0:00:00.120,0:00:05.490 I love games that let you move with speed,[br]fluidity, and finesse. 0:00:05.490,0:00:12.580 I'm talking about games with perfect parkour,[br]comic book web-swinging, awesome skateboarding, 0:00:12.580,0:00:15.889 super sonic speeds, and ninja-like wall-running. 0:00:15.889,0:00:22.180 The problem is: there's no one-size-fits-all[br]answer for how to make such a movement system. 0:00:22.180,0:00:27.290 What makes Rocket League great is completely[br]different to Sunset Overdrive, which is different 0:00:27.290,0:00:28.840 still to Titanfall 2. 0:00:28.840,0:00:35.650 Sure, we can get point to obvious stuff like[br]responsive controls, visual effects, and cool animations. 0:00:35.650,0:00:37.800 But perhaps we can go further. 0:00:37.800,0:00:42.730 What we can do is look at the very different[br]ways that movement works in a bunch of brilliant 0:00:42.730,0:00:47.629 games, and then see if there's anything these[br]varying approaches all have in common, and 0:00:47.629,0:00:50.609 help answer the question of how to make movement[br]fun. 0:00:50.609,0:00:51.719 So, Hi. 0:00:51.719,0:00:55.671 I'm Mark Brown, and this is Game Maker's Toolkit. 0:00:58.449,0:01:03.120 Okay, let's start with Super Mario Odyssey. 0:01:03.120,0:01:07.800 This game is all about giving the player a[br]bunch of different moves - that all allow 0:01:07.800,0:01:09.830 for slightly different actions. 0:01:09.830,0:01:15.190 You've got tall jumps and long jumps and fast[br]jumps and last-minute-save jumps. 0:01:15.190,0:01:17.930 It's about knowing which move to use, and[br]when. 0:01:17.930,0:01:23.110 But what's even better is that these moves[br]can be chained together to eke out further 0:01:23.110,0:01:24.240 advantages. 0:01:24.240,0:01:30.340 Mario's jump, dive, and hat throw can be carefully[br]chained together to bound between rooftops 0:01:30.340,0:01:31.890 in New Donk City. 0:01:31.890,0:01:38.470 We see similar stuff in other 3D platformers[br]like Sackboy: A Big Adventure and A Hat in Time. 0:01:38.470,0:01:42.740 But also the Tony Hawk's series, which is[br]laser focused on combining moves. 0:01:42.740,0:01:46.820 There are two actions - the revert and the[br]manual - which are specifically designed to 0:01:46.820,0:01:51.040 keep your combo going between the skatepark[br]pieces. 0:01:51.040,0:01:55.640 Next up is Insomniac's open-world zombie blaster[br]Sunset Overdrive. 0:01:55.640,0:02:01.060 Now here, the main character doesn't have[br]a particularly involved moveset: just a basic 0:02:01.060,0:02:03.070 run, jump, and roll. 0:02:03.070,0:02:07.460 But that's because this game is all about[br]using things in the environment: running on 0:02:07.460,0:02:12.269 walls, bouncing on awnings, grinding on rails,[br]and swinging on poles. 0:02:12.269,0:02:17.030 Clever use of the environment will put you[br]at a huge advantage over the enemies. 0:02:17.030,0:02:22.660 Other games that put the focus on environmental[br]interaction include sci-fi ninja sim Ghostrunner, 0:02:22.660,0:02:29.682 and the best bits of the Ori games as you[br]bash to propel yourself off enemies and projectiles. 0:02:29.682,0:02:33.810 Next, let's look quickly at The Pathless. 0:02:33.810,0:02:36.090 And this one is all about timing. 0:02:36.090,0:02:40.719 In this game you can temporarily boost your[br]speed by shooting arrows at floating targets 0:02:40.719,0:02:41.730 in the world. 0:02:41.730,0:02:46.000 You have to charge the shot and release when[br]the meter fills up completely - giving the 0:02:46.000,0:02:50.569 game a sort of rhythmic action as you try[br]to efficiently time the release of every shot. 0:02:50.569,0:02:55.060 And that's not to mention that if you release[br]when the meter is only halfway full, you get 0:02:55.060,0:02:57.200 a much bigger burst of speed. 