I hear you. I forget the control schemes as well, whether they are keyboard or controller.
But the thing about those is that they are 'hidden' and require memoization. There is no on-game HUD that would show legend of all the available actions all the time. If you could have that, then people would be much more comfortable about even the hidden schemes.
There are game UI:s that are mostly mouse operated, and expose the user interaction grammar using the game specific, visual UI narrative. My kids seem fine navigating between those. A great example is Roblox, which has lot of "controller heavy" games where there are custom UI:s for building and configuring lots of things.
There are no guidelines that the authors defer to, but, they organically try to make the UI:s as understandable as possible. Most of the time they copy established conventions anyway, and when they don't either the UI is still understandable or no-one will play the game.
But the thing about those is that they are 'hidden' and require memoization. There is no on-game HUD that would show legend of all the available actions all the time. If you could have that, then people would be much more comfortable about even the hidden schemes.
There are game UI:s that are mostly mouse operated, and expose the user interaction grammar using the game specific, visual UI narrative. My kids seem fine navigating between those. A great example is Roblox, which has lot of "controller heavy" games where there are custom UI:s for building and configuring lots of things.
There are no guidelines that the authors defer to, but, they organically try to make the UI:s as understandable as possible. Most of the time they copy established conventions anyway, and when they don't either the UI is still understandable or no-one will play the game.