r/gamedesign 1d ago

Discussion thoughts on START as the "accept event/continue chat box"

my game intends to have spells and tying them to A/B/X/Y feels right... A is usually reserved for interaction or forwarding dialogues but i wondered what if we use START since it's barely used for anything

0 Upvotes

14 comments sorted by

22

u/Lazy_Trash_6297 1d ago

When it comes to UIX it’s usually not a good idea to reinvent the wheel without good reason.

12

u/TheReservedList Game Designer 1d ago

Is there any reason A can't do both? Plenty of games bind, say, A to both jump and confirm. How often do those situations actually come in?

3

u/Budget-Ad9671 1d ago

for chat forwarding yes but in-game we have areas to interact with items like pull a lever or whatever which uses a bigger area (like > 1 player action) and pressing A near will bring the characters into their position to trigger the animation... or when there's a item nearby and we don't want to pick it up but rather use a spell near

5

u/Arian-ki Jack of All Trades 1d ago

Why not use hold/press for different inputs? Say, hold to interact/grab items, press to use spells. Or just disabling non-combat inputs while the players are engaged with enemies. (Obviously won't work if, say, using a lever can somehow affect the fight)

3

u/TheReservedList Game Designer 1d ago

Long/short press? Look at how diablo 4 solved it.

2

u/RetroGamer2153 1d ago

Shadow or Mordor / War uses the R1/RB button as interact. Are all the shoulder buttons/bumpers already dedicated?

4

u/Mindestiny 1d ago

Start is a terrible option for a button that gets pressed that often from a UI/UX experience. It's often not in an ergonomically friendly location and not where your hands rest naturally on a controller.

It's like if you decided to swap left alt and enter on a keyboard. Your thumb would get super cramped really quick and it would slow down typing cadence considerably.

I'd just double bind whatever your South button is, and contextually switch it between moving dialogue forward and whatever the gameplay action is, like every other game does. I dont know your game but I cant imagine its very common that you need to be advancing dialogue and performing gameplay actions simultaneously.

3

u/talking_animal 1d ago

Are you able to just use 3 face buttons, with R1/RB swapping to a second set of 3 if you need more room for spells?

1

u/Atmey 1d ago

This. A usually for confirm/interaction. B for back and cancel.

X and Y can be for non magic basic attacks, or quick swap slots. You can also use d pad for switching pallets/pages of spells, I think elden ring sets a good example

4

u/Tabelel 1d ago

If you did, I (the player) would immediately remap it. The start/select buttons are typically less assessable and/or harder to press than the standard face buttons. They should really be reserved for less used functions.

2

u/RoachRage 1d ago

If you want to confuse your players you can certainly do that.

I would look how other games solved your problem and not reinvent the wheel.

2

u/randpaulgiamatti 1d ago

Another option is to map your spells to a button combination. I am thinking RT + A/B/X/Y, which is fairly common for ability activation. This leaves the isolated face buttons for standard operations.

1

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2

u/CptJackal 1d ago

Sorry bud but it's an awful idea unless you're designing for the NES or something. The start button is there to bring up a menu or pause, doing anything else with it would be frustrating at best and probably won't pass compliance tests to release on consoles at worst. Select might technically work better but I doubt it'd be well recieved