Comments on: The importance of controls In my experience, when you need to pitch the game to publishers you often have to make it look good before anything else, and the specifics of the gameplay and handling often end up as an aftertought. It seems that only smaller self-published projects have the opportunity to do it the right way and start whith a playable prototype before significant graphical production starts. In the end I am not sure if it sells better, but hopefully players will notice. In my experience, when you need to pitch the game to publishers you often have to make it look good before anything else, and the specifics of the gameplay and handling often end up as an aftertought. It seems that only smaller self-published projects have the opportunity to do it the right way and start whith a playable prototype before significant graphical production starts. In the end I am not sure if it sells better, but hopefully players will notice.

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By: adamfsk/2011/01/25/the-importance-of-controls/#comment-551 adamfsk Fri, 28 Jan 2011 16:01:04 +0000 Great read/acronym.When working together on a team it's important that everybody understands how important controls are and that they should always be among the top prioritized things. I've often seen game designers/directors battle with animators regarding controls, because the designers feel the need for more Responsiveness while the animators want it to LOOK really good with cool blending animations. Unfortunately tweens and blends can take time and make it feel unresponsive (although very pretty). Great read/acronym.When working together on a team it’s important that everybody understands how important controls are and that they should always be among the top prioritized things. I’ve often seen game designers/directors battle with animators regarding controls, because the designers feel the need for more Responsiveness while the animators want it to LOOK really good with cool blending animations. Unfortunately tweens and blends can take time and make it feel unresponsive (although very pretty).

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By: Sven Bergström/2011/01/25/the-importance-of-controls/#comment-549 Sven Bergström Tue, 25 Jan 2011 07:50:22 +0000 That should probably be CRAPII - Intuitive. (although admittedly you do hint at that in "Progressive" but it deserves its own category. :)Interesting article tho; controls require so much time and effort and you can really tell when that time and effort hasn't been spent. (although some games still sell in spite of that) That should probably be CRAPII – Intuitive. (although admittedly you do hint at that in “Progressive” but it deserves its own category. :)Interesting article tho; controls require so much time and effort and you can really tell when that time and effort hasn’t been spent. (although some games still sell in spite of that)

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