Talk:Game Sprockets

Oddity worth mentioning, but how?
There is one odd "feature" of InputSprockets that I think is worth mentioning, but I don't know how or where.

Consider any game where you set up the command layout. Generally this consists of a dialog or screen with a list of all the different actions on the left, and the key or device it's mapped to on the right. Basically the logic is "here is everything I can do, and here's what inputs they're mapped to".

InputSprocket, on the other hand, was device centric. You first selected the device, say the keyboard, and then mapped commands to the keys. It is spiritually the reverse of the typical system.

This meant it was essentially impossible to know whether or not every input was mapped. Ones that didn't appear to be mapped might be in another hardware device. There was no overall view of the game's actions. This made complex games a nightmare to set up.

But this is not something that appears in print, so to speak. Things that are missing rarely do. Yet I feel not mentioning this means the article is incomplete. What to do?

Maury Markowitz (talk) 17:39, 25 October 2013 (UTC)

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