0:02:57.200,0:03:02.750 But, if you screw up the timing, the shot[br]will miss and you get nothing. 0:03:02.750,0:03:04.900 Moving on to Titanfall 2. 0:03:04.900,0:03:09.219 And this game is all about momentum: building[br]it, and keeping it. 0:03:09.219,0:03:13.549 The pilot can run at a max speed of only 22[br]kilometres per hour. 0:03:13.549,0:03:18.760 However, your speed can be temporarily boosted[br]by things like wall-running, leaping away 0:03:18.760,0:03:21.609 from walls, and sliding along the ground. 0:03:21.609,0:03:25.939 So to be truly fast, you've got to try and[br]keep that momentum up, by endlessly chaining 0:03:25.939,0:03:27.489 together those moves. 0:03:27.489,0:03:28.610 But that's not all. 0:03:28.610,0:03:33.180 When we go into multiplayer, we can get things[br]like the grapple which hooks onto a wall and 0:03:33.180,0:03:36.849 then retracts - like Link's hookshot on fast[br]forward. 0:03:36.849,0:03:40.969 Combine that with a jump and you can slingshot[br]your way across the map at super speed. 0:03:40.969,0:03:42.529 And we're still not done. 0:03:42.529,0:03:46.610 Because when you come to land you can do a[br]slide-hop (which is where you hit crouch, 0:03:46.610,0:03:49.249 then jump) to maintain that momentum. 0:03:49.249,0:03:53.829 The very best Titanfall 2 players - i.e. not[br]me - are the ones who are always thinking 0:03:53.829,0:03:58.260 about ways to keep the momentum they've built[br]up. 0:03:58.260,0:04:02.930 We see similar stuff in older shooters like[br]Quake and Counter-Strike, where bunnyhopping 0:04:02.930,0:04:08.860 to build momentum was a physics-busting emergent[br]strategy not intended by the developers. 0:04:08.860,0:04:13.459 The parkour gem Mirror's Edge will force you[br]to maintain momentum if you want to nail its 0:04:13.459,0:04:14.689 time trials. 0:04:14.689,0:04:18.870 Crumble is all about getting faster and faster,[br]the more you move. 0:04:18.870,0:04:25.240 And in the platformer N++, you need to build[br]momentum in order to make the biggest jumps. 0:04:25.240,0:04:30.910 Next up is Cyberhook - a first-person speedrunner[br]about grappling onto blocks and launching 0:04:30.910,0:04:32.530 yourself towards the goal. 0:04:32.530,0:04:36.770 And so this one, I think, is about understanding[br]trajectories. 0:04:36.770,0:04:38.120 Bear with me for a second. 0:04:38.120,0:04:43.922 A trajectory is a path an object will follow,[br]when moving under the influence of a physical force. 0:04:43.922,0:04:49.240 And we subconsciously consider this when playing[br]any platformer, because the arc of every jump 0:04:49.240,0:04:51.120 is determined by gravity. 0:04:51.120,0:04:56.340 But in games with grappling hooks - like A[br]Story About My Uncle and Bionic Commando - the 0:04:56.340,0:05:01.400 swing's arc is determined by both gravity[br]and the taut pull of the rope. 0:05:01.400,0:05:06.030 And so to get the most out of the mechanic[br]we have to mentally map out the precise arc 0:05:06.030,0:05:09.900 of the swing - and know the best time to latch[br]on and let go. 0:05:09.900,0:05:13.988 We also see this in games with gliding mechanics,[br]it's all about the shapes the character 0:05:13.988,0:05:19.873 will make when moving, and understanding[br]how to use that to your advantage. 0:05:19.873,0:05:23.520 And finally, I want to touch on Rocket League. 0:05:23.520,0:05:28.980 This game is kind of unique because the character[br]- in this case, a car - is basically a physics 0:05:28.980,0:05:32.699 object, and you just apply forces in different[br]directions. 