A kind of interesting gamedev thing to think about is the general fact that the more verbs (actions and interactions) you add into a video game, the less each verb can generally accomplish if they are all actually worthwhile
So then ideally for most types of games you'd probably want to try to keep your total verbs low enough that what new verbs you're adding would not be reasonably covered in a very satisfying way with a simpler set. It's a complicated problem that pushes on many aspects of design.
And then the more individualized verbs your game has, you often end up creating more accessibility barriers, especially physical and cognitive ones. Where are you going to map those verbs? How many verbs are you expecting a player to remember and recall with level design cues?
How are you going to teach the player all these verbs they should know? In what ways will you remind them? How might a large number of verbs essentially lock players to one general control scheme even if you technically have full remapping?
In general, the term "verb" is so fitting in this context because you literally are asking a player to learn the language of your game as they use them, and it is your responsibility to consider how that language could become too overwhelming and obfuscated
I could honestly ramble for ages on this, but the key point is this: please consider what verbs your game's language needs very carefully, and what accessibility barriers you can avoid creating (or prevent!) with them.
You can follow @halfcoordinated.
Tip: mention @twtextapp on a Twitter thread with the keyword “unroll” to get a link to it.

Latest Threads Unrolled:

By continuing to use the site, you are consenting to the use of cookies as explained in our Cookie Policy to improve your experience.