Bad or problematic input design could seriously interfere with game play experience. Input should be as simple as possible, but at the same time hold certain level of complexity so players actions would not interfere with one another. Or it can become a big design problem that often cause player losing the game which leads to frustration.
Example: In Torchlight2, player can use left mouse button click a place order his or her protagonist to go there. Also, player can use left mouse button click on an enemy or object to “attack”. Simple enough, right? But when players is low on health and attempt to flee from danger, they would often accidentally click on a barrel or something and cause their protagonists to stop and attack the barrel, which often lead to protagonists’ death. Players would get upset because they didn’t make any mistake, they lose the game because the input design is problematic.
Example Two: Pokemon Go
Pokémon Go has problems with input design similar to those that many mobile games suffer from. In multiple cases there are small selection areas for desired activities. Some of these have the selection for various irreversible actions located right next to other harmless actions that the player might want to take advantage of. This can be problematic when the touchscreen of the platform is small, as it sometimes leads to the player selecting the irreversible action instead of the desired one and almost unintentionally changing an asset. In Pokémon Go, an option for ‘Appraise’ or ‘Favorite’ is right next to the option to ‘Transfer.’ This can lead to the player almost transferring a prized Pokémon on numerous occasions. Small selection boxes can also frustrate the player when they try to select smaller Pokémon available to catch, as it is difficult to get the game to sense the intended selection.