0:05:32.699,0:05:37.449 This allows you to move the car about in pretty[br]much whatever way you desire: leading to masterful 0:05:37.449,0:05:42.909 players discovering absurd tricks like making[br]a car fly across the pitch, or doing bonkers 0:05:42.909,0:05:44.250 bicycle kicks. 0:05:44.250,0:05:48.300 Trust me, this one is way over my head - but[br]I thought it was still worth mentioning. 0:05:48.300,0:05:55.685 So, here, I've identified six different elements[br]that great games use to make movement more fun. 0:05:55.685,0:06:02.240 Those are chaining moves, using the environment,[br]nailing timing windows, building momentum, 0:06:02.240,0:06:05.550 understanding trajectories, and playing with[br]physics. 0:06:05.550,0:06:10.419 Now that's not an exhaustive list - and it's[br]also important to note that many games mix 0:06:10.419,0:06:12.319 and match these different elements. 0:06:12.319,0:06:16.889 In Just Cause 3, for example, you need to[br]hook shot onto the environment, which builds 0:06:16.889,0:06:19.260 momentum as the rope retracts. 0:06:19.260,0:06:22.690 You can then chain into your parachute and[br]then chain into your wingsuit. 0:06:22.690,0:06:26.860 At which point you're carefully considering[br]the weirdo trajectory of this thing as you 0:06:26.860,0:06:29.009 dive away from enemy attacks. 0:06:29.009,0:06:32.770 So this gives us a sort of table of elements[br]when it comes to movement. 0:06:32.770,0:06:37.539 The building blocks that are used and combined[br]to make interesting interactions. 0:06:37.539,0:06:40.330 These are the things that make movement fun. 0:06:40.330,0:06:42.199 But… why? 0:06:42.199,0:06:46.349 Is there anything these different approaches[br]to movement have in common, to help explain 0:06:46.349,0:06:48.050 their appeal? 0:06:48.050,0:06:53.560 First, all of these approaches allow for a[br]real freedom of movement. 0:06:53.560,0:06:57.870 They're about giving you options for how to[br]get around the world: you could take a very 0:06:57.870,0:07:03.280 slow and meandering trip up a staircase, or[br]you could run up the wall, turn around, spring 0:07:03.280,0:07:06.530 off the wall, and tuck your feet up over the[br]handrail. 0:07:06.530,0:07:11.449 This effectively turns the entire game space[br]into a traversal playground. 0:07:11.449,0:07:16.520 Walls and big gaps are no longer barriers[br]to impede progress: they are challenges to 0:07:16.520,0:07:17.639 overcome. 0:07:17.639,0:07:22.159 And where many games are practically glued[br]to the ground, these advanced movement mechanics 0:07:22.159,0:07:24.349 add verticality to the world. 0:07:24.349,0:07:28.599 Second, these movement mechanics typically[br]allow for very analogue inputs. 0:07:28.599,0:07:31.159 Which... let me explain what I mean. 0:07:31.159,0:07:35.669 When using the hookshot in Zelda, you must[br]aim it a suitable point, and then it locks 0:07:35.669,0:07:39.850 Link into an unstoppable animation until he[br]reaches his destination. 0:07:39.850,0:07:42.439 It follows a single, predetermined path. 0:07:42.439,0:07:47.120 In Titanfall 2, however, the grapple works[br]in a very different way. 0:07:47.120,0:07:51.180 You can latch onto any point in the world,[br]you can move while it retracts in order to 0:07:51.180,0:07:56.030 change its trajectory, you can boost the speed[br]with a jump, and you can cancel the grapple 0:07:56.030,0:07:57.220 at any point. 0:07:57.220,0:08:02.129 There is an almost infinite number of paths[br]it can follow - entirely based on your control 0:08:02.129,0:08:03.280 and desire. 