TL;DR
- Project L likely eliminates complex motion inputs to reduce fighting game entry barriers
- Riot embraces ‘easy to learn, hard to master’ philosophy for broader appeal
- Modern fighting games like Tekken and Granblue Fantasy provide proven alternative models
- Simplified controls maintain competitive depth through different balancing mechanisms
- The special button + directional input system represents the most probable implementation

League of Legends’ upcoming fighting game Project L stands poised to redefine genre conventions, but traditional motion inputs could potentially hinder its innovative potential. The question remains whether these complex control schemes will give way to more accessible alternatives.
Since the earliest arcade fighting titles, motion inputs have served as foundational mechanics requiring precise directional sequences combined with button presses. These technical demands create substantial learning curves that often discourage newcomers from engaging with the genre long-term. Many prospective players abandon fighting games after struggling with basic special move execution during their initial sessions.
Understanding this accessibility barrier is crucial for appreciating why Project L’s developers might opt for simplified controls. The evolution from quarter-circle forwards to single-button specials represents a significant shift in design philosophy that prioritizes player retention over traditional purity.
During a Project L development preview from late 2021, executive producer Tom Cannon and technical lead Tony Cannon shared early gameplay footage while detailing their control scheme approach. The brothers emphasized their commitment to lowering initial barriers without sacrificing long-term mastery potential.
“For Project L, we’re embracing the easy to learn, hard to master mentality, so yes. We are making it easier to jump in with a new character and learn their basic kit,” Tony Cannon explicitly stated. This philosophy suggests that character fundamentals will be immediately accessible while advanced techniques require dedicated practice to execute consistently.

This design direction aligns with Riot’s established approach in League of Legends, where champions feature straightforward basic abilities complemented by high-skill-cap ultimate abilities. This tiered complexity allows newcomers to contribute meaningfully while rewarding experienced players with advanced tactical options.
Complex inputs serve dual purposes beyond merely challenging newcomers. They function as sophisticated balancing tools that regulate powerful moves through execution difficulty. The classic Z-motion for Ryu’s Shoryuken in Street Fighter presents technical hurdles for novices while providing experienced players with reliable anti-air options precisely when needed.
Many fighting game veterans argue that execution barriers inherently balance powerful techniques by introducing risk of failure during high-pressure situations. This creates natural skill differentiators that separate casual players from competitive specialists without relying solely on statistical adjustments.
Modern fighting games have developed alternative balancing mechanisms that maintain competitive integrity while reducing technical demands. Systems like cooldown timers, resource management, or situational limitations can replicate traditional input difficulty without frustrating execution requirements.
While Riot hasn’t officially confirmed specific input schemes for Project L, evidence strongly suggests motion inputs will be replaced by streamlined alternatives. The developers appear committed to removing traditional execution barriers that have historically limited the genre’s audience.
The most probable implementation involves a dedicated special move button that activates different techniques based on directional input. Pressing this button while holding forward, backward, or in neutral positions would trigger corresponding special moves, dramatically reducing the memorization and execution demands for new players.
This control methodology enables immediate character proficiency while preserving the strategic depth of move selection timing and situational awareness. Players can focus on when to use abilities rather than struggling with how to execute them, potentially accelerating skill development and competitive engagement.
Contemporary fighting titles increasingly depart from traditional motion inputs, establishing proven alternatives. The Tekken franchise largely avoids complex directional inputs, instead mapping attacks to directional-button combinations while incorporating stance transitions activated through simpler motions.
Granblue Fantasy Versus implements an innovative hybrid system offering both simplified special moves and traditional inputs. The game rewards players who use classic motions with reduced cooldown times, creating meaningful choices between accessibility and optimization without excluding either approach.
Project L’s development team can draw inspiration from these successful models while potentially introducing novel accessibility features. The key challenge involves creating a system that feels immediately familiar to fighting game veterans while remaining genuinely approachable for complete newcomers.
Understanding these industry trends helps contextualize why Project L’s approach represents an evolution rather than revolution. The fighting game community’s growing acceptance of simplified controls suggests this direction aligns with broader genre development.
Action Checklist
- Practice basic directional inputs with single button combinations to build muscle memory
- Study character move lists from similar games to understand ability archetypes
- Analyze frame data and recovery times to understand move properties without execution barriers
- Watch high-level gameplay from accessible fighting games to learn strategic decision-making
No reproduction without permission:Game Guides Online » Will Project L have motion inputs? Here’s what we know Exploring Project L's simplified control scheme and its impact on fighting game accessibility
