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How to Turn Movement into a Game Mechanic

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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
    - and ideas for how to make these movement
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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.
Title:
How to Turn Movement into a Game Mechanic
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Video Language:
English
Duration:
13:27

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