[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.12,0:00:05.49,Default,,0000,0000,0000,,I love games that let you move with speed,\Nfluidity, and finesse. Dialogue: 0,0:00:05.49,0:00:12.58,Default,,0000,0000,0000,,I'm talking about games with perfect parkour,\Ncomic book web-swinging, awesome skateboarding, Dialogue: 0,0:00:12.58,0:00:15.89,Default,,0000,0000,0000,,super sonic speeds, and ninja-like wall-running. Dialogue: 0,0:00:15.89,0:00:22.18,Default,,0000,0000,0000,,The problem is: there's no one-size-fits-all\Nanswer for how to make such a movement system. Dialogue: 0,0:00:22.18,0:00:27.29,Default,,0000,0000,0000,,What makes Rocket League great is completely\Ndifferent to Sunset Overdrive, which is different Dialogue: 0,0:00:27.29,0:00:28.84,Default,,0000,0000,0000,,still to Titanfall 2. Dialogue: 0,0:00:28.84,0:00:35.65,Default,,0000,0000,0000,,Sure, we can get point to obvious stuff like\Nresponsive controls, visual effects, and cool animations. Dialogue: 0,0:00:35.65,0:00:37.80,Default,,0000,0000,0000,,But perhaps we can go further. Dialogue: 0,0:00:37.80,0:00:42.73,Default,,0000,0000,0000,,What we can do is look at the very different\Nways that movement works in a bunch of brilliant Dialogue: 0,0:00:42.73,0:00:47.63,Default,,0000,0000,0000,,games, and then see if there's anything these\Nvarying approaches all have in common, and Dialogue: 0,0:00:47.63,0:00:50.61,Default,,0000,0000,0000,,help answer the question of how to make movement\Nfun. Dialogue: 0,0:00:50.61,0:00:51.72,Default,,0000,0000,0000,,So, Hi. Dialogue: 0,0:00:51.72,0:00:55.67,Default,,0000,0000,0000,,I'm Mark Brown, and this is Game Maker's Toolkit. Dialogue: 0,0:00:58.45,0:01:03.12,Default,,0000,0000,0000,,Okay, let's start with Super Mario Odyssey. Dialogue: 0,0:01:03.12,0:01:07.80,Default,,0000,0000,0000,,This game is all about giving the player a\Nbunch of different moves - that all allow Dialogue: 0,0:01:07.80,0:01:09.83,Default,,0000,0000,0000,,for slightly different actions. Dialogue: 0,0:01:09.83,0:01:15.19,Default,,0000,0000,0000,,You've got tall jumps and long jumps and fast\Njumps and last-minute-save jumps. Dialogue: 0,0:01:15.19,0:01:17.93,Default,,0000,0000,0000,,It's about knowing which move to use, and\Nwhen. Dialogue: 0,0:01:17.93,0:01:23.11,Default,,0000,0000,0000,,But what's even better is that these moves\Ncan be chained together to eke out further Dialogue: 0,0:01:23.11,0:01:24.24,Default,,0000,0000,0000,,advantages. Dialogue: 0,0:01:24.24,0:01:30.34,Default,,0000,0000,0000,,Mario's jump, dive, and hat throw can be carefully\Nchained together to bound between rooftops Dialogue: 0,0:01:30.34,0:01:31.89,Default,,0000,0000,0000,,in New Donk City. Dialogue: 0,0:01:31.89,0:01:38.47,Default,,0000,0000,0000,,We see similar stuff in other 3D platformers\Nlike Sackboy: A Big Adventure and A Hat in Time. Dialogue: 0,0:01:38.47,0:01:42.74,Default,,0000,0000,0000,,But also the Tony Hawk's series, which is\Nlaser focused on combining moves. Dialogue: 0,0:01:42.74,0:01:46.82,Default,,0000,0000,0000,,There are two actions - the revert and the\Nmanual - which are specifically designed to Dialogue: 0,0:01:46.82,0:01:51.04,Default,,0000,0000,0000,,keep your combo going between the skatepark\Npieces. Dialogue: 0,0:01:51.04,0:01:55.64,Default,,0000,0000,0000,,Next up is Insomniac's open-world zombie blaster\NSunset Overdrive. Dialogue: 0,0:01:55.64,0:02:01.06,Default,,0000,0000,0000,,Now here, the main character doesn't have\Na particularly involved moveset: just a basic Dialogue: 0,0:02:01.06,0:02:03.07,Default,,0000,0000,0000,,run, jump, and