Part
Input action
You might say: press, move or select
A player input is mapped to an intentional action such as moving, aiming, building or choosing.
- What it does
- Provides the controllable cause in the action-to-feedback chain.
- Ask
- Does the input express the intended decision without friction?
What to look for
- A press, move or select
- Movement, aiming, building or choosing
- Input followed by an effect
Parts
- Decision window: The time and information available before an action becomes committed.
Sources
- Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research, pp. 2–4
Dynamics describes the run-time behavior of the mechanics acting on player inputs and each othersí outputs over time.
- Jesper Juul, Design (MIT CMS.608 lecture, 2008), MIT OCW lecture slide 8: discernible relation between action and outcome
Meaningful play: When relation between action and outcome is discernable and integrated
- Daniel Cook, What are game mechanics?, Feedback loops: player action and simulated effect
Player performs an action
- Steve Swink, Game Feel: The Secret Ingredient, The Garden’s Ecosystem; Input: natural mapping and input sensitivity
A natural mapping is a clear, intuitive relationship between possible actions and their effect on the system.
- Robert Nystrom, Game Programming Patterns, Game Loop: Event loops; Pattern
processes user input, but doesn’t wait for it
Use it on your project
teardown-apply: hold "Input action" (input-action) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal