Control Bindings Display

From gameontology
Revision as of 21:03, 18 December 2008 by Jp (Talk) (3 revision(s))

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Some games allow the bindings of their input controls to change according to context (ie, when monsters are about the "a" button means attack, when friendly people are about, "a" means talk). Games that allow buttons' meanings to change according to context sometimes provide information in the head up display to clarify what the controller buttons do at that moment in the game.

Examples

Strong example

In The Legend of Zelda: Ocarina of Time [Nintendo, 1998], the meaning of the "a" and "b" buttons varies according to the player character's surroundings. In order to make clear to players what these buttons do at any given moment, the game provides a graphical representation of the game pad with text overlays indicating what these buttons will do given the current circumstances.

Relations with other elements of the Ontology

Part-Of

References

Nintendo, developer (1998). The Legend of Zelda: Ocarina of Time. Nintendo, nintendo 64 edition.