A long time ago…
Notice how James does not even attempt to role-play as the angry nerd and instead gives his full honest opinion about the game.
It was a rare moment in the AVGN trilogy for James, and this quote is the one I carry with me to this very day.
So today
Whenever I research a game I really want to buy, I always check the quality of the controls the game gives me.
- How does the basic movement of your character feel?
- Can I execute a set of commands easily, or is it restricted?
- If it is restricted, was there a good reason for it?
- Does the character feel stiff or junky when playing?
- How did the developers map the moveset of the character into the control?
There are so many things to cover in this post, so I’ll probably re-post or update the original if I feel like I missed something..
But I’ll try to do my best to explain every aspect I can about the sense of control
Update
So, as I was starting to write one of my points, I realized just how long this post would be if I didn’t cut it into separated sub-posts.
Hence, why I’ll occasionally update the main post with new sub-posts.
Sub-posts
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Advanced Movement and Maneuver
“Basic and Advanced Movement and/or Maneuver” is a subject that might seem simple at first, but depending on how developers implement it, it can drastically change the engagement of the game.
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One response to “The importance of Control”
[…] Yes, in fact, but it’s very rare.I personally know a specific game that I mentioned in my earlier post about movement,which is a sub-post to my grandious mini project about “The importance of control“ […]