roll. Dialogue: 0,0:02:03.07,0:02:07.46,Default,,0000,0000,0000,,But that's because this game is all about\Nusing things in the environment: running on Dialogue: 0,0:02:07.46,0:02:12.27,Default,,0000,0000,0000,,walls, bouncing on awnings, grinding on rails,\Nand swinging on poles. Dialogue: 0,0:02:12.27,0:02:17.03,Default,,0000,0000,0000,,Clever use of the environment will put you\Nat a huge advantage over the enemies. Dialogue: 0,0:02:17.03,0:02:22.66,Default,,0000,0000,0000,,Other games that put the focus on environmental\Ninteraction include sci-fi ninja sim Ghostrunner, Dialogue: 0,0:02:22.66,0:02:29.68,Default,,0000,0000,0000,,and the best bits of the Ori games as you\Nbash to propel yourself off enemies and projectiles. Dialogue: 0,0:02:29.68,0:02:33.81,Default,,0000,0000,0000,,Next, let's look quickly at The Pathless. Dialogue: 0,0:02:33.81,0:02:36.09,Default,,0000,0000,0000,,And this one is all about timing. Dialogue: 0,0:02:36.09,0:02:40.72,Default,,0000,0000,0000,,In this game you can temporarily boost your\Nspeed by shooting arrows at floating targets Dialogue: 0,0:02:40.72,0:02:41.73,Default,,0000,0000,0000,,in the world. Dialogue: 0,0:02:41.73,0:02:46.00,Default,,0000,0000,0000,,You have to charge the shot and release when\Nthe meter fills up completely - giving the Dialogue: 0,0:02:46.00,0:02:50.57,Default,,0000,0000,0000,,game a sort of rhythmic action as you try\Nto efficiently time the release of every shot. Dialogue: 0,0:02:50.57,0:02:55.06,Default,,0000,0000,0000,,And that's not to mention that if you release\Nwhen the meter is only halfway full, you get Dialogue: 0,0:02:55.06,0:02:57.20,Default,,0000,0000,0000,,a much bigger burst of speed. Dialogue: 0,0:02:57.20,0:03:02.75,Default,,0000,0000,0000,,But, if you screw up the timing, the shot\Nwill miss and you get nothing. Dialogue: 0,0:03:02.75,0:03:04.90,Default,,0000,0000,0000,,Moving on to Titanfall 2. Dialogue: 0,0:03:04.90,0:03:09.22,Default,,0000,0000,0000,,And this game is all about momentum: building\Nit, and keeping it. Dialogue: 0,0:03:09.22,0:03:13.55,Default,,0000,0000,0000,,The pilot can run at a max speed of only 22\Nkilometres per hour. Dialogue: 0,0:03:13.55,0:03:18.76,Default,,0000,0000,0000,,However, your speed can be temporarily boosted\Nby things like wall-running, leaping away Dialogue: 0,0:03:18.76,0:03:21.61,Default,,0000,0000,0000,,from walls, and sliding along the ground. Dialogue: 0,0:03:21.61,0:03:25.94,Default,,0000,0000,0000,,So to be truly fast, you've got to try and\Nkeep that momentum up, by endlessly chaining Dialogue: 0,0:03:25.94,0:03:27.49,Default,,0000,0000,0000,,together those moves. Dialogue: 0,0:03:27.49,0:03:28.61,Default,,0000,0000,0000,,But that's not all. Dialogue: 0,0:03:28.61,0:03:33.18,Default,,0000,0000,0000,,When we go into multiplayer, we can get things\Nlike the grapple which hooks onto a wall and Dialogue: 0,0:03:33.18,0:03:36.85,Default,,0000,0000,0000,,then retracts - like Link's hookshot on fast\Nforward. Dialogue: 0,0:03:36.85,0:03:40.97,Default,,0000,0000,0000,,Combine that with a jump and you can slingshot\Nyour way across the map at super speed. Dialogue: 0,0:03:40.97,0:03:42.53,Default,,0000,0000,0000,,And we're still not done. Dialogue: 0,0:03:42.53,0:03:46.61,Default,,0000,0000,0000,,Because when you come to land you can do a\Nslide-hop (which is where you hit crouch, Dialogue: 0,0:03:46.61,0:03:49.25,Default,,0000,0000,0000,,then jump) to maintain that momentum. Dialogue: 0,0:03:49.25,0:03:53.83,Default,,0000,0000,0000,,The very best Titanfall 2 players - i.e. not\Nme - are the ones