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I love games that let you move with speed,
fluidity, and finesse.
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I'm talking about games with perfect parkour,
comic book web-swinging, awesome skateboarding,
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super sonic speeds, and ninja-like wall-running.
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The problem is: there's no one-size-fits-all
answer for how to make such a movement system.
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What makes Rocket League great is completely
different to Sunset Overdrive, which is different
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still to Titanfall 2.
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Sure, we can get point to obvious stuff like
responsive controls, visual effects, and cool animations.
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But perhaps we can go further.
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What we can do is look at the very different
ways that movement works in a bunch of brilliant
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games, and then see if there's anything these
varying approaches all have in common, and
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help answer the question of how to make movement
fun.
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So, Hi.
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I'm Mark Brown, and this is Game Maker's Toolkit.
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Okay, let's start with Super Mario Odyssey.
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This game is all about giving the player a
bunch of different moves - that all allow
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for slightly different actions.
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You've got tall jumps and long jumps and fast
jumps and last-minute-save jumps.
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It's about knowing which move to use, and
when.
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But what's even better is that these moves
can be chained together to eke out further
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advantages.
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Mario's jump, dive, and hat throw can be carefully
chained together to bound between rooftops
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in New Donk City.
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We see similar stuff in other 3D platformers
like Sackboy: A Big Adventure and A Hat in Time.
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But also the Tony Hawk's series, which is
laser focused on combining moves.
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There are two actions - the revert and the
manual - which are specifically designed to
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keep your combo going between the skatepark
pieces.
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Next up is Insomniac's open-world zombie blaster
Sunset Overdrive.
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Now here, the main character doesn't have
a particularly involved moveset: just a basic
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run, jump, and roll.
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But that's because this game is all about
using things in the environment: running on
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walls, bouncing on awnings, grinding on rails,
and swinging on poles.
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Clever use of the environment will put you
at a huge advantage over the enemies.
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Other games that put the focus on environmental
interaction include sci-fi ninja sim Ghostrunner,
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and the best bits of the Ori games as you
bash to propel yourself off enemies and projectiles.
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Next, let's look quickly at The Pathless.
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And this one is all about timing.
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In this game you can temporarily boost your
speed by shooting arrows at floating targets
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in the world.
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You have to charge the shot and release when
the meter fills up completely - giving the
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game a sort of rhythmic action as you try
to efficiently time the release of every shot.
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And that's not to mention that if you release
when the meter is only halfway full, you get
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a much bigger burst of speed.
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But, if you screw up the timing, the shot
will miss and you get nothing.
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Moving on to Titanfall 2.
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And this game is all about momentum: building
it, and keeping it.
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The pilot can run at a max speed of only 22
kilometres per hour.
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However, your speed can be temporarily boosted
by things like wall-running, leaping away
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from walls, and sliding along the ground.
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So to be truly fast, you've got to try and
keep that momentum up, by endlessly chaining
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together those moves.
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But that's not all.
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When we go into multiplayer, we can get things
like the grapple which hooks onto a wall and
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then retracts - like Link's hookshot on fast
forward.
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Combine that with a jump and you can slingshot
your way across the map at super speed.
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And we're still not done.
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Because when you come to land you can do a
slide-hop (which is where you hit crouch,
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then jump) to maintain that momentum.
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The very best Titanfall 2 players - i.e. not
me - are the ones who are always thinking
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about ways to keep the momentum they've built
up.
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We see similar stuff in older shooters like
Quake and Counter-Strike, where bunnyhopping
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to build momentum was a physics-busting emergent
strategy not intended by the developers.
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The parkour gem Mirror's Edge will force you
to maintain momentum if you want to nail its
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time trials.
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Crumble is all about getting faster and faster,
the more you move.
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And in the platformer N++, you need to build
momentum in order to make the biggest jumps.
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Next up is Cyberhook - a first-person speedrunner
about grappling onto blocks and launching
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yourself towards the goal.
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And so this one, I think, is about understanding
trajectories.
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Bear with me for a second.
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A trajectory is a path an object will follow,
when moving under the influence of a physical force.
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And we subconsciously consider this when playing
any platformer, because the arc of every jump
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is determined by gravity.
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But in games with grappling hooks - like A
Story About My Uncle and Bionic Commando - the
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swing's arc is determined by both gravity
and the taut pull of the rope.
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And so to get the most out of the mechanic
we have to mentally map out the precise arc
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of the swing - and know the best time to latch
on and let go.
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We also see this in games with gliding mechanics,
it's all about the shapes the character
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will make when moving, and understanding
how to use that to your advantage.
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And finally, I want to touch on Rocket League.
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This game is kind of unique because the character
- in this case, a car - is basically a physics
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object, and you just apply forces in different
directions.
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This allows you to move the car about in pretty
much whatever way you desire: leading to masterful
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players discovering absurd tricks like making
a car fly across the pitch, or doing bonkers
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bicycle kicks.
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Trust me, this one is way over my head - but
I thought it was still worth mentioning.
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So, here, I've identified six different elements
that great games use to make movement more fun.
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Those are chaining moves, using the environment,
nailing timing windows, building momentum,
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understanding trajectories, and playing with
physics.
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Now that's not an exhaustive list - and it's
also important to note that many games mix
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and match these different elements.
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In Just Cause 3, for example, you need to
hook shot onto the environment, which builds
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momentum as the rope retracts.
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You can then chain into your parachute and
then chain into your wingsuit.
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At which point you're carefully considering
the weirdo trajectory of this thing as you
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dive away from enemy attacks.
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So this gives us a sort of table of elements
when it comes to movement.
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The building blocks that are used and combined
to make interesting interactions.
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These are the things that make movement fun.
