Gamasutra - Creating the 30 different control schemes of Edith Finch
All in all, this one game has something in the order of 30 different control schemes, depending on how you categorize them. And yet there are no tutorials. You play instinctively, exploring the controls as you go along.

"Whatever you thought should be the way it works will be the way it works for you," says Dallas. So if you need it makes most sense to face a ladder and push up to go down it, or to push down, the game takes whatever your first input is and remaps the controls, assuming that's how you expect the controls to work.
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Writing as a design discipline: The Information Department of the Ulm School of Design and its impact on the school and beyond - AIS/Design
At the Ulm School of Design (1953-1968), there was a promising approach to teaching visual as well as verbal communication. Although it took place in separate…
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Rebecca Solnit: The Loneliness of Donald Trump | Literary Hub
Once upon a time, a child was born into wealth and wanted for nothing, but he was possessed by bottomless, endless, grating, grasping wanting, and wanted more,…
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Hour of Devastation review: The evil elder dragon god-pharaoh has arrived. RIP. | Ars Technica
There’s a concerted effort to produce something for most types of player; sleek and efficient for the highly competitive, big and stompy for the hedonist, clever and weird for the experimental, flavourful for the lore nerd.
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