who are always thinking Dialogue: 0,0:03:53.83,0:03:58.26,Default,,0000,0000,0000,,about ways to keep the momentum they've built\Nup. Dialogue: 0,0:03:58.26,0:04:02.93,Default,,0000,0000,0000,,We see similar stuff in older shooters like\NQuake and Counter-Strike, where bunnyhopping Dialogue: 0,0:04:02.93,0:04:08.86,Default,,0000,0000,0000,,to build momentum was a physics-busting emergent\Nstrategy not intended by the developers. Dialogue: 0,0:04:08.86,0:04:13.46,Default,,0000,0000,0000,,The parkour gem Mirror's Edge will force you\Nto maintain momentum if you want to nail its Dialogue: 0,0:04:13.46,0:04:14.69,Default,,0000,0000,0000,,time trials. Dialogue: 0,0:04:14.69,0:04:18.87,Default,,0000,0000,0000,,Crumble is all about getting faster and faster,\Nthe more you move. Dialogue: 0,0:04:18.87,0:04:25.24,Default,,0000,0000,0000,,And in the platformer N++, you need to build\Nmomentum in order to make the biggest jumps. Dialogue: 0,0:04:25.24,0:04:30.91,Default,,0000,0000,0000,,Next up is Cyberhook - a first-person speedrunner\Nabout grappling onto blocks and launching Dialogue: 0,0:04:30.91,0:04:32.53,Default,,0000,0000,0000,,yourself towards the goal. Dialogue: 0,0:04:32.53,0:04:36.77,Default,,0000,0000,0000,,And so this one, I think, is about understanding\Ntrajectories. Dialogue: 0,0:04:36.77,0:04:38.12,Default,,0000,0000,0000,,Bear with me for a second. Dialogue: 0,0:04:38.12,0:04:43.92,Default,,0000,0000,0000,,A trajectory is a path an object will follow,\Nwhen moving under the influence of a physical force. Dialogue: 0,0:04:43.92,0:04:49.24,Default,,0000,0000,0000,,And we subconsciously consider this when playing\Nany platformer, because the arc of every jump Dialogue: 0,0:04:49.24,0:04:51.12,Default,,0000,0000,0000,,is determined by gravity. Dialogue: 0,0:04:51.12,0:04:56.34,Default,,0000,0000,0000,,But in games with grappling hooks - like A\NStory About My Uncle and Bionic Commando - the Dialogue: 0,0:04:56.34,0:05:01.40,Default,,0000,0000,0000,,swing's arc is determined by both gravity\Nand the taut pull of the rope. Dialogue: 0,0:05:01.40,0:05:06.03,Default,,0000,0000,0000,,And so to get the most out of the mechanic\Nwe have to mentally map out the precise arc Dialogue: 0,0:05:06.03,0:05:09.90,Default,,0000,0000,0000,,of the swing - and know the best time to latch\Non and let go. Dialogue: 0,0:05:09.90,0:05:13.99,Default,,0000,0000,0000,,We also see this in games with gliding mechanics,\Nit's all about the shapes the character Dialogue: 0,0:05:13.99,0:05:19.87,Default,,0000,0000,0000,,will make when moving, and understanding\Nhow to use that to your advantage. Dialogue: 0,0:05:19.87,0:05:23.52,Default,,0000,0000,0000,,And finally, I want to touch on Rocket League. Dialogue: 0,0:05:23.52,0:05:28.98,Default,,0000,0000,0000,,This game is kind of unique because the character\N- in this case, a car - is basically a physics Dialogue: 0,0:05:28.98,0:05:32.70,Default,,0000,0000,0000,,object, and you just apply forces in different\Ndirections. Dialogue: 0,0:05:32.70,0:05:37.45,Default,,0000,0000,0000,,This allows you to move the car about in pretty\Nmuch whatever way you desire: leading to masterful Dialogue: 0,0:05:37.45,0:05:42.91,Default,,0000,0000,0000,,players discovering absurd tricks like making\Na car fly across the pitch, or doing bonkers Dialogue: 0,0:05:42.91,0:05:44.25,Default,,0000,0000,0000,,bicycle kicks. Dialogue: 0,0:05:44.25,0:05:48.30,Default,,0000,0000,0000,,Trust me, this one is way over my head - but\NI thought it was still worth mentioning. Dialogue: 0,0:05:48.30,0:05:55.68,Default,,0000,0000,0000,,So, here, I've