posted by Falthorn
pt3
Context Sensitive actions mapped to the same button.
Two disparate actions should not be mapped to the same button. Ideally, each button should be have a theme that pertains to the actions it controls.
IE: The circle button will be used to block, evade or somehow cause you to avoid damage. The X button will cause
grievous harm on your enemies, or put parts of your body inside of theirs.
If I press the circle button, I need to know that it will get me the fuck out of harm's way, not cause my character to drop trow because he's within twenty feet of a urinal.
pt.3.a
This should go without saying, but I need to be able to skip your dialog box. Seriously. I don't give a shit if you've lovingly crafted a soliloquy in iambic pentameter with only words whose letters are numeric
derivatives of phi and you want to make god-damned sure I read it.
I read faster than a fifth grader, let's pretend that when I press a button, I've got the picture and we should feel free to move on.
Labels: game design, gameplay, how i'd fix video games