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File: DiddyDixieController.jpg (176 KB, 1532x1035)
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How the fuck do you describe good play control anyways
There's games that I really like the feel of and there's games I really hate the feel of but I can't eloquate why that is
Donkey Kong Country or Mario 3 come to mind for the former
>>
https://youtu.be/6qssl3qKwvQ

Lester the Unlikely is at a glance terrible, but the delay and feel is meant to resemble the cinematic platformer genre.
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>>12254457
just werks
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>>12254457
I know when a game feels stiff to me, but that doesn't necessarily mean it feels bad to play. It's quite abstract.
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>>12254457
“Responsive” is an overused word these days but it’s what I would use to describe controls that accurately map to your actions. “Predictable” controls would be another. “Deterministic” if I really wanted to sound like a douchebag. “Smooth” maybe to reflect that they don’t jump unexpectedly in some ranges.
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>>12254457
>good controls
You move like in Super Mario Bros
>bad controls
You move like in Castlevania
>>
It's about what the game does with how it controls. Is it creating an abstract layer of challenge? Does the level design facilitate this? Is there parts where the controls are meant to be frustrating to elicit an emotional response or push the player to behave in a certain way? Does it achieve these goals and even offer a space for a more skilled player to play with that design to their advantage?
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>>12254534
It's more like
>it's like Modern Standards!
Good controls
>it's not like Modern Standards!
Jank, clunk, slog and slop
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>>12254669
you know you're right
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>>12254457
theres a lot that goes into it, but it can be summarized as the controls/mechanics reflecting what the player intended to do. sorry to link to a speedtrooner but kosmic has a great breakdown on mario 1 and all that went into making his movement smooth and fun to play and I feel like it answers your question in a lot of ways. DKC and sonic are other platformers that definitely nail the "good play control" aspect.
https://youtu.be/flaEOp5cago?si=9ON_QGzc3UQLZKUo
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>>12256680
>sonic are other platformers that definitely nail the "good play control" aspect.
Nah, too slow to build up momentum, slows to a crawl up the slightest incline if you're not going full speed. Not a fan of its controls desu. The most fun parts of the game are when the game is just feeding you through loops and stuff with barely any player input

Rayman 1 has good controls -- for the most part. It has this annoying thing where if you hold the punch button after using it to grab on to a ring, you immediately drop from the ring. Also there's a bit of a delay in dropping out of a helicopter spin if you cancel it mid-spin. It could be tighter, but I don't mind this one that much -- it just requires you to think ahead better and make predictions. Some people might claim it's bad control design, but I think it's just "different" or unexpected rather than bad.

The ring thing is bullshit tho
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>>12254457
I'm replaying mgs2 right now and I think it applies to your post
neutral-good: logical mapping of the controls, mostly works for what the games are, waiting your turn to shoot enemy weakpoints.

bad: the sensitivity scale of aiming movement is worthless. over 75% of it is at speed where you move to fast to even face the direction of your targets let alone aim. this leads to you having to painstakingly flick the smallest increments of the stick to get lined up with targets. it works ok for shots on stationary guards but for anything moving it ends up not being precise enough.
the next game in the line, mgs3 completely solves this issue by just offering a reasonable aim scale where 90-100% of it has some use and there's a large space for the most common precision precision headshooting window. nothing is lost except it becomes more viable to hit moving targets and aim under duress.
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This is far past December 2007 but for me DKC Returns is a good point of comparison to DKC1-3 because they entirely fucked it up
The way it works doesn't feel like DKC and you can't play it like DKC, which for a game called Donkey Kong Country Returns is pretty bad. It's the momentum, in the SNES games you can do rolls into shit and keep your momentum, but Returns decided that was a silly idea and you slow down at the end
It doesn't make sense because if you played the old Marios, you should be able to play the new 2D games, if you played Sonic 1-3K you should be able to play Mania (or any of the other Sonics, they pretty much play themselves), but Retro evidently decided what was there was silly and changed it



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