

Here’s how it looks like with the gamepad – all the buttons can be accessed with the right hand thumb, and to activate the “hacking mode” the player should hold LB button with the left hand index finger. Right side of the keyboard according to the Fitt’s Law (the shortest finger trajectories)Īny action that requires to move the handĪs a small practical example, we can look at the keyboard hacking interface for Watch Dogs 2 PC.
#Control game Pc#
Accessibility Tiers: Gamepadįor the gamepad, it might look like this (as an example, we can use very common Xbox 360 Controller):įor the keyboard, I would divide them this way (it’s also was my internal guideline for Watch Dogs 2 PC controls layout): The most frequent actions should be in the most accessible places and match primary control group of the player’s hand. In order to do that, we can use a Fitt’s Law, which for our case we can formulate that way: “the fewer the distance to the button and the bigger the button, the more accessible the button is.”Ĭombining Fitt’s Law and knowledge of hand limitations, we can formulate the basic principle for controls layout design: Let’s try to apply our knowledge of hands limitations for the more practical task – designing of the game controls layout. Weak and not very flexible, can be used for secondary actions. Flexible but not so precise, usable for primary hold actions (aiming mode, for walking, etc.). Flexible and precise, usable for primary actions (shoot, jump, etc.). Primary control – thumb & index fingers.There are three main “finger groups” that we need to keep in mind during controls design: If we want our controls to be easy to use, the first thing that we need to take into account is our hand limitations.

Let’s look at these principles in more details. Expression Space – the game controls should give the player enough expression space for mastery, and keep the sufficient level of variety.

#Control game full#
