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Level Up.pdf

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

Xbox 360 controller, the left and right shoulder buttons are physically<br />

smaller than the left and right shoulder triggers. You should assign “ quick<br />

move ” functions to the shoulder triggers such as shooting, braking, and<br />

acceleration or melee attacks. Why? In the heat of combat or as the<br />

player skids around a corner, the player will want to quickly respond to<br />

the situation. With the smaller shoulder button, there is a risk of the<br />

player ’ s finger slipping off. Use these smaller buttons for “ slow move ”<br />

functions, such as precision aiming, looking at a map screen, or swapping<br />

inventory.<br />

Speaking of “ quick moves, ” I can ’ t believe I ’ ve gone this far into the chapter<br />

without mentioning this very important thing about controls:<br />

AS THE BUTTON IS PRESSED, THE ACTION SHOULD HAPPEN<br />

Don ’ t get me wrong, I love beautiful character animation as much as the<br />

next guy, but nothing pisses off a player faster than pressing a button and<br />

then having to wait for the gorgeous animation to finish playing. The only<br />

thing that happens quickly in these situations is the player dying due to<br />

misjudged timing or stray enemy attacks. Save the nice animation for the<br />

finish of the move. Or in other words, when the player presses jump, the<br />

game should say “ how high? ”<br />

Long animation and controls do have their place, as long as there is a<br />

balance between the risk and reward. Mark of Kri has some very long<br />

wind - ups for attacks, but they are the most powerful attacks in the game.<br />

When you hit an enemy with one of those suckers, they aren ’ t getting<br />

back up again. The risk is the wind - up; the reward is the high damage or<br />

instant kill.<br />

Character or Camera Relative?<br />

A common snare that game designers can get into is creating controls<br />

that alternate between being character relative and camera relative.<br />

Because of the frustration it can cause to the player, the designer needs to<br />

pick one control scheme or the other for the duration of the game and<br />

STICK WITH IT.<br />

With a camera - relative control scheme, the controls change depending on<br />

which way the character is facing the camera. Say we are playing a survival<br />

horror game: “Terror Zombie Death Mansion 3” , and our stalwart hero<br />

stands in a hallway.

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