Latency is a design material
Every input has a delay. Treating it as a material instead of a bug changes how a game, or any interface, feels.
Every input has a delay. Between pressing a button and seeing the result there is always a gap, even when it is too short to name.
It is tempting to treat that gap as a bug to be removed. It can be more useful to treat it as a material, something to shape.
Felt before it is measured
Players feel latency long before they can measure it. A jump that responds a little late feels heavy, a menu that answers instantly feels light, and both change how a game is understood.
“Latency is not only how long something takes. It is how long it feels like it takes.”
Working with the delay
Designers have many ways to work with it: immediate feedback while the real result catches up, animation that hides a wait, or input buffering that forgives slightly early presses. Each choice changes the character of an interaction.
Beyond games
The same thinking applies well beyond games. Any interface has a rhythm, and paying attention to its delays is one of the simplest ways to make it feel better.