2.7    Contextual Mapping

Allow players to remap for each context in a game where possible.

Watch Time: 2 Minutes
Gameplay: PEGI 3 - 18
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2.7    Contextual Mapping

Allow players to remap for each context in a game where possible.

During a game, the set of actions available to a player may change depending on the context the player is in. These contexts can be anything like driving a vehicle, attacking or defending in a sports game, or even being in a menu.

So for example in Overwatch, while playing as Reinhardt you’re able to hold up a shield with one input, or charge forward with another. But if you then switch to a different character, although some actions like Jump will still be available, the overall set of available actions, and therefore the context, has changed.

You could have global mappings for actions that are shared between contexts, but then allow players to remap for each context as well. So in Overwatch it’s possible to assign actions globally, but then also override these by changing the action mappings for each character individually.

Ghost Recon Breakpoint allows players to remap based on the contexts they find themselves in, such as being on foot or in a vehicle.

Menus should also be considered a context. Dark Souls Remastered allows you to remap many of the actions available while navigating the menu.

Slay the Spire does the same while also allowing you to remap Confirm and Cancel to any input.

This module is a part of Action Mapping. Discover other modules in this topic on the SpecialEffect DevKit website at specialeffectdevkit.info.

Game Credits

  1. Dark Souls Remastered (FromSoftware + QLOC / Bandai Namco Entertainment) – [01:31]
  2. FIFA 20 (EA Sports) – 00:27
  3. Fortnite (Epic Games) – 00:16
  4. Overwatch (Blizzard Entertainment) – [00:34]
  5. Slay the Spire (MegaCrit / Humble Bundle) – 00:31 / [01:41]
  6. Tom Clancy's Ghost Recon Breakpoint (Ubisoft Paris / Ubisoft) – 00:22 / [01:19]

[ ] = Referenced by Name

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