Skip to Content
Practical Game Design
book

Practical Game Design

by Adam Kramarzewski, Ennio De Nucci
April 2018
Beginner content levelBeginner
476 pages
14h 4m
English
Packt Publishing
Content preview from Practical Game Design

Limiting the complexity of interaction

We've already covered input methods and controls at length in Chapter 11, User Interface and User Experience. Enabling full control remapping and reducing input complexity goes a long way in increasing accessibility, while rarely leaving a negative impact on the game mechanics.

We can do better though! Can you imagine a way to make your game playable with only one hand? How about one finger? The outlandish one-finger restriction is often an essential requirement for mobile game controls. After all, the second hand may be clinging to a coffee cup or a bus handrail. Certainly, not all games can cater to such requirements, but trying to accommodate to them while maintaining playability for the target audience ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Practical Game Design - Second Edition

Practical Game Design - Second Edition

Adam Kramarzewski, Ennio De Nucci
Game Design Essentials

Game Design Essentials

Briar Lee Mitchell
Designing Games

Designing Games

Tynan Sylvester

Publisher Resources

ISBN: 9781787121799Other