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But… why?
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Is there anything these different approaches
to movement have in common, to help explain
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their appeal?
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First, all of these approaches allow for a
real freedom of movement.
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They're about giving you options for how to
get around the world: you could take a very
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slow and meandering trip up a staircase, or
you could run up the wall, turn around, spring
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off the wall, and tuck your feet up over the
handrail.
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This effectively turns the entire game space
into a traversal playground.
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Walls and big gaps are no longer barriers
to impede progress: they are challenges to
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overcome.
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And where many games are practically glued
to the ground, these advanced movement mechanics
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add verticality to the world.
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Second, these movement mechanics typically
allow for very analogue inputs.
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Which... let me explain what I mean.
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When using the hookshot in Zelda, you must
aim it a suitable point, and then it locks
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Link into an unstoppable animation until he
reaches his destination.
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It follows a single, predetermined path.
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In Titanfall 2, however, the grapple works
in a very different way.
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You can latch onto any point in the world,
you can move while it retracts in order to
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change its trajectory, you can boost the speed
with a jump, and you can cancel the grapple
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at any point.
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There is an almost infinite number of paths
it can follow - entirely based on your control
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and desire.
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And we see this in other mechanics too: like
generous mid-air movement in Mario, being
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able to bash in literally any direction in
Ori, and the absurdly granular input you have
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in physics-based movement systems like Rocket
League.
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These either give you perfect fine-grain control
of the character, or at least the ability
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to influence a trajectory.
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Third… when done well, these mechanics allow
you to move with flow, which is when you fluidly
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move through a level without stopping or slowing
down too much.
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So perhaps that's chaining together moves
across an entire level, or keeping your momentum
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with careful navigation of the space.
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This can be particularly fun in games with
environmental interactions as you bounce from
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one object to another - but that's as much
to do with the level design as it is the basic
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movement mechanics.
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Fourth - and perhaps most importantly - these
advanced movement mechanics are a test of skill.
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When chaining moves, you need to know how
and when to link these actions together - and
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probably in mid-air or when moving at speed.
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When it comes to using the environment, there's
a certain level of precision needed to guide
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your character onto a rail or bounce pad.
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And timing, naturally, tests your timing.
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Momentum has a built-in skill check: the faster
you move, the harder the game is to control.
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Trajectories can be particularly hard to understand
until you internalise their unique arcs.
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And physics-based characters are naturally
challenging to navigate.
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And so while these advanced moves offer huge
advantages over the more basic running and
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jumping - such as making you move faster,
take shortcuts, or get the drop on enemies
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in combat - they come with a huge skill barrier,
and until you can surpass it, you’re gonna
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spend a lot of time scraping your face against
the tarmac.
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But, that leads to the fifth and final similarity.
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Which is when you do have that skill, all
of these movement mechanics are intrinsically
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satisfying to use.
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When chaining moves you're performing tiny,
quick-fire piano melodies on the controller
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which just feels amazing on the fingers.
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When you're exploiting the environment you're
constantly making plans about your route forward.
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And hitting a button in a microscopic timing
window and getting a big burst of feedback
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is always a hit.
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Building momentum lets you get almost uncontrollably
fast, putting you in thrilling white-knuckle
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situations as you try not to slam into a wall.
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And expertly navigating a character while
navigating gravity and other physics-based
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interactions just feels great.
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Skimming close to the ground with Just Cause's
wingsuit is an unparalleled treat.
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It would be easy to say that movement in a
game feels good because you're playing as
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a character with awesome abilities - but I
think it's the player's physical performance
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of these skills that feels satisfying - and
not just the super heroic imagery on screen.
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Though, let me give a couple caveats.
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One is that games should look for precision
- but not perfection.
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So it's good to have systems that subtly help
the player out.
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I've talked before about coyote time - which
is letting the player jump off a platform,
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even if they've already run off the edge.
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We can do something similar on the landing,
by pushing the player to safety if they were
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just a few centimetres away from the ledge.
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You might also give the player moves to save
themselves from a bad jump: like being able
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to right your board back in line with the
ground in Tony Hawk's, or slow time and dash
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in Ghostrunner - which can be used to realign
for a wall run.
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And in King of Cards, if you get hit in mid-air
you'll get a free shoulder bash move which
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can be used for a last minute, frantic scramble
to safety.
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And secondly, this brings us back to something
I explored in a video late last year.
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The idea of whether the player should be given
a power fantasy through slick animation and
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highly automated systems.
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Or have to earn the power fantasy through
the application of hard-won skills.
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Ultimately we want something that can do both:
easy to use, but hard to master.
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So please check out that video for more information
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systems more accessible to a wider audience.
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So how do we make interesting movement systems
in games?
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If you ask me, we're looking for mechanics
that give players a real freedom of movement,
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through analogue inputs that let them fully
control how their character moves.
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We want to test - or at least reward - the
player's skill, and create movement that feels
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satisfying when you perform it well - whether
that's through quickfire finger action on
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the controller, or stomach-clenching, near-miss
thrill rides.
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I've established a number of elements that
work towards these goals - from chaining together
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a big load of actions to toying with the trajectory
of a wingsuit under gravity - but there are
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probably more to discover, and more I missed.
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So, in the comments below - what's your favourite
movement system in a game?
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And - most crucially of all - why?
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It's indie game recommendation time, and I've
been having a lot of fun with Cyber Shadow
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- an NES throwback platformer that's inspired
by games like Ninja Gaiden and Shatterhand.
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It's not quite as punishing as those old games
but it will certainly give you a good challenge.
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If you're up for it you can expect great level
design, a huge moveset, and stellar boss fights.
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Cyber Shadow is out now on all major platforms.