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	<title>Comments on: Movement abilities</title>
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	<link>http://psychochild.org/?p=240</link>
	<description>A developer&#039;s musings on game development and writing.</description>
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		<title>By: DMP</title>
		<link>http://psychochild.org/?p=240#comment-45113</link>
		<dc:creator>DMP</dc:creator>
		<pubDate>Sun, 28 Jan 2007 23:49:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-45113</guid>
		<description>I still remember when I acquired the acrobatics skill in Gothic I.
It gives your character the ability to make long distance leaps and instead of falling from heights and receiving damage, your character dives down head first in some sort of Superman-flight with his fists forward, elegantly performing a shoulder roll upon impact on the ground.

I spend hours upon hours just jumping from places.

It never occured to me to think about WHY it was so much fun until I read your article.

I guess it comes down to the sense of [b]freedom[/b] it gives you.

Raw [b]speed[/b] is essential to give you a sense of freedom.
Controls that result in a slow response on screen (a slow moving char) give me the impression of restriction and can even evoke a &quot;claustrophobic&quot; feeling, so I&#039;d always favor faster movements.

But raw speed is only one of the benefits.

The other one being your ability to [b]&quot;move differently&quot;.[/b]
Getting down a hill by running down the preset path with your new gained raw speed is fun, but it&#039;s even more fun when you&#039;re able to just jump right over the edge, down to the ground and land with a cool looking shoulder roll.

Again, this could be summed up as speed, you&#039;re getting faster than usual from A to B.
But the way this is done gives you new options (leaving preset paths) thus enhancing your sense of freedom.


Anothe example being Super Metroid.
It&#039;s such a great feeling when you acquire the powerup that lets you gain height by constantly performing somersaults in mid-air.
Even though you had the High-Jump Boots by then, they suddenly felt (a little) outdated because the somersaults gave you even more freedom.
You were no longer restricted to plattforms you could land upon/jump from, now you could just move through the air to... wherever.


I think in the case of Gothic I, which didn&#039;t rely as heavy on jump &#039;n&#039; run elements as SuperMetroid, the standard movements would have been sufficient if I never knew that there were these acrobatics (or if they never had been implemented) but as soon as I got them I had this moment of realization: &quot;So now THIS is freedom.&quot; I never knew how much I was missing.</description>
		<content:encoded><![CDATA[<p>I still remember when I acquired the acrobatics skill in Gothic I.<br />
It gives your character the ability to make long distance leaps and instead of falling from heights and receiving damage, your character dives down head first in some sort of Superman-flight with his fists forward, elegantly performing a shoulder roll upon impact on the ground.</p>
<p>I spend hours upon hours just jumping from places.</p>
<p>It never occured to me to think about WHY it was so much fun until I read your article.</p>
<p>I guess it comes down to the sense of <strong>freedom</strong> it gives you.</p>
<p>Raw <strong>speed</strong> is essential to give you a sense of freedom.<br />
Controls that result in a slow response on screen (a slow moving char) give me the impression of restriction and can even evoke a "claustrophobic" feeling, so I'd always favor faster movements.</p>
<p>But raw speed is only one of the benefits.</p>
<p>The other one being your ability to <strong>"move differently".</strong><br />
Getting down a hill by running down the preset path with your new gained raw speed is fun, but it's even more fun when you're able to just jump right over the edge, down to the ground and land with a cool looking shoulder roll.</p>
<p>Again, this could be summed up as speed, you're getting faster than usual from A to B.<br />
But the way this is done gives you new options (leaving preset paths) thus enhancing your sense of freedom.</p>
<p>Anothe example being Super Metroid.<br />
It's such a great feeling when you acquire the powerup that lets you gain height by constantly performing somersaults in mid-air.<br />
Even though you had the High-Jump Boots by then, they suddenly felt (a little) outdated because the somersaults gave you even more freedom.<br />
You were no longer restricted to plattforms you could land upon/jump from, now you could just move through the air to... wherever.</p>
<p>I think in the case of Gothic I, which didn't rely as heavy on jump 'n' run elements as SuperMetroid, the standard movements would have been sufficient if I never knew that there were these acrobatics (or if they never had been implemented) but as soon as I got them I had this moment of realization: "So now THIS is freedom." I never knew how much I was missing.</p>
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		<title>By: moo</title>
		<link>http://psychochild.org/?p=240#comment-29636</link>
		<dc:creator>moo</dc:creator>
		<pubDate>Sun, 10 Dec 2006 04:52:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29636</guid>
		<description>I once watched a friend play part of Prince of Persia: Warrior Within, and most of the game is a puzzle where you have to figure out the right way to climb, jump, swing and otherwise navigate your way through the level.  There&#039;s no time limit and you have to think before you act.  But throughout the game there are encounters with this giant supernatural beast which have a very different feel, because you have to frantically run away from this thing and not let it get close enough to kill you (it has these tendrils that snake out and grab you, causing a nasty cutscene death).  The chases usually occur in areas you haven&#039;t explored before, and the level design takes this into account--you have to make split-second choices of where to go, but its usually pretty obvious, unlike the rest of the game where leaping without looking will just get you killed.

