Back before last year's EVO, I wrote this draft of an article, and then... well... never finished it up. I meant to, but kept putting it off and getting distracted. I've had a bit of a stressful couple years okay.
I'll post it now anyway, during the apocalypse! Maybe I'll put a properly finished version somewhere. and maybe with actual images.
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So it's a year that ends in a number, and that means it is time once again for the FGC to go into Motion Input Discourse, where we talk about the validity and usefulness of simple inputs versus the difficulty and flexibility of motion inputs.
I'm not here to sit around and give judgments on either, but I would like to give a game design side perspective on them.
And to do that, we're going to talk about mental routing, hidden information, and platformers.
Fantastic article. Really really insightful.
