Provide Intuitive Game Controls

An intuitive control system (or game controls) provides comfortable handling and a sense of complete control. It is important to understand that no single control system can be intuitive for every player, as players possess varying levels of prior knowledge that influence how they interact with games. Your primary objective should therefore be to design controls that are as intuitive as possible for the broadest range of players. These will constitute the default controls, which the game loads upon launch. To further enhance intuitiveness, it is advisable to allow players to customize their controls.

What makes game controls intuitive?

Clear Understanding

Controls that are easy to comprehend do not require extensive time to learn. When players understand how to use the controls to perform the necessary actions, their mental workload is reduced. This allows them to allocate cognitive resources to other gameplay aspects, such as decision-making or interpreting on-screen events to respond with the appropriate input. This can be likened to a driver who, once familiar with the pedals, gearbox, and steering wheel, can concentrate on traffic conditions and road signs without needing to think consciously about operating the vehicle, as these tasks have become automated.

Controls that are easy to understand also tend to be those commonly used across many games of the same genre.

Your goal: Design controls that are easy to learn by adhering to established industry standards that have been proven to work effectively.

For further guidance, see Implement Industry-Standard Control Schemes.

Efficiency

Efficient controls enable players to execute actions quickly, thereby allowing them to engage more fully with the gameplay in a given time frame.

Since players frequently perform certain actions more than others, ensure that these common actions require input that is quick and simple to execute. Straightforward hardware controls often suffice.

Additionally, allow players to configure hotkeys for actions that are performed frequently or require multiple inputs, thereby reducing the time and effort needed.

In Sniper Elite 4, players are required only to press the “1”, “2”, or “3” keys to select their rifle, secondary weapon, or pistol, respectively. To aim, they must click and hold the right mouse button. The proximity of these numeric keys to the standard WASD movement keys, combined with the easy accessibility of the right mouse button, provides a highly efficient method of controlling the player character. Moreover, the animations associated with weapon switching and aiming are brief, which contributes to a gameplay experience that feels fluid and highly responsive. This efficient control scheme allows players to focus on tactical decision-making without unnecessary delays caused by cumbersome inputs or lengthy transitions.

Credit: Rebellion Developments. Footage captured by the author.

Your goal: Minimize task completion time.

For additional details, refer to Allow Players to Create Custom Hotkeys.

Ergonomic Design

Players should not be required to make large or uncomfortable movements with their arms or fingers to reach specific buttons or reposition input devices.

Your goal: Minimize the distance players’ arms and fingers must travel during gameplay.

For further information, see Design Ergonomic Control Layouts.

Natural to Interact With

Natural controls mimic how individuals interact with the physical world. For instance, your game may feature objects that players can interact with. If these objects resemble real-world counterparts, players should be able to rely on their real-life experience to use them. This can involve interacting with virtual buttons, switches, knobs, or levers that simulate real-world devices such as computers, smartphones, terminals, and recorders.

In Tacoma, players interact with various terminals that resemble those found in the real world.

Credit: The Fullbright Company. Footage captured by the author.

Your goal: Enable players to use their real-world knowledge and experience when interacting with in-game elements.

Simplicity – Ease of Operation

A simple control system allows players to perform desired actions with minimal effort. These controls should not attempt to simulate complex physical models that might hinder basic actions. Instead, prioritize simplicity by requiring as few inputs as possible. For example:

  • Walking forward is done by pressing a single button or pushing a stick.

In Strange Brigade, players can move their character by pressing the “W”, “S”, “A”, or “D” keys to move forward, backward, left, or right, respectively.

Credit: Rebellion Developments. Footage captured by the author.

  • Climbing up or down involves pressing a button or pushing a thumbstick.

In Sniper Elite 4, players press and hold the “W” key to move forward and to initiate climbing actions. When the character approaches a climbable object, the climbing action is triggered automatically, without requiring any additional input from the player. Upon completion of the climbing sequence, players can simply release the “W” key to cease movement.

Credit: Rebellion Developments. Footage captured by the author.

  • Placing one object on another is achieved by pressing a single button.

In Tacoma, every interactive object that players can pick up has a designated location, such as bottles placed within a shower enclosure. This consistent placement enhances the sense of order and realism within the game environment. As a result, when players wish to return an object to its original position, they simply need to hover the cursor near the intended spot and press a button to place the item back accurately.

Credit: The Fullbright Company. Footage captured by the author.

However, if you aim to provide a more tactile experience, this would require players to master more complex controls, such as operating each limb of the character independently.

Your goal: Design controls that require minimal effort.

Ultra-Precision Is Not Required

Games that simulate real-world actions should avoid requiring extreme precision. The goal is to reduce physical strain and shorten the time needed to execute actions. Low-fatigue control systems allow players to play for longer periods and help maintain immersion by minimizing disruptions to the flow state. Ultra-precision should generally be avoided in games that do not aim for high levels of realism.

Platformers such as Rogue Legacy 2 implement a mechanic known as “coyote time,” which allows players to execute a jump shortly after leaving a platform, even while in midair. This feature makes jumping more forgiving by reducing the likelihood of punishing players for narrowly mistimed inputs.

Credit: Cellar Door Games. Footage captured by the author. 

Your goal: Design controls that do not require ultra-precision.

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