Comments on: Editorial: Scheming For Control http://lusipurr.com/2015/04/17/editorial-scheming-for-control/ Sun, 13 Mar 2016 02:17:14 +0000 hourly 1 https://wordpress.org/?v=4.4.2 By: Java http://lusipurr.com/2015/04/17/editorial-scheming-for-control/#comment-90604 Sun, 19 Apr 2015 18:23:18 +0000 http://lusipurr.com/?p=12752#comment-90604 Ahh, I really should have went with my gut and just reworked that whole part. I find it terribly difficult to put into words.

This example might help. Back when I played WoW, with all it’s flexibility with keybindings and the benefits of a full keyboard, I would set up one control scheme for everything. Regardless of what character I played (usually priest or rogue), they felt identical on the control end, hitting the same few keys over and over again. In game, of course, the results of the keystrokes were different, but I personally was going through a lot of the same motions.

In Freedom Wars, I encountered an actual need to learn different patters, and give up certain things when I would change my play style depending on the mission. As a thorn user, my thorn became the right bumper on the Vita, and my weapon would drop to the square button, making it really hard to aim and shoot something without standing still for a moment. The Marksman scheme swaps them back out, making it difficult to use your thorn as anything other than an assist on drag downs, or maybe grabbing some higher ground when you are not being fired at.

All poor wording on my part, but I still am having trouble explaining it. The focus was supposed to be the need for swapping schemes due to intentional design, as opposed to having that “good for everything” control setup.

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By: Lusipurr http://lusipurr.com/2015/04/17/editorial-scheming-for-control/#comment-90602 Sun, 19 Apr 2015 05:08:54 +0000 http://lusipurr.com/?p=12752#comment-90602 In other games that give one the freedom to customize controls, something is sometimes lost. There is no tactile difference between playing the classes being offered because one uses the same buttons to do any given action as they please regardless of character type.

Hmm. But, generalising outwards, aren’t all gamse that use ‘a’ to ‘jump’ in essence the same, then? I’m not sure I follow the logic that because the same general action takes place when a button is pressed, then something is lost. After all, in a fighting game the punch button throws a punch, the jump button jumps, the kick button kicks–the only things that differ across characters are combo moves and telegraphy/delays/damage (i.e. BBA does X move for one character, whereas it does nothing for another).

That bottom picture looks like our staff Game Enjoyment Lounge.

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