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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

It??™s
224 Chapter 8: Digital Prototyping
almost one for one: The joystick sits in a circular
plastic housing that constrains its motion in a circular
way. That means that pushing the control
stick against the edge of the plastic rim that contains
it and rolling it back and forth creates these
li le circles, which is almost exactly the motion
that gets produced on-screen by Geometry Wars.
This is what Donald Norman would refer to as
a ???natural mapping.??? There??™s no explanation or
instruction needed because the position and
motion of the input device correlates exactly to the
position and motion of the thing being controlled
in the game.
The controls of Mario 64 have this property; the
rotation of the thumbstick correlates very closely
to the rotation of Mario as he turns, twists, and
abruptly changes direction.
The overall implication for game feel prototyping is to consider the overall sensitivity of your system and
add or remove sensitivity to get a feel that is su?¬? ciently, but not overly, expressive. The sweet spot is di?¬? cult
to pin down, but it can be achieved with a high or low sensitivity input device, depending on how the system
responds to a given input.


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