Real‐time animation controllers are fundamental for animating characters in response to player input in digital games. However, the design of such controllers requires making trade‐offs between the naturalness of the character's motions and the promptness of the character's response. In this paper, we investigate the effects of such trade‐offs on the players' enjoyment, control, satisfaction, and opinion of the character in a simple platform game. In our first experiment, we compare three controllers having the same responsiveness, but varying levels of naturalness. In the second experiment, we compare three controllers having increasing realism at the expense of responsiveness. In our third experiment, we keep motion naturalness and responsiveness constant but vary the avatar. Not surprisingly, our least responsive controller negatively affects players' performance and perceived ability to control the character. However, we also find that players are most satisfied with their own performance using our least natural controller, that differences in animation can significantly alter players' enjoyment with responsiveness being equal, that players do not report increased motion quality with our most natural controller, although viewers outside of the game context do, and that the avatar model affected the perception of the character but not players' enjoyment or perceived realism.