stick can be found in Pitfall: The Lost Expedition. (Activision, 2004). In the<br />

game, water is health and the player carries a canteen to hold water.<br />

Whenever the player comes across a cistern, he pushes the stick forward<br />

to fill the canteen. When he pulls back on the stick, the hero Harry takes a<br />

drink from the canteen to replenish his health. The clever combination of<br />

intention and animation makes this feel very satisfying. Mapping the moves<br />

to logical control locations helps immerse the player into the game world.<br />

In Maximo: Ghosts to Glory, the goal was to create an “ out- of- game ”<br />

correlation between Maximo ’ s moves and the real - world Playstation 2<br />

controller.

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