Monthly Archives: March 2011

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Controlling a MOBA on a console controller

Preface (3/24/2015): I wrote this four years ago, when I was still working in QA. I had never worked on a MOBA , or played one on a console. Or done any sort of in-depth dive into polishing a control scheme, for that matter. But I was real proud of this write-up at the time!

This is a concept document examining the design challenges of creating League of Legends or a clone of League of Legends on a console.

Control Scheme Goals:

Speed

Players must be able to execute actions quickly. They must not feel delayed by menus, slow targeting methods, or any other aspect of the interface.

Precision

Players must be able to execute actions with precision. If it involves aiming, the control scheme should allow players to aim at exactly the point they want to aim at. There should never be any ambiguity, and, if the player misses or otherwise fails to perform the action, it should be because of player error, not a failure of interface or controls. Read More →