In this episode of Devplay, Jan Theisen, Stefan Schmitz and Adrian Goersch talk about a topic that is often overlooked in the game design – the control and user interfaces. Why do real-time strategy games always work with the left mouse button? Why are certain input methods never changed – even though they do not make sense? And what happens if you dare to deviate from the standard? An exciting talk about conventions, creative freedom and the hard reality of the user experience.
The topics of this episode:
• Introduction-via control and old RTS habits
• Convention vs. Innovation – why nobody dares to rethink control
• Expectations of the players – how to create standards – or disturb standards
• Learn from Dark Souls – why some games can break new ground
• Nintendo and control experiments-where creativity hits limits
• Legacy problems-if 2 % of users enforce the feature
• Control typologies-from memory to the intuitive type
• Controller vs. Mouse & keyboard – why gameplay needs to be adjusted
• Auto-Aim and assistance-how fair is that in cross play?
• Conclusion & discussion – what control has to do with success or failure
In this episode, discuss this:
– Jan Theysen (King Art)
– Adrian Goersch (Black Forest Games)
– Stefan Schmitz (Black Forest Games)
About this series
On the YouTube channel DevPlay give Europe game developers a look behind the scenes: How does the game industry work in Europey? How do the designers feel about trends à la open world and artificial intelligence? How did the work on games like Lords of the Fallen or Risen 3? The designers publish new episodes of their talks Exclusive in advance On GameStar Plus, usually every Sunday.