These full-tilt chase sequences really get the adrenaline pumping.  And its a nice reversal of the usual gameplay situation; usually the player fights things one by one and overcomes them all, but this thing was so much bigger and nastier than everything else in the game that there was nothing you could do but run away from it, fast.</description>
		<content:encoded><![CDATA[<p>I once watched a friend play part of Prince of Persia: Warrior Within, and most of the game is a puzzle where you have to figure out the right way to climb, jump, swing and otherwise navigate your way through the level.  There's no time limit and you have to think before you act.  But throughout the game there are encounters with this giant supernatural beast which have a very different feel, because you have to frantically run away from this thing and not let it get close enough to kill you (it has these tendrils that snake out and grab you, causing a nasty cutscene death).  The chases usually occur in areas you haven't explored before, and the level design takes this into account--you have to make split-second choices of where to go, but its usually pretty obvious, unlike the rest of the game where leaping without looking will just get you killed.</p>
<p>These full-tilt chase sequences really get the adrenaline pumping.  And its a nice reversal of the usual gameplay situation; usually the player fights things one by one and overcomes them all, but this thing was so much bigger and nastier than everything else in the game that there was nothing you could do but run away from it, fast.</p>
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		<title>By: Aaron</title>
		<link>http://psychochild.org/?p=240#comment-29564</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Sat, 09 Dec 2006 21:03:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29564</guid>
		<description>It just occurred to me that it could be interesting to have a 3D game based entirely on movement, as Frogger and Joust (if i remember it correctly) were in 2D environments.  Any number of movement variations and skill upgrades are possible now...creeping, sprinting, jumping, climbing, swimming, flying, rebounding, shoving, diving, strafing, etc.  A game based entirely on escaping, and perhaps strategic leading (leading enemies into traps) and movement puzzles, could be a lot of fun.  You could even add a multiplayer element in which some players attempt to escape while the others take the role of the hunters.</description>
		<content:encoded><![CDATA[<p>It just occurred to me that it could be interesting to have a 3D game based entirely on movement, as Frogger and Joust (if i remember it correctly) were in 2D environments.  Any number of movement variations and skill upgrades are possible now...creeping, sprinting, jumping, climbing, swimming, flying, rebounding, shoving, diving, strafing, etc.  A game based entirely on escaping, and perhaps strategic leading (leading enemies into traps) and movement puzzles, could be a lot of fun.  You could even add a multiplayer element in which some players attempt to escape while the others take the role of the hunters.</p>
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		<title>By: Aaron</title>
		<link>http://psychochild.org/?p=240#comment-29537</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Sat, 09 Dec 2006 17:32:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29537</guid>
		<description>I preferred the super-jump in CoH as well and, like Michael, I thought it added to the roleplaying quite a bit...being able to reach places non-supers couldn&#039;t reach.  Another element that added to the roleplay was having to chase down villains, like Batman would, so being able to cut the villain off by jumping on the store&#039;s roof rather than following him through the alley was really fun.