identified six different elements\Nthat great games use to make movement more fun. Dialogue: 0,0:05:55.68,0:06:02.24,Default,,0000,0000,0000,,Those are chaining moves, using the environment,\Nnailing timing windows, building momentum, Dialogue: 0,0:06:02.24,0:06:05.55,Default,,0000,0000,0000,,understanding trajectories, and playing with\Nphysics. Dialogue: 0,0:06:05.55,0:06:10.42,Default,,0000,0000,0000,,Now that's not an exhaustive list - and it's\Nalso important to note that many games mix Dialogue: 0,0:06:10.42,0:06:12.32,Default,,0000,0000,0000,,and match these different elements. Dialogue: 0,0:06:12.32,0:06:16.89,Default,,0000,0000,0000,,In Just Cause 3, for example, you need to\Nhook shot onto the environment, which builds Dialogue: 0,0:06:16.89,0:06:19.26,Default,,0000,0000,0000,,momentum as the rope retracts. Dialogue: 0,0:06:19.26,0:06:22.69,Default,,0000,0000,0000,,You can then chain into your parachute and\Nthen chain into your wingsuit. Dialogue: 0,0:06:22.69,0:06:26.86,Default,,0000,0000,0000,,At which point you're carefully considering\Nthe weirdo trajectory of this thing as you Dialogue: 0,0:06:26.86,0:06:29.01,Default,,0000,0000,0000,,dive away from enemy attacks. Dialogue: 0,0:06:29.01,0:06:32.77,Default,,0000,0000,0000,,So this gives us a sort of table of elements\Nwhen it comes to movement. Dialogue: 0,0:06:32.77,0:06:37.54,Default,,0000,0000,0000,,The building blocks that are used and combined\Nto make interesting interactions. Dialogue: 0,0:06:37.54,0:06:40.33,Default,,0000,0000,0000,,These are the things that make movement fun. Dialogue: 0,0:06:40.33,0:06:42.20,Default,,0000,0000,0000,,But… why? Dialogue: 0,0:06:42.20,0:06:46.35,Default,,0000,0000,0000,,Is there anything these different approaches\Nto movement have in common, to help explain Dialogue: 0,0:06:46.35,0:06:48.05,Default,,0000,0000,0000,,their appeal? Dialogue: 0,0:06:48.05,0:06:53.56,Default,,0000,0000,0000,,First, all of these approaches allow for a\Nreal freedom of movement. Dialogue: 0,0:06:53.56,0:06:57.87,Default,,0000,0000,0000,,They're about giving you options for how to\Nget around the world: you could take a very Dialogue: 0,0:06:57.87,0:07:03.28,Default,,0000,0000,0000,,slow and meandering trip up a staircase, or\Nyou could run up the wall, turn around, spring Dialogue: 0,0:07:03.28,0:07:06.53,Default,,0000,0000,0000,,off the wall, and tuck your feet up over the\Nhandrail. Dialogue: 0,0:07:06.53,0:07:11.45,Default,,0000,0000,0000,,This effectively turns the entire game space\Ninto a traversal playground. Dialogue: 0,0:07:11.45,0:07:16.52,Default,,0000,0000,0000,,Walls and big gaps are no longer barriers\Nto impede progress: they are challenges to Dialogue: 0,0:07:16.52,0:07:17.64,Default,,0000,0000,0000,,overcome. Dialogue: 0,0:07:17.64,0:07:22.16,Default,,0000,0000,0000,,And where many games are practically glued\Nto the ground, these advanced movement mechanics Dialogue: 0,0:07:22.16,0:07:24.35,Default,,0000,0000,0000,,add verticality to the world. Dialogue: 0,0:07:24.35,0:07:28.60,Default,,0000,0000,0000,,Second, these movement mechanics typically\Nallow for very analogue inputs. Dialogue: 0,0:07:28.60,0:07:31.16,Default,,0000,0000,0000,,Which... let me explain what I mean. Dialogue: 0,0:07:31.16,0:07:35.67,Default,,0000,0000,0000,,When using the hookshot in Zelda, you must\Naim it a suitable point, and then it locks Dialogue: 0,0:07:35.67,0:07:39.85,Default,,0000,0000,0000,,Link into an unstoppable animation until he\Nreaches his destination. Dialogue: 0,0:07:39.85,0:07:42.44,Default,,0000,0000,0000,,It