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A Deep Dive into Star Fox Zero's Controls | Game Maker's Toolkit

🕑 Added 2016-05-23 18:54:00 +0000 UTC
A Deep Dive into Star Fox Zero's Controls | Game Maker's Toolkit

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Game Maker's Toolkit

Hey Euan - a steam recommendation thingy is something I've been meaning to do. I'll put one together soon :)

Euan Dewar

Hey Mark! Do you have a Steam curator's page or anything like that? I'd be interested in getting some games recommendations from you but don't want to just badger you with questions y'know.

Matthew Hanlon

Wow, that's really quite something. I'd heard the controls were bad but hadn't been paying enough to find out exactly what they'd done. As you say it's trying to solve a problem that doesn't really exist, outside of the fact they need to justify the second screen. This is almost the opposite of your video about controllers where you seemed to lament the fact that designers play it safe with control schemes/controllers encourage us to play it safe - and that's true. Every console game I've worked on since the mid 2000s has sought to build its control scheme on an established and understood paradigm. It means we don't have to teach new controls and players don't have to learn a new set, which experience says there isn't a lot of patience for. There's more scope for innovation on PC & touch devices, but even there we can see the standards. Controls should be simple to pick up, they can be hard to master but they really can't be hard to pick up. And those quotes about how they know it might be an issue, that just comes across as the worse sort of development head in the sand thinking. Surprised to see it with a Nintendo game.

Nice! :D


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