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How to make movement and controls feel good

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Chapter 23 of 26 · Challenge, difficulty and feel
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12. Founder Principles
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Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
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Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
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16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
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19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
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21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Make movement respond almost instantly, then quietly forgive near misses, so players feel their own skill. Control that feels good keeps people replaying, exploring and mastering.

2 Key takeaways

Higher jumps start to feel floaty
Madeline (Celeste)3
Mario4
Super Meat Boy6
Madeline's modest three-body-height jump is part of why Celeste feels precise rather than floaty.
  • Make the run start and stop in a few frames when you want precision. Acceleration and deceleration define how a character feels.
  • Build the jump from two gravities and a cut on release. Light gravity going up and heavy gravity coming down makes a jump snappy.
  • Forgive near misses quietly, with coyote time, input buffers and rounded collisions. Players stay feeling skilled and failures feel like their own mistakes.
  • Fix the controller before you build levels around it. A bad controller locks every level to its flaws.
  • Keep real skill in the movement so mastery is the reward. Movement that is fun on its own carries the whole game.

games should look for precision - but not perfection.

Mark Brown, Game Maker's Toolkit

2.1 Decide the feel before you tune numbers

Pick the feel your game needs, then express it as a handful of numbers.

  • Describe the character as a set of movement stats Mark Brown, Super Smash Bros.8:34
    • List run speed, traction, jump height, gravity, air control and knockback taken.
    • Stats alone make fighters feel quite different, with Incineroar the slowest and Sonic the fastest.
    • Bowser would be too slow and heavy if he matched his Mario boss appearance, so fidelity gives way to play.
  • Choose the curves that fit the game's goal Mark Brown, Celeste15:42
    • Inside uses realistic animation, and N+ uses strong air control.
    • Sonic has a very long acceleration curve and trouble stopping, which suits a game about building momentum.
  • Keep top speed modest if control is the goal Mark Brown, Celeste3:00
    • Madeline's top speed is fairly low, so she is fast enough to feel fluid but slow enough to feel in total control.
    • Celeste has no run button, unlike Mario and Super Meat Boy.
  • Hand-code the movement when you need precise control Mark Brown, Celeste5:21
    • Celeste's movement is hard-coded in XNA, with no built-in engine gravity or physics.
    • The numbers came from intuition, experience with many platformers and constant playtesting.

2.2 Tune the run and the jump

Light gravity up, heavy down, cut on release
Checking for button release while rising lets one jump button produce both short hops and full jumps.

Set acceleration, deceleration, air movement and jump shape one at a time.

  • Tune acceleration and deceleration as separate curves Mark Brown, Celeste1:56
    • A run has acceleration, top speed and deceleration, and each shapes the feel.
    • Long stops make Mario in Super Mario Bros 3 feel like he is running on ice.
    • Madeline accelerates about four times faster than Super Meat Boy and stops about nine times faster than Mario in New Super Mario Bros U Mark Brown, Celeste2:19.
  • Add heavy air friction and instant turning so players land where they aim Mark Brown, Celeste4:39
    • Madeline turns with no skidding.
    • If you release the stick mid-air, she drops almost straight down.
  • Let jump height depend on how long the button is held Mark Brown, Mind Over Magnet4:17
    • Check whether the player has let go of jump while rising.
    • If so, apply the heavy downward gravity at once.
    • In Super Mario Bros. distance also depends on run speed and you can steer mid-air, where Donkey Kong gave Mario three preprogrammed jumps Mark Brown, Game Maker's Toolkit6:46.
  • Judge the jump in body sizes, and keep some hang time Mark Brown, Celeste4:02
    • Look at the climb, the hang time and the fall of the curve.
    • Madeline goes up and down fast but keeps enough hang time to line up a landing.
    • Yarny in Unravel has a short jump that feels heavy.

2.3 Forgive near misses without telling the player

Hidden frame windows forgive late and early jumps
Without these windows, players feel the game ate their input, even when the timing was close.

Hidden tolerance makes hard movement feel fair, and experts can still use it.

