Control Bindings Display
Some games allow the bindings of their input controls to change according to context (ie, when monsters are about the "a" button means attack, when friendly people are about, "a" means talk). Games that allow buttons' meanings to change according to context sometimes provide information in the head up display to clarify what the controller buttons do at that moment in the game.
Contents
Examples
Strong example
In The Legend of Zelda: Ocarina of Time [Nintendo, 1998], the meaning of the "a" and "b" buttons varies according to the player character's surroundings. In order to make clear to players what these buttons do at any given moment, the game provides a graphical representation of the game pad with text overlays indicating what these buttons will do given the current circumstances.
Relations with other elements of the Ontology
Part-Of
References
Nintendo, developer (1998). The Legend of Zelda: Ocarina of Time. Nintendo, nintendo 64 edition.