follows a single, predetermined path. Dialogue: 0,0:07:42.44,0:07:47.12,Default,,0000,0000,0000,,In Titanfall 2, however, the grapple works\Nin a very different way. Dialogue: 0,0:07:47.12,0:07:51.18,Default,,0000,0000,0000,,You can latch onto any point in the world,\Nyou can move while it retracts in order to Dialogue: 0,0:07:51.18,0:07:56.03,Default,,0000,0000,0000,,change its trajectory, you can boost the speed\Nwith a jump, and you can cancel the grapple Dialogue: 0,0:07:56.03,0:07:57.22,Default,,0000,0000,0000,,at any point. Dialogue: 0,0:07:57.22,0:08:02.13,Default,,0000,0000,0000,,There is an almost infinite number of paths\Nit can follow - entirely based on your control Dialogue: 0,0:08:02.13,0:08:03.28,Default,,0000,0000,0000,,and desire. Dialogue: 0,0:08:03.28,0:08:07.73,Default,,0000,0000,0000,,And we see this in other mechanics too: like\Ngenerous mid-air movement in Mario, being Dialogue: 0,0:08:07.73,0:08:13.36,Default,,0000,0000,0000,,able to bash in literally any direction in\NOri, and the absurdly granular input you have Dialogue: 0,0:08:13.36,0:08:16.35,Default,,0000,0000,0000,,in physics-based movement systems like Rocket\NLeague. Dialogue: 0,0:08:16.35,0:08:21.44,Default,,0000,0000,0000,,These either give you perfect fine-grain control\Nof the character, or at least the ability Dialogue: 0,0:08:21.44,0:08:23.60,Default,,0000,0000,0000,,to influence a trajectory. Dialogue: 0,0:08:23.60,0:08:30.25,Default,,0000,0000,0000,,Third… when done well, these mechanics allow\Nyou to move with flow, which is when you fluidly Dialogue: 0,0:08:30.25,0:08:34.47,Default,,0000,0000,0000,,move through a level without stopping or slowing\Ndown too much. Dialogue: 0,0:08:34.47,0:08:39.56,Default,,0000,0000,0000,,So perhaps that's chaining together moves\Nacross an entire level, or keeping your momentum Dialogue: 0,0:08:39.56,0:08:42.23,Default,,0000,0000,0000,,with careful navigation of the space. Dialogue: 0,0:08:42.23,0:08:46.79,Default,,0000,0000,0000,,This can be particularly fun in games with\Nenvironmental interactions as you bounce from Dialogue: 0,0:08:46.79,0:08:51.66,Default,,0000,0000,0000,,one object to another - but that's as much\Nto do with the level design as it is the basic Dialogue: 0,0:08:51.66,0:08:53.64,Default,,0000,0000,0000,,movement mechanics. Dialogue: 0,0:08:53.64,0:09:00.19,Default,,0000,0000,0000,,Fourth - and perhaps most importantly - these\Nadvanced movement mechanics are a test of skill. Dialogue: 0,0:09:00.19,0:09:05.29,Default,,0000,0000,0000,,When chaining moves, you need to know how\Nand when to link these actions together - and Dialogue: 0,0:09:05.29,0:09:08.16,Default,,0000,0000,0000,,probably in mid-air or when moving at speed. Dialogue: 0,0:09:08.16,0:09:12.67,Default,,0000,0000,0000,,When it comes to using the environment, there's\Na certain level of precision needed to guide Dialogue: 0,0:09:12.67,0:09:15.37,Default,,0000,0000,0000,,your character onto a rail or bounce pad. Dialogue: 0,0:09:15.37,0:09:18.98,Default,,0000,0000,0000,,And timing, naturally, tests your timing. Dialogue: 0,0:09:18.98,0:09:24.31,Default,,0000,0000,0000,,Momentum has a built-in skill check: the faster\Nyou move, the harder the game is to control. Dialogue: 0,0:09:24.31,0:09:29.42,Default,,0000,0000,0000,,Trajectories can be particularly hard to understand\Nuntil you internalise their unique arcs. Dialogue: 0,0:09:29.42,0:09:33.10,Default,,0000,0000,0000,,And physics-based characters are naturally\Nchallenging to navigate. Dialogue: 0,0:09:33.10,0:09:37.47,Default,,0000,0000,0000,,And so while these