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

  1. A press, move or select
  2. Movement, aiming, building or choosing
  3. Input followed by an effect

Parts

Sources

  1. Robin Hunicke, Marc LeBlanc and Robert Zubek, MDA: A Formal Approach to Game Design and Game Research, pp. 2–4Dynamics describes the run-time behavior of the mechanics acting on player inputs and each othersí outputs over time.
  2. Jesper Juul, Design (MIT CMS.608 lecture, 2008), MIT OCW lecture slide 8: discernible relation between action and outcomeMeaningful play: When relation between action and outcome is discernable and integrated
  3. Daniel Cook, What are game mechanics?, Feedback loops: player action and simulated effectPlayer performs an action
  4. Steve Swink, Game Feel: The Secret Ingredient, The Garden’s Ecosystem; Input: natural mapping and input sensitivityA natural mapping is a clear, intuitive relationship between possible actions and their effect on the system.
  5. Robert Nystrom, Game Programming Patterns, Game Loop: Event loops; Patternprocesses 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