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More Buttons, Less Control
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.
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