0:08:03.280,0:08:07.729 And we see this in other mechanics too: like[br]generous mid-air movement in Mario, being 0:08:07.729,0:08:13.360 able to bash in literally any direction in[br]Ori, and the absurdly granular input you have 0:08:13.360,0:08:16.349 in physics-based movement systems like Rocket[br]League. 0:08:16.349,0:08:21.439 These either give you perfect fine-grain control[br]of the character, or at least the ability 0:08:21.439,0:08:23.597 to influence a trajectory. 0:08:23.597,0:08:30.249 Third… when done well, these mechanics allow[br]you to move with flow, which is when you fluidly 0:08:30.249,0:08:34.469 move through a level without stopping or slowing[br]down too much. 0:08:34.469,0:08:39.560 So perhaps that's chaining together moves[br]across an entire level, or keeping your momentum 0:08:39.560,0:08:42.229 with careful navigation of the space. 0:08:42.229,0:08:46.790 This can be particularly fun in games with[br]environmental interactions as you bounce from 0:08:46.790,0:08:51.660 one object to another - but that's as much[br]to do with the level design as it is the basic 0:08:51.660,0:08:53.640 movement mechanics. 0:08:53.640,0:09:00.190 Fourth - and perhaps most importantly - these[br]advanced movement mechanics are a test of skill. 0:09:00.190,0:09:05.290 When chaining moves, you need to know how[br]and when to link these actions together - and 0:09:05.290,0:09:08.160 probably in mid-air or when moving at speed. 0:09:08.160,0:09:12.670 When it comes to using the environment, there's[br]a certain level of precision needed to guide 0:09:12.670,0:09:15.370 your character onto a rail or bounce pad. 0:09:15.370,0:09:18.980 And timing, naturally, tests your timing. 0:09:18.980,0:09:24.310 Momentum has a built-in skill check: the faster[br]you move, the harder the game is to control. 0:09:24.310,0:09:29.420 Trajectories can be particularly hard to understand[br]until you internalise their unique arcs. 0:09:29.420,0:09:33.100 And physics-based characters are naturally[br]challenging to navigate. 0:09:33.100,0:09:37.470 And so while these advanced moves offer huge[br]advantages over the more basic running and 0:09:37.470,0:09:41.970 jumping - such as making you move faster,[br]take shortcuts, or get the drop on enemies 0:09:41.970,0:09:47.279 in combat - they come with a huge skill barrier,[br]and until you can surpass it, you’re gonna 0:09:47.279,0:09:50.870 spend a lot of time scraping your face against[br]the tarmac. 0:09:50.870,0:09:54.779 But, that leads to the fifth and final similarity. 0:09:54.779,0:09:59.529 Which is when you do have that skill, all[br]of these movement mechanics are intrinsically 0:09:59.529,0:10:01.340 satisfying to use. 0:10:01.340,0:10:05.889 When chaining moves you're performing tiny,[br]quick-fire piano melodies on the controller 0:10:05.889,0:10:08.139 which just feels amazing on the fingers. 0:10:08.139,0:10:12.660 When you're exploiting the environment you're[br]constantly making plans about your route forward. 0:10:12.660,0:10:17.000 And hitting a button in a microscopic timing[br]window and getting a big burst of feedback 0:10:17.000,0:10:18.280 is always a hit. 0:10:18.280,0:10:23.100 Building momentum lets you get almost uncontrollably[br]fast, putting you in thrilling white-knuckle 0:10:23.100,0:10:25.920 situations as you try not to slam into a wall. 0:10:25.920,0:10:30.120 And expertly navigating a character while[br]navigating gravity and other physics-based 0:10:30.120,0:10:32.380 interactions just feels great. 0:10:32.380,0:10:36.920 Skimming close to the ground with Just Cause's[br]wingsuit is an unparalleled treat. 