advanced moves offer huge\Nadvantages over the more basic running and Dialogue: 0,0:09:37.47,0:09:41.97,Default,,0000,0000,0000,,jumping - such as making you move faster,\Ntake shortcuts, or get the drop on enemies Dialogue: 0,0:09:41.97,0:09:47.28,Default,,0000,0000,0000,,in combat - they come with a huge skill barrier,\Nand until you can surpass it, you’re gonna Dialogue: 0,0:09:47.28,0:09:50.87,Default,,0000,0000,0000,,spend a lot of time scraping your face against\Nthe tarmac. Dialogue: 0,0:09:50.87,0:09:54.78,Default,,0000,0000,0000,,But, that leads to the fifth and final similarity. Dialogue: 0,0:09:54.78,0:09:59.53,Default,,0000,0000,0000,,Which is when you do have that skill, all\Nof these movement mechanics are intrinsically Dialogue: 0,0:09:59.53,0:10:01.34,Default,,0000,0000,0000,,satisfying to use. Dialogue: 0,0:10:01.34,0:10:05.89,Default,,0000,0000,0000,,When chaining moves you're performing tiny,\Nquick-fire piano melodies on the controller Dialogue: 0,0:10:05.89,0:10:08.14,Default,,0000,0000,0000,,which just feels amazing on the fingers. Dialogue: 0,0:10:08.14,0:10:12.66,Default,,0000,0000,0000,,When you're exploiting the environment you're\Nconstantly making plans about your route forward. Dialogue: 0,0:10:12.66,0:10:17.00,Default,,0000,0000,0000,,And hitting a button in a microscopic timing\Nwindow and getting a big burst of feedback Dialogue: 0,0:10:17.00,0:10:18.28,Default,,0000,0000,0000,,is always a hit. Dialogue: 0,0:10:18.28,0:10:23.10,Default,,0000,0000,0000,,Building momentum lets you get almost uncontrollably\Nfast, putting you in thrilling white-knuckle Dialogue: 0,0:10:23.10,0:10:25.92,Default,,0000,0000,0000,,situations as you try not to slam into a wall. Dialogue: 0,0:10:25.92,0:10:30.12,Default,,0000,0000,0000,,And expertly navigating a character while\Nnavigating gravity and other physics-based Dialogue: 0,0:10:30.12,0:10:32.38,Default,,0000,0000,0000,,interactions just feels great. Dialogue: 0,0:10:32.38,0:10:36.92,Default,,0000,0000,0000,,Skimming close to the ground with Just Cause's\Nwingsuit is an unparalleled treat. Dialogue: 0,0:10:36.92,0:10:40.84,Default,,0000,0000,0000,,It would be easy to say that movement in a\Ngame feels good because you're playing as Dialogue: 0,0:10:40.84,0:10:45.44,Default,,0000,0000,0000,,a character with awesome abilities - but I\Nthink it's the player's physical performance Dialogue: 0,0:10:45.44,0:10:51.28,Default,,0000,0000,0000,,of these skills that feels satisfying - and\Nnot just the super heroic imagery on screen. Dialogue: 0,0:10:51.28,0:10:54.20,Default,,0000,0000,0000,,Though, let me give a couple caveats. Dialogue: 0,0:10:54.20,0:10:58.55,Default,,0000,0000,0000,,One is that games should look for precision\N- but not perfection. Dialogue: 0,0:10:58.55,0:11:01.64,Default,,0000,0000,0000,,So it's good to have systems that subtly help\Nthe player out. Dialogue: 0,0:11:01.64,0:11:05.99,Default,,0000,0000,0000,,I've talked before about coyote time - which\Nis letting the player jump off a platform, Dialogue: 0,0:11:05.99,0:11:08.10,Default,,0000,0000,0000,,even if they've already run off the edge. Dialogue: 0,0:11:08.10,0:11:11.98,Default,,0000,0000,0000,,We can do something similar on the landing,\Nby pushing the player to safety if they were Dialogue: 0,0:11:11.98,0:11:14.82,Default,,0000,0000,0000,,just a few centimetres away from the ledge. Dialogue: 0,0:11:14.82,0:11:19.70,Default,,0000,0000,0000,,You might also give the player moves to save\Nthemselves from a bad jump: like being able Dialogue: 0,0:11:19.70,0:11:24.79,Default,,0000,0000,0000,,to