>>14111239
>Playtesting, level design, and outside experience
Seems like a great combinations for actions that have to be repeated over and over and are grounded in reality.
Though there's a bunch of things that I think should be considered when making a great control system, especially regarding movement options: if some option gets overused unintentionally i.e. the combat rolls in Zelda or that annoying Billy Hatcher dash, then it needs to be reworked into the main movement option and rendered less broken. One thing I notices is that in games that have charging/dashing mechanics, there should be an equal amount of risk and reward for using either the normal options or the advanced, charged movement styles, or you risk having your player rely on them too little or too much. I.E. Sonic's spindash in 2 and 3 is an example of a good charged move that offers more speed for a short burst, charges comparatively fast, trades acceleration for handling and overall gives you a hard time if you're not accustomed to the game. In comparison, shit like Sonic Adventure's charging to get through ring chains is slow and bothersome, while shit like the combat roll in Zelda are bothersome to keep doing and offer just advantages compared to moving normally since they're short and can be chained with more precise turning.
Also, for games that rely a lot on vertical mobility, there need to be more than just two ways to jump real high. It's great to see people use different tech for clearing out different obstacles.
>>14113270
But aren't you just limited to a joystick and a single action button? Have we gone so far back that the Atari 2600 is the new standard for portable controls?
Though I do agree that onscreen buttons are garbage, but it just seems like you're limiting yourself unnecessarily with that scheme. There's this one game, PES 08 Wii, which really opened my mind to how a game as set in stone as sportsball sim #1000 can still play the same if you stretch things a little bit. Essentially, you waggle for shooting or tackling, but ever other action is performed by pointing the remote at the screen and pressing a button once, twice, holding it or dragging a player to that area with that button selected. In a way, this could save you from using a joystick and just limiting the on screen button to a row of three or four of them for a combination of moves. Obviously there was more to that than just waggling but that's not really the point.
One other thing, I don't think that removing features can be copyrighted, but then again I'm not real good at spotting new Jewish tricks.
>>14116218
That is also true. Though you can get around that by either making the game "seemingly easy" by having floatier controls on jumps/bigger areas to land on/moves that don't require too much space to execute etc. or just put a fixed camera and get around technical limitations.