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Stock Control Settings: Difference between revisions

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(Import from TV Tropes TVT:Main.StockControlSettings 2012-07-01, editor history TVTH:Main.StockControlSettings, CC-BY-SA 3.0 Unported license)
 
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*** There was a time when Eastern and Western control schemes were different: For Cross Western had the Interact and Confirm button on the bottom, Cancel next to it, and with the Menu over on the Pause or Start button. Eastern had them all on the cross, Menu at the top and the others switching. These blending may be adding to the unpredictability of the matter now.
*** One thing that makes this worse for [[Play Station]] games is that for western releases of games, the bottom button became assigned to "accept" as opposed to the right button X because developers thought that westerners would associate X with "cancel"...while many [[JRP Gs]] on the SNES used the bottom button for cancel and the right button for accept.
* '''[[First -Person Shooter|First Person Shooters]]''' and '''[[Third -Person Shooter|Third Person Shooters]]:''' There are seven basic commands. Move, Aim, Fire, Run, Switch Weapon, Interact, and Menu. Typical additions are [[Secondary Fire]], Jump, Crouch, splitting different types of interaction, and allowing two-way weapon swapping.
** Keyboard & Mouse -- Move is with the arrow keys or W, A, S, and D keys (actually called WASD). Aim is with the mouse. Fire is the left mouse button. [[Secondary Fire]] and/or grenades is the right mouse button. [[Real Time Weapon Change|Switching weapons]] is with the scroll wheel and/or with the numerals at the top of the keyboard. Jump is space bar, like '''Platformers''' (which often have similar setups if it's an action third person game), Interact is the E key (or sometimes the F key, such as if the game has lean commands which themselves almost always Q and E), and the other commands are located around the WASD keys. Pause/Menu is Esc.
*** Slightly less common but no less uniform are are Crouch, either C or Left Ctrl, Sprint/Walk, often Left Shift, Flashlight, usually F (even if/''especially'' if the Flashlight is already a numbered weapon slot), and Reload, often R. In multiplayer games, the Scoreboard is usually Tab.
*** Precursor to this, in ye olden days, a different setup was common with FPSes. The arrow keys were used to move and turn. Shift was used to run, Ctrl was used to fire, Space as Interact, and Alt+Direction was used to strafe. This was used in [[Wolfenstein 3D (Video Game)|Wolfenstein 3D]], [[Doom]] (and all the Doom ripoffs,) and is even set up by default as an alternate control scheme for many modern FPS games which support multiple key-bindings.
** [[General Gaming Gamepads|Dual Analog]] -- It can be done with the SNES D-Pad and Single Analog (the N64 used the stick to aim and the C-button quartet or D-Pad to move in a WASD-like fashion,) but FPSs and TPSs only really caught on once dual analogs were standardized. Move and Aim are done with the two analog sticks. Primary and and [[Secondary Fire]] are done with the shoulder buttons. Switching Weapons is done with the D-Pad (or in the N64's case, generally the B and A buttons). Other functions are mapped to the face buttons, but more commonly used ones are mapped to secondary shoulder buttons, if available.
* '''[[MMORPG|MMORPGs]]''' often have a similar Keyboard & Mouse control to [[First -Person Shooter|FirstPersonShooters]], but use Q and E for rotating due to the fact the mouse is mainly used for clicking stuff. Alternatively, a keyboard or mouse button is held to enable mouse-controlled camera, then released to free the cursor again.
* '''Racing'''
** [[General Gaming Gamepads|Dual Analog]] -- Left analog stick steers. The right analog stick is less standardized, but is mostly used either for the camera/looking around or the car's transmission. The four face buttons will be divided up into Brake/Reverse, Accelerate, Handbrake, Rear-View Mirror, and if present, [[Nitro Boost]], though mapping any of these to the shoulder buttons is not unheard-of. Secondary automotive functions like horn and headlights (if present) will be relegated to the shoulder buttons; and switching view modes (from cockpit mode to chase cam, etc) are usually mapped to the D-pad or the analog stick buttons.
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** Gamepads with shoulder triggers (Xbox, Gamecube, Playstation 1/2/3) -- Left analog stick steers, right analog stick looks around, throttle goes in right trigger, brake goes in left trigger, and the face buttons are mapped to handbrake, [[Nitro Boost]], camera change and secondary function. This has the advantage of using the triggers' analog nature to better control your virtual pedals.
** Keyboard controls are typically basic third-person movement keys with Forward/Back for Accelerate/Brake and Left/Right for steering with various other keys assigned to whatever other functions the game includes.
* '''[[Fighting Game|Fighting Games]]''' and '''[[Beat 'Em Up|Beat Em Ups]]''': There is at least one kick, and one punch (or sword) button. Optionally, there may be different powers of those attacks, or there is a block button (especially if it's a 3D fighter). Jumping is usually done with Up.
** More accessible fighting games use a simplified system; light attack, middle attack, and heavy attack is a common alternative. Whether a "light attack" means punch, kick, sword swipe, or whatever just depends on the character. ''[[Super Smash Bros]].'' takes it a step further and has only ''one'' (primary) attack button, but gets a lot of usage into it, with normal attacks, strong or "tilt" attacks (tilting the analog stick while attacking), smash attacks ("smashing" the analog stick and pressing the attack button at the same time), aerial attacks...
** A common default setup on keyboards was arrow keys to move, Enter for punch, and Shift for kick. If blocking was a separate key, it was usually the Spacebar.
* '''[[Real Time Strategy|RTS]]''' games also have quite a few controls we've gotten used to over the years. Even though the specifics differ, most games nowadays at least have several: Left-Click selects entities, Right-Click performs the selected entities' default action, Numeric Keys (sometimes F-Keys) select groups, Control+Numeric Key assigns groups, Spacebar moves the camera to the last event, A activates attack command, S activates stop command.
** Old style RTSes, such as [[Dune II]], and the early [[Command and Conquer|Command & Conquer]] series used what was later called ''One-button control'', where left selects and issues commands, right deselects. Rarely used nowdays, and leads to [[Damn You Muscle Memory|muscle memory problems]] when swapping between old and recent.
* '''[[Shoot 'Em Up|Shoot Em Ups]]''' typically offer a shot button and a [[Smart Bomb]] button, and in some occasions extra buttons for a special ability, or a third button for rapid fire shooting (unless the main shot button ''is'' rapid-fire).
** ''[[Mars Matrix]]'' instead maps all attacks to one button. The attack you use depends on how you press it (tapping, continous tapping, or holding it down).
** On the other extreme, the Saturn port of ''[[Radiant Silvergun]]'' allows you to give each of your ship's seven weapons its own button.
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