The bottom line
Versatile verbs, single actions that have several uses depending on how you perform them, let a game get deep, expressive play out of its most basic controls. They also make a game more satisfying and need fewer buttons, though they can be hard for players with disabilities.
Key takeaways
- A basic verb is just "press A to do B", and a versatile verb gives one action many outcomes. 0:08
- Mario's Donkey Kong jump had one standing jump and one running jump, no mid-air control, and the same animation every time.
- In Super Mario 3D World, one jump changes length, height, angle and landing zone, and links into other moves like wall springs and shell bounces.
- How long and how often you press a button can turn one verb into a choice. 1:56
- In Mega Man X, a tap fires a weak pellet and a held button charges a stronger shot, so you trade small damage now for large damage later at the risk of being hit.
- In Luftrausers you hold to shoot and release to heal, and in Motorstorm you hold to boost and release to cool the engine, which forces constant swings between two states.
- Combining verbs creates new moves with new meanings. 6:06
- In Psychonauts, attacking right after a jump unleashes the palm bomb.
- Holding aim down sights modifies the fire verb, trading movement for accuracy.
- Tying a button to analogue movement gives the deepest and most expressive control. 7:36
- Mario's jump angle and distance depend on his direction and speed before you press A, so a big gap needs a run-up.
- Crouch plus jump gives a backflip, running crouch plus jump gives a long jump, and a mid-air crouch gives a ground-pound. Each feels like the natural result of its two verbs, and none is required to finish the game.
- Versatile verbs let a game do more with less, but they carry accessibility costs. 9:55
- Linking heal to the shoot verb in Luftrausers removes the need for a dedicated heal button and cuts clutter.
- Holding, multi-button and repeated-tap inputs can cause discomfort for some players, so the Game Accessibility Guidelines are worth checking.
Basically, versatile verbs let you do more, with less.
Game Maker's Toolkit
Chapter summaries
0:00 From basic verbs to versatile verbs
| Jump | Donkey Kong | Super Mario 3D World |
|---|---|---|
| Jump types | Standing or running | Many, varied by input |
| Mid-air control | None | Full steering |
| What varies | Nothing; same animation | Length, height, angle, landing |
| Links to moves | None | Wall springs, shell bounces |
A verb is a player action, and a versatile verb packs many uses into one action.
- Versatile verbs put choice and expression into a game's most basic controls. 1:00
- Verbs are the actions a player can perform.
- They are a good starting point for action games.
- The simplest verb is just press A to do B.
- The same idea applies to every button, so the rest looks at how a button can be used.
1:48 Holding and releasing a button
| Button | Mega Man X | Cooked grenade | Luftrausers |
|---|---|---|---|
| Hold | Charge a bigger shot | Burn the fuse | Fire the gun |
| Release | Fire the blast | Throw it | Repair the ship |
| Choice | Small damage now vs big later | Safe bounce vs timed burst | Offence vs defence |
| Risk | Hit while charging | Explodes in your hand | Killed while shooting |
Holding or releasing a button matters only when it forces a tradeoff.
- Holding a button adds nothing unless it creates a choice. 1:55
- In Owlboy, holding fires slower than hammering the button.
- So there is no choice to make.
- Mega Man X has armour that allows an even longer charge for deadlier shots.
- In Mario, a tap gives a short hop and a hold gives more height.
- The cooked grenade is a modern charge shot built on risk and reward. 2:50
- A quick throw bounces before it explodes.
- A held grenade can blow up in mid-air, on impact or in your hand.
- Players must learn the grenade's invisible timing window.
- The question is how far you are willing to push it.
- Releasing a button can be a move too. 3:59
- In Luftrausers, letting go of the throttle allows sharp turns.
- In Dark Souls, stamina recovers more slowly while the shield is up.
- The player drops the shield to recover faster, which puts them at risk for a few seconds.
- Eyes dart between the stamina meter and the enemy.
- In Motorstorm, players release at the best moments, like corners or mid-air.
5:04 Repeated presses and combos
A second press with a timing window, or a chain of buttons, turns a plain verb into a skill.
- A second press can trigger a different action inside a timing window. 5:14
- The double jump asks you to pick the perfect moment for the second leap.
- In Gears of War, a well-timed second reload press boosts the next shots.
- More mid-air jumps give the manic feel of Ms. 'Splosion Man.
- The reload bar adds tactical bite to a basic verb.
- Combos chain presses into stronger attacks, and more buttons make them richer. 5:50
- A punch followed by two more jabs becomes a powerful attack.
- Adding other buttons gives combos new meanings.
- Verbs can take on whole new meanings when you combine them.
- Same-button combos are the simple version.
6:16 Timing and analogue input deepen combinations
Combinations get deeper when they depend on timing and on how you move the stick.
- Chaining one verb right after another needs timing and memory. 6:21
- The second verb must land inside a specific window to start a new move.
- It can be a simple transition or a large move set.
- Players have to learn and memorise how the verbs interlink.
- The two verbs sit on two different buttons, unlike a repeated press of one.
- Linking a button to analogue movement makes the deepest connection. 7:22
- In Yakuza 0, Kazuma's punch is a pointless swing unless you first move him next to an opponent.
- Mario can move in mid-air and change his jump with a spin or an abrupt turn.
- In Donkey Kong, left and right jumps could be two dedicated arcade buttons.
- Later Mario games need the stick's fine control, so direction and jump stay separate.
- The advanced moves are optional extras for pro players chasing secrets or faster times.
9:22 Why versatile verbs pay off
One flexible verb gives Mario a jump that is fun, satisfying and expressive before any level exists.
- Versatile verbs are satisfying to use. 10:00
- Squeezing the NES controller makes Mario jump higher.
- Releasing shoot in Devil Daggers pulls gems toward you.
- Brawler combos give the "thumb gymnastics" of linking attacks.
- They can force rapid-fire decisions or give expressive tools for many situations.
- Mario's one jump carries many variations. 10:39
- Press or hold, the verb before and after, the run button and the stick all change it.
- With the raccoon suit, holding floats and releasing drops.
- In Super Mario 64, well-timed repeated presses unleash a triple jump.
- All this works with a tiny handful of buttons, before Nintendo designs a level.
- It is only part of the secret, so this is a "part one".
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Shows how a single action that changes meaning with how it is performed (a versatile verb) can create tactical choices, player expression and simpler controls from one button. The worked example of Mario's jump, from Donkey Kong's 'press A to do B' to the many outcomes in Super Mario 3D World, makes it worth watching.
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