0:10:36.920,0:10:40.839 It would be easy to say that movement in a[br]game feels good because you're playing as 0:10:40.839,0:10:45.440 a character with awesome abilities - but I[br]think it's the player's physical performance 0:10:45.440,0:10:51.283 of these skills that feels satisfying - and[br]not just the super heroic imagery on screen. 0:10:51.283,0:10:54.200 Though, let me give a couple caveats. 0:10:54.200,0:10:58.550 One is that games should look for precision[br]- but not perfection. 0:10:58.550,0:11:01.639 So it's good to have systems that subtly help[br]the player out. 0:11:01.639,0:11:05.990 I've talked before about coyote time - which[br]is letting the player jump off a platform, 0:11:05.990,0:11:08.100 even if they've already run off the edge. 0:11:08.100,0:11:11.980 We can do something similar on the landing,[br]by pushing the player to safety if they were 0:11:11.980,0:11:14.820 just a few centimetres away from the ledge. 0:11:14.820,0:11:19.699 You might also give the player moves to save[br]themselves from a bad jump: like being able 0:11:19.699,0:11:24.790 to right your board back in line with the[br]ground in Tony Hawk's, or slow time and dash 0:11:24.790,0:11:28.990 in Ghostrunner - which can be used to realign[br]for a wall run. 0:11:28.990,0:11:33.750 And in King of Cards, if you get hit in mid-air[br]you'll get a free shoulder bash move which 0:11:33.750,0:11:37.400 can be used for a last minute, frantic scramble[br]to safety. 0:11:37.400,0:11:42.470 And secondly, this brings us back to something[br]I explored in a video late last year. 0:11:42.470,0:11:47.300 The idea of whether the player should be given[br]a power fantasy through slick animation and 0:11:47.300,0:11:48.779 highly automated systems. 0:11:48.779,0:11:53.550 Or have to earn the power fantasy through[br]the application of hard-won skills. 0:11:53.550,0:11:58.610 Ultimately we want something that can do both:[br]easy to use, but hard to master. 0:11:58.610,0:12:04.080 So please check out that video for more information[br]- and ideas for how to make these movement 0:12:04.080,0:12:08.329 systems more accessible to a wider audience. 0:12:08.329,0:12:12.240 So how do we make interesting movement systems[br]in games? 0:12:12.240,0:12:17.000 If you ask me, we're looking for mechanics[br]that give players a real freedom of movement, 0:12:17.000,0:12:22.040 through analogue inputs that let them fully[br]control how their character moves. 0:12:22.040,0:12:27.440 We want to test - or at least reward - the[br]player's skill, and create movement that feels 0:12:27.440,0:12:32.170 satisfying when you perform it well - whether[br]that's through quickfire finger action on 0:12:32.170,0:12:35.690 the controller, or stomach-clenching, near-miss[br]thrill rides. 0:12:35.690,0:12:40.709 I've established a number of elements that[br]work towards these goals - from chaining together 0:12:40.709,0:12:46.110 a big load of actions to toying with the trajectory[br]of a wingsuit under gravity - but there are 0:12:46.110,0:12:49.150 probably more to discover, and more I missed. 0:12:49.150,0:12:53.639 So, in the comments below - what's your favourite[br]movement system in a game? 0:12:53.639,0:12:58.389 And - most crucially of all - why? 0:12:58.389,0:13:04.089 It's indie game recommendation time, and I've[br]been having a lot of fun with Cyber Shadow 0:13:04.089,0:13:11.160 - an NES throwback platformer that's inspired[br]by games like Ninja Gaiden and Shatterhand. 0:13:11.160,0:13:16.100 It's not quite as punishing as those old games[br]but it will certainly give you a good challenge. 0:13:16.100,0:13:22.610 If you're up for it you can expect great level[br]design, a huge moveset, and stellar boss fights. 0:13:22.610,0:13:25.899 Cyber Shadow is out now on all major platforms.