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sylvie
@sylvie

i like double tapping a direction to move quickly in that direction


Kayin
@Kayin

I love frictive controls. I understand why people don't, but I always will. I love double tap to run BECAUSE it's worse, slower, and awkward, coxing the little person on the screen to move like some arcane ritual. Not being able to quickly do what people want sometimes makes them feel disconnected from the game, but it immerses me more cause god doing everything is awkward and hard, just piles of little micro challenges like please I just make a bowl of cereal without spilling any milk. Fussy wall jumps? Awkward jump control? Double tap to run? They make me feel fuzzy they make me feel like I'm there


sleepmode
@sleepmode

you know that old tumblr post about how running was invented by Thomas Running when he tried to walk twice at the same time? that’s literally what you’re doing when you double tap to dash


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in reply to @sylvie's post:

in reply to @Kayin's post:

So would you be down for like, a Megaman X kind of game where you have an Interact, and a Jump button, but then to actually do things you have to press a shoulder button + interact?

So like hold R shoulder for buster out, which changes interact to shoot, L Shoulder for punch. And then like, if you hit jump while pressing those it triggers a roll or slide?

Like how "Keep Talking and Nobody Explodes" is the limit for action controls?

I'm always curious about this, because people were really into that shooter "Receiver" for a hot minute there and it's just so alien to me.

All depends. Like just making things arbitrarily harder with nothing else doesn't usually feel good. There is a mix of kinesthetic design and like, diegetic design. Like, a fighting game and its motions are kinesethic design, trying to designed to try and feel good and match the move in some way, where Receiver is diegetic in all the inputs are 'justified' in being a real gun and as long as you still make it fun, you get away with it.

So like your example for Megman would be weird but lets say a mech game where you switch between movement mode and attack mode and now you're switching modes to cancel attack into movement options, jumping with like 3 button presses... That might start getting interesting??

Like like wave dashing in smash. It's not a -designed- mechanic (like lol yeah yeah devs knew it was a thing, but it wasn't designed as a movement option in the same way) the samme stuff kinda applies. It's a little diegetic cause it relates to a whole bunch of states and going into and out of them and the input itself, to many, is satisfying. And since it's all just states, it's not just an arbitrary input to do a move, its a sequence that an be meaningfully started differently, or modified, or w/e to get different results. It becomes a whole SYSTEM of inputs!