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<section><span class="post-quote"><a class="post-backlink" href="#119">>>119</a></span>
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Ghost Trick is an entirely context-sensitive game. There's only one action button: the Trick button. And it always does something different depending on which object is possessed.
I'm not about to renounce my love of this game, but I do see it an outlier, because I've come to believe that most games which stand the test of time share one thing in common:
They minimize the amount of "Context Sensitivity".
Before we go any further, it seems wise to highlight why this has become a larger issue over time, and then try to clarify what does or doesn't count as context-sensitive.
The "A" button in 'Ocarina of Time' is a perfect starting point. Normally, it causes Link to roll, but pressing it in front of an NPC will initiate dialogue instead. Elsewhere it might be used to pick up a pot, or open a chest. Put simply, the outcome of a button press depends on the context. The same is true for the "A" button in 'A Link to the Past', but the term "context-sensitive" rose to prominence with the advent of three-dimensional games, which often presented more complicated worlds than before. While the complexity of environments exploded by an order of magnitude, the complexity of controllers could only increase a comparatively small amount, by adding two sticks and a few buttons. After decades of refinement, controllers have become much more complicated, but it's still arguably not enough for 3D games.
If we imagine potential actions in a 2D environment, and then examine what players can actually accomplish with a controller, it's clear that most - if not all - types of movement can be accommodated. 'Celeste' features an 8-way dash on top of regular jumps and gimmicks which cover just about every style of locomotion. Dustforce features robust movement with complicated momentum and directional attacks. Even a game like 'Viewtiful Joe' could have fully featured, varied movement options along both axes, while still primarily focusing on combat.
An equivalent 3D control scheme would allow players to see the entire surrounding play-field while also having access to movement abilities which work along each possible combination of axes. 3D games are arguably unable to fulfill that first condition, since the perspective has to be subjective, as opposed to 2D where it can be OBJECTIVE, but regardless, you might at least argue that a good 3D platformer reaches a similar level of control as Celeste. True in some ways, but certainly not in others. Remember, it's not just that you can fall downwards; you can also dash downwards, or upwards, or diagonally. This single ability covers eight directions, which roughly encompasses every direction possible in 2D.
The 3D incarnation of Shinobi (2002) has a similar dash ability, and since it uses an analogue stick, it's not even locked to eight directions, which seems better at a glance, but doesn't give the full picture. Under normal conditions, dashes in Shinobi are always parallel to the floor, but the 3D equivalent of a circle is a sphere. For this to be Celeste's 3D counterpart, the dash would need to be capable of moving: upward; downward; left; right; forward; backward; diagonally downward to the rear left; diagonally downward to the front left; diagonally upward to the rear left; and so on. It doesn't work that way because the controller can't support it. After all, the analogue stick itself is mapped to a 2D plane. In order to represent that third axis, the stick would need another layer of analogue movement in or out as well.
First-person perspective necessitates an alternative control scheme, where we can easily envision an ability sending the character in any direction thanks to free aiming. Still, this does come with limitations, since a player will have to take their eyes off a target if they want to dash elsewhere. Regardless of the perspective or the control scheme, there always seems to be some kind of trade-off which isn't necessary in 2D. Now this doesn't mean that 3D games are automatically bad; all it means is that controlling a character becomes much more complicated in 3D space. Traversing 'Super Mario Bros' requires only two directional keys and a jump button, whereas getting even basic control over Quake Guy requires four keys, a jump button PLUS a mouse which occupies a separate hand, and even then, your movement options are technically limited by which direction you're facing. In all likelihood, there will continue to be controller improvements over time, but it's only natural that a 2D game would be easier for us to manipulate. In order to continue making complex games in 3D environments with current control schemes, it therefore seems necessary that certain actions be streamlined, or shared by a single button, hence an increased amount of context-sensitivity.</section>