You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

Session Name:

More Buttons, Less Control

Overview:

Nothing says 'proper game' more than a controller diagram bristling with different options. Kick, grapple, run, duck, use cabbage all these things say 'this is a real game, with real stuff to do!' But how many of these buttons actually get pressed with purpose?

This presentation will help equip developers with the decision making tools that are needed when it comes to deciding what the average player can really use from a set of controls, and what will be ignored. By following the process and philosophy presented, designers will be able to go back to their teams and publishers and argue that less really is more, and make better games with broader appeal as a result.

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

  • GDC Europe 2010
  • Jon Brown
  • Sidhe
  • free content
  • Game Design
  • Design