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Snacks for thought


Hobbes Novakoff

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It seems like the complexity of a game is proportional to how many keybindings/inputs it has.

For example:

Flappy Bird: 1 [citation needed]

Turbo Dismount (Google it): 10 (Source: I play it a lot)

Minecraft: 15 or so (Source: My somewhat shaky memory, if someone has a key map or just a more accurate number please tell me)

And last (well, not anymore) but DEFINITELY not least..

Kerbal Space Program: ~120 in the flight scene and 46 in the VAB/SPH scene (Source: TriggerAu's excellent key maps)

EDIT: MS FSX: ~225 (thx LordFerret)

Just some Snacks for thought, as the title says.

Edited by Hobbes Novakoff
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Completely breaks down if you look at mobile games, though. The mobile versions of XCOM-or even the touch version of Civ V-have no more inputs than flappy bird.

mobl8ie or console do not count because they have a limit for the amount of inputs. so does the PC, but it is RIDUCLOUSLY IGH and varies.

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Well, with mobile (and PC as well, for that matter) I count the number of different things one can do. For example, take Infinity Blade III (please tell me people know that game). I would rate that as having 28 inputs (parry 8 directions, slash 8 directions, stab, shield block, block left/right/upwards, dodge left/right, jump/duck, magic, super move, mega hit, and pause). I generally don't count clicking/tapping a button onscreen as an input.

- - - Updated - - -

I think DCS A-10 has a more kys than Xplane, KSP and FSX put together.
There's like 224 or so in MS FSX... and then there's X-Plane.

And are all of those not extremely realistic, hyper-controllable, super-complicated flight sims? Hmm, another pattern to look into.

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