right your board back in line with the\Nground in Tony Hawk's, or slow time and dash Dialogue: 0,0:11:24.79,0:11:28.99,Default,,0000,0000,0000,,in Ghostrunner - which can be used to realign\Nfor a wall run. Dialogue: 0,0:11:28.99,0:11:33.75,Default,,0000,0000,0000,,And in King of Cards, if you get hit in mid-air\Nyou'll get a free shoulder bash move which Dialogue: 0,0:11:33.75,0:11:37.40,Default,,0000,0000,0000,,can be used for a last minute, frantic scramble\Nto safety. Dialogue: 0,0:11:37.40,0:11:42.47,Default,,0000,0000,0000,,And secondly, this brings us back to something\NI explored in a video late last year. Dialogue: 0,0:11:42.47,0:11:47.30,Default,,0000,0000,0000,,The idea of whether the player should be given\Na power fantasy through slick animation and Dialogue: 0,0:11:47.30,0:11:48.78,Default,,0000,0000,0000,,highly automated systems. Dialogue: 0,0:11:48.78,0:11:53.55,Default,,0000,0000,0000,,Or have to earn the power fantasy through\Nthe application of hard-won skills. Dialogue: 0,0:11:53.55,0:11:58.61,Default,,0000,0000,0000,,Ultimately we want something that can do both:\Neasy to use, but hard to master. Dialogue: 0,0:11:58.61,0:12:04.08,Default,,0000,0000,0000,,So please check out that video for more information\N- and ideas for how to make these movement Dialogue: 0,0:12:04.08,0:12:08.33,Default,,0000,0000,0000,,systems more accessible to a wider audience. Dialogue: 0,0:12:08.33,0:12:12.24,Default,,0000,0000,0000,,So how do we make interesting movement systems\Nin games? Dialogue: 0,0:12:12.24,0:12:17.00,Default,,0000,0000,0000,,If you ask me, we're looking for mechanics\Nthat give players a real freedom of movement, Dialogue: 0,0:12:17.00,0:12:22.04,Default,,0000,0000,0000,,through analogue inputs that let them fully\Ncontrol how their character moves. Dialogue: 0,0:12:22.04,0:12:27.44,Default,,0000,0000,0000,,We want to test - or at least reward - the\Nplayer's skill, and create movement that feels Dialogue: 0,0:12:27.44,0:12:32.17,Default,,0000,0000,0000,,satisfying when you perform it well - whether\Nthat's through quickfire finger action on Dialogue: 0,0:12:32.17,0:12:35.69,Default,,0000,0000,0000,,the controller, or stomach-clenching, near-miss\Nthrill rides. Dialogue: 0,0:12:35.69,0:12:40.71,Default,,0000,0000,0000,,I've established a number of elements that\Nwork towards these goals - from chaining together Dialogue: 0,0:12:40.71,0:12:46.11,Default,,0000,0000,0000,,a big load of actions to toying with the trajectory\Nof a wingsuit under gravity - but there are Dialogue: 0,0:12:46.11,0:12:49.15,Default,,0000,0000,0000,,probably more to discover, and more I missed. Dialogue: 0,0:12:49.15,0:12:53.64,Default,,0000,0000,0000,,So, in the comments below - what's your favourite\Nmovement system in a game? Dialogue: 0,0:12:53.64,0:12:58.39,Default,,0000,0000,0000,,And - most crucially of all - why? Dialogue: 0,0:12:58.39,0:13:04.09,Default,,0000,0000,0000,,It's indie game recommendation time, and I've\Nbeen having a lot of fun with Cyber Shadow Dialogue: 0,0:13:04.09,0:13:11.16,Default,,0000,0000,0000,,- an NES throwback platformer that's inspired\Nby games like Ninja Gaiden and Shatterhand. Dialogue: 0,0:13:11.16,0:13:16.10,Default,,0000,0000,0000,,It's not quite as punishing as those old games\Nbut it will certainly give you a good challenge. Dialogue: 0,0:13:16.10,0:13:22.61,Default,,0000,0000,0000,,If you're up for it you can expect great level\Ndesign, a huge moveset, and stellar boss fights. Dialogue: 0,0:13:22.61,0:13:25.90,Default,,0000,0000,0000,,Cyber Shadow is out now on all major platforms.