If movement abilities like this are included in a game, it could be worthhwile to design movement-affecting environments.  Similar to how particular attacks might excel in one combat situation and meet their own personal &quot;cryptonite&quot; in another situation, movement abilities might have both optimal environments and difficult environments.  An area with strong winds and lightning might make flying difficult, while the trap-laden terrain of another might make flying particularly advantageous.  A maze-like area with short paths and sharp turns might somewhat negate a player&#039;s speed ability, but speed might make it infinitely easier for that player to catch the creatures of another area which are infamous for running away before death and being speedy devils.  Those creatures might even be in an open area at the end of the maze, thereby using the player&#039;s frustration to build tension before a big release and revelry in his speed ability. 

I&#039;m a big fan of dynamics and replayability, so anything that significantly differentiates one play experience from another is of great interest to me.</description>
		<content:encoded><![CDATA[<p>I preferred the super-jump in CoH as well and, like Michael, I thought it added to the roleplaying quite a bit...being able to reach places non-supers couldn't reach.  Another element that added to the roleplay was having to chase down villains, like Batman would, so being able to cut the villain off by jumping on the store's roof rather than following him through the alley was really fun.</p>
<p>If movement abilities like this are included in a game, it could be worthhwile to design movement-affecting environments.  Similar to how particular attacks might excel in one combat situation and meet their own personal "cryptonite" in another situation, movement abilities might have both optimal environments and difficult environments.  An area with strong winds and lightning might make flying difficult, while the trap-laden terrain of another might make flying particularly advantageous.  A maze-like area with short paths and sharp turns might somewhat negate a player's speed ability, but speed might make it infinitely easier for that player to catch the creatures of another area which are infamous for running away before death and being speedy devils.  Those creatures might even be in an open area at the end of the maze, thereby using the player's frustration to build tension before a big release and revelry in his speed ability. </p>
<p>I'm a big fan of dynamics and replayability, so anything that significantly differentiates one play experience from another is of great interest to me.</p>
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		<title>By: Psychochild</title>
		<link>http://psychochild.org/?p=240#comment-29467</link>
		<dc:creator>Psychochild</dc:creator>
		<pubDate>Sat, 09 Dec 2006 11:21:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29467</guid>
		<description>Grimwell wrote:
&lt;i&gt;HUGE PVP ramifications. Suddenly one race has an advantage others don&#039;t...&lt;/i&gt;

Yeah, movement abilities mean that the developer has yet another thing to balance for.  People complained a lot in WoW about the Druid&#039;s travel form ability, because you can cast it instantly and you can&#039;t be disrupted out of it.  So, many times a Druid could outrun low- or mid-level enemies; a quick Druid could even outrun higher level enemies that had to take time to summon mounts.

So, yeah, it&#039;s gotta be considered carefully.</description>
		<content:encoded><![CDATA[<p>Grimwell wrote:<br />
<i>HUGE PVP ramifications. Suddenly one race has an advantage others don't...</i></p>
<p>Yeah, movement abilities mean that the developer has yet another thing to balance for.  People complained a lot in WoW about the Druid's travel form ability, because you can cast it instantly and you can't be disrupted out of it.  So, many times a Druid could outrun low- or mid-level enemies; a quick Druid could even outrun higher level enemies that had to take time to summon mounts.</p>
<p>So, yeah, it's gotta be considered carefully.</p>
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		<title>By: Grimwell</title>
		<link>http://psychochild.org/?p=240#comment-29441</link>
		<dc:creator>Grimwell</dc:creator>
		<pubDate>Sat, 09 Dec 2006 07:53:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29441</guid>
		<description>&lt;blockquote cite=&quot;Saylah&quot;&gt;And I&#039;ve jumped off the sides of cliffs to cheat death from mobs and other players. That one is my favorite - they think they have me cornered, this little frail flying thing and as they advance, I turn and leap to safety.&lt;/blockquote&gt;
HUGE PVP ramifications. Suddenly one race has an advantage others don&#039;t...</description>
		<content:encoded><![CDATA[<blockquote cite="Saylah"><p>And I've jumped off the sides of cliffs to cheat death from mobs and other players. That one is my favorite - they think they have me cornered, this little frail flying thing and as they advance, I turn and leap to safety.</p></blockquote>
<p>HUGE PVP ramifications. Suddenly one race has an advantage others don't...</p>
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		<title>By: Michael</title>
		<link>http://psychochild.org/?p=240#comment-29393</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Fri, 08 Dec 2006 21:30:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29393</guid>
		<description>The movement powers are *far and away* one of my favorite parts about CoH. I really wish that the vehicle-based powers they were talking about back around the game&#039;s launch had been put in. Motorcycles? Hell yeah.

