
TL;DR
This paper discusses the design of input mappings for game controllers, proposing formats and methods to ensure compatibility and usability between hardware inputs and game software actions.
Contribution
It introduces simple formats and transformation methods for mapping controller inputs to game actions, addressing compatibility constraints.
Findings
Proposed formats for input mappings
Methods to transform and verify constraints
Ensured compatibility between controllers and games
Abstract
The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked to in-game actions. One or multiple simultaneous inputs may be necessary to communicate the intentions of the user. Activating controls may be more or less convenient depending on their position and size. In order to enable the user to perform all inputs which are necessary during gameplay, it is thus imperative to find a mapping between in-game actions and buttons, analog sticks, and so on. We present simple formats for such mappings as well as for the constraints on possible inputs which are either determined by a physical game controller or required to be met for a game software, along with methods to transform said constraints via a button-action…
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Taxonomy
TopicsEducational Games and Gamification · Digital Games and Media · Virtual Reality Applications and Impacts
