Nintendo has a good track record for making games with sharp, responsive, and satisfying controls. In an interview with Kotaku, Shigeru Miyamoto and Bill Trinen had a chance to talk about the hard work that goes into making controls for a game and how to make it feel immersive.
Trinen explained that the way they treat controls actually goes all the way back to the original Super Mario Bros. Nintendo uses the Japanese word “tegotae” to describe their controls. While there isn’t an exact translation for this word in the English language, Trinen compared it to “hand response,” meaning how the player feels about controlling a character with various inputs.
Miyamoto stressed the importance of weight and response in a control scheme. How characters respond to certain situations, such as how fast they fall from high places and which walking animation is used when they approach a wall that’s in their way, greatly affects how immersive the player’s experience is.
“If we really wanted to make something look pretty, we would just have [an] animator create it and you would just replay it. But there’s no sense of control there. If a character is in front of a wall and they start moving like they’re not in front of a wall, it creates that disconnect. And it becomes unnatural. So it’s really about taking what the animator does and polishing it up and making it so it’s interactive.” — Shigeru Miyamoto
How do you feel about Nintendo games and the way they control? Do you feel like this is a proper way to look at creating controls? Leave your thoughts in the comments below!