  • Add coyote time so late jumps still work Mark Brown, Mind Over Magnet3:37
  • Buffer jump presses made just before landing Mark Brown, Mind Over Magnet3:31
    • Keep requesting the jump for a few frames after the press, and perform it if the player lands in that window.
    • Otherwise it feels like the game ate the input, and you want players to feel in control of the character Noel Berry, Celeste10:32.
  • Use a capsule collider so bumps round off Mark Brown, Mind Over Magnet4:27
    • A box makes players bump their heads on platforms they nearly clear.
    • Swapping to a capsule lets the character slide past, with no extra code.
  • When the player cannot see the state, lean the rules in their favour Mark Brown, Shovel Knight13:54
    • Yacht Club did not show whether King Knight's bash was ready.
    • Taking a hit grants a free bash.

2.4 Make it respond instantly

Cut delay between input and result, and remove friction from the core action.

  • Cut anticipation and let animations interrupt each other Mark Brown, Mind Over Magnet5:25
    • The robot's screen pops up the instant jump is pressed.
    • Mark notes this is not a rule for every game, but it fits a responsive platformer.
  • Show the wind-up pose on the first frame after the press Mark Brown, Super Smash Bros.17:20
    • Responsiveness matters more than smooth interpolation.
    • Zero Suit Samus's neutral jab skips the wind-up, while King Dedede's hammer keeps a long swing to convey strength.
  • Free the movement and raise the frame rate Mark Brown, The Legend of Zelda: A Link Between Worlds11:53
    • Link moves fast and freely, instead of being stuck on a grid or locked onto one enemy.
    • It is the only 3D Zelda to run at 60 fps, and Mark calls it one of the best feeling Zelda games.
  • Never add friction to the action players repeat most Mark Brown, The Legend of Zelda: Ocarina of Time7:22
    • The Water Temple makes you open the menu each time you want to sink or float.
    • That discourages exploration, and the 3DS remake changed it.

2.5 Match the input to the action

Choose controls that echo what the character does and suit the device.

  • Mirror the character's physical action in the input Mark Brown, Jusant3:27
    • In Jusant the triggers alternate hand over hand, and holding a trigger means gripping as the character grips.
    • Bennett Foddy had GIRP players hold keyboard letters to climb, so they grip the keyboard as they would cling to a cliff Mark Brown, Tomb Raider6:03.
    • Skate uses right stick wiggles and flicks for ollies, Grow Home maps triggers to hand grabs and Katamari Damacy uses both sticks like two hands Mark Brown, Game Maker's Toolkit7:17.
  • Pick the scheme that suits your core verbs and device Mark Brown, Game Maker's Toolkit5:01
    • Trauma Center works with the Wii remote and DS touchscreen, but on an Xbox pad it would become like Surgeon Simulator.
    • The NES d-pad suited 2D characters, but 3D only became effortless with the N64 analogue stick Mark Brown, Game Maker's Toolkit1:17.
  • Keep risky actions off inputs players hit by accident Mark Brown, Star Fox Zero10:56
    • Star Fox Zero puts boost, brake, somersaults, u-turns, barrel rolls and bombs on the right stick.
    • Players trigger them when they do not want to, and record holder zallard1 abandoned runs after an accidental bomb or somersault.
  • Make aiming accurate and easy to use Mark Brown, Star Fox Zero7:12
    • On Star Fox Zero's TV the reticule is inaccurate, so players lose trust in where shots go.
    • God of War snaps the axe reticle to enemies like a magnet, because it is not a shooter Mark Brown, God of War2:29.
    • Star Fox Zero uses the Gamepad's gyroscope for fine aiming, because analogue sticks are not great for fine motor movement Mark Brown, Star Fox Zero3:09.

2.6 Keep the skill in it

Give players ways to recover and learn, but do not automate the challenge away.

2.7 Where designers disagree

Effortless flow, demanding mastery and familiar controls each fit some games and not others.

  • Effortless movement versus hard-won movement
    • Insomniac wanted to keep momentum and flow going, so hitting a building becomes a wall run, justified by Spider-Man's eight years of practice Mark Brown, Marvel's Spider-Man13:23.
    • Mark argues traversal can be every bit as deep as combat, yet modern Tomb Raider's climbing is practically automated Mark Brown, Tomb Raider6:53.
    • The 1996 Tomb Raider demanded expertise, but its clunky grid and exact jumps frustrate, and the easier Legend lost something in the transition Mark Brown, Tomb Raider1:44.
  • Follow control conventions or break them
  • Easier controls can undercut the mood
    • Dead Space 3 swapped the wonky camera for a centred reticule, which helps the action but erodes the awkward, vulnerable feel that supported the horror Mark Brown, Dead Space 31:41.

Sources

Part of Challenge, difficulty and feel in the growth library.