If you’re a #gamedesigner or #gameplay programmer I’d love to hear your thoughts on design and #input complexity:
How does your target platform’s input options impact your #gamedesign decisions? Do you treat input as a design constraint or a feature opportunity? How early do you start thinking about accessibility affordances or porting to other platforms? Do you have strong opinions about whether to employ toggles and input layers?
@mlhope UX, so inputs (and UI) are at the root of my design. If I have a good mechanic in mind that hardly fits in my targeted platform's controler, I get rid of it with no hesitation.
It comes from my early steps at designing 4Xs, when I've been taught that the elegance of a game system was useless if the player couldn't interact with.
I often work with additional constraints related to the targeted audience and accessibility goals: for instance, all the core loop playable with just a mouse.
@Yakkafo Thanks for your insights.
It sounds like you design with the constraints of the platform’s inputs (rather than stretching input functionality); my first instinct as well. Brutal prioritization of the actions you make available to players means being ready to part with clever ideas.
I like the anecdote about elegant designs being useless if the player can’t interact with them— and I’d take it one step further and say that a design can’t be elegant if it doesn’t account for this.