Last game skill you "unlearned"
Heuristics is a term used in game design to describe a concept where the maths, comprehension or similar required is beyond a given person, or at least the time given for them to contemplate the problem, and the instead develop things that "will do". With many games being mathematically mind boggling* and commonly reaction based game playing types will inevitably create their own for games.
*chess is commonly considered here where the number of potential states of a board after 6 moves apiece is astronomical. A game like street fighter probably has that beat after a few frames.
Mario Kart provides some of the purest examples of this. For instance do you know the position of every other racer in the game? As it is a rubber band affair and set after the first race in many instances then do you know the positions of last race and thus what might go here? Do you know what weapons they have? Can you create the equivalent of this for cornering Chances are the answers to those are
No (but there is a map if I need it)
Not unless the points difference matters or might matter.
Not unless I see it coming for me or just passed it (unless I am in first place then oh dear blue shell alert)
No but I sort of "feel it" and "know where to go".
Consider also that many "competitive" players will have "better" answers to those questions.
It also provides nice examples of the second aspect of this discussion. Compare either turbo starts or cornering/corner boost tactics between the various versions. If you put in a lot of time in one then how is either going to a sequel or returning to an old game and having to deal with "muscle memory" in some way? It need not be a sequel either and could just be another game in the same gameplay style.
We can go a bit more abstract as well. What do you do when you encounter inverted look controls or occasions where strafe and turn are "swapped"?
Speaking of heuristics a fine example was once relayed on Mario Kart. Is first place in the lead? Many would answer yes. Others that sit and think about it would consider the equalising potential of the mighty blue shell and maybe instead point at a close second place character.
This is part of series on GBAtemp where we have some discussion of aspects of the game industry, game design and related topics. Previously we discussed The game you invested the most money in.
times where people said gameplay styles would not work for a platform, the value of online play, emulation vs hardware, a favoured game style that might have become less common in recent times, skills one might have learned or honed because of a game, games on the PS4 and Xbone that will stand the test of time, games that got better after launch, cancelled games and shuttered devs, and story canon in games.
Hopefully this time not all the primary examples were taken in the opening post and you can then join in discussing times where you had to "unlearn" a skill, heuristic or control preference for a game as well as other interesting aspects related to it.