What Saylah mentions in her comment, and what you&#039;re driving at in your post, is the &#039;feel&#039; of doing something more than running. I think that&#039;s completely what the movement powers are about. I never *felt* more like a hero than when I was using my movement power. I respecced to super-jump later in my career, but when my primary in CoH first got a movement power it was Flight. Several buddies of mine also chose flight, and the four or five of us soaring across a zone together was completely awesome. 

The ability to do something different from our daily lives is kinda the whole MMOG thing, after all, right? That&#039;s one of the parts of the appeal of WoW mounts. I&#039;d give my eye teeth for a ridable velociraptor! It&#039;s also something I think Vanguard *mostly* has a bead on. You can own a ship, and you can fly on a blimp, and you can ride on a pegasus ... but their &lt;a href=&quot;http://www.mmognation.com/2006/10/26/your-horse-needs-help-2/&quot; rel=&quot;nofollow&quot;&gt;horse looks like it has terets&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>The movement powers are *far and away* one of my favorite parts about CoH. I really wish that the vehicle-based powers they were talking about back around the game's launch had been put in. Motorcycles? Hell yeah.</p>
<p>What Saylah mentions in her comment, and what you're driving at in your post, is the 'feel' of doing something more than running. I think that's completely what the movement powers are about. I never *felt* more like a hero than when I was using my movement power. I respecced to super-jump later in my career, but when my primary in CoH first got a movement power it was Flight. Several buddies of mine also chose flight, and the four or five of us soaring across a zone together was completely awesome. </p>
<p>The ability to do something different from our daily lives is kinda the whole MMOG thing, after all, right? That's one of the parts of the appeal of WoW mounts. I'd give my eye teeth for a ridable velociraptor! It's also something I think Vanguard *mostly* has a bead on. You can own a ship, and you can fly on a blimp, and you can ride on a pegasus ... but their <a href="http://www.mmognation.com/2006/10/26/your-horse-needs-help-2/" rel="nofollow">horse looks like it has terets</a>.</p>
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		<title>By: Scott M.</title>
		<link>http://psychochild.org/?p=240#comment-29392</link>
		<dc:creator>Scott M.</dc:creator>
		<pubDate>Fri, 08 Dec 2006 21:14:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29392</guid>
		<description>I&#039;m an explorer-type as well, and I must admit super-jump in CoH was some of the most fun I&#039;ve had in an MMO. Many times I would just log in and explore the top of zone -- in fact as soon as I got SJ with my CoV character, I explored every nook and cranny of each zone. I would also challenge myself to be able to jump from building to building across a zone. Sometimes I think jumping to find the next instance was more fun than the instance itself.

And yes, planning is important -- it&#039;s certainly the reason there will be flying mounts *only* in the expansion zones in WoW:BC.</description>
		<content:encoded><![CDATA[<p>I'm an explorer-type as well, and I must admit super-jump in CoH was some of the most fun I've had in an MMO. Many times I would just log in and explore the top of zone -- in fact as soon as I got SJ with my CoV character, I explored every nook and cranny of each zone. I would also challenge myself to be able to jump from building to building across a zone. Sometimes I think jumping to find the next instance was more fun than the instance itself.</p>
<p>And yes, planning is important -- it's certainly the reason there will be flying mounts *only* in the expansion zones in WoW:BC.</p>
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		<title>By: Saylah</title>
		<link>http://psychochild.org/?p=240#comment-29356</link>
		<dc:creator>Saylah</dc:creator>
		<pubDate>Fri, 08 Dec 2006 18:01:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29356</guid>
		<description>I never thought much about movement enhancers until the EQ2 EOF expansion.  I rolled a Fae and at first, I didn&#039;t like how it felt to fly and glide.  It was awkward for me.  However, after just a few days it became very natural and now I lament every having to walk again.  I&#039;m also the adventurer type and it&#039;s allowed me to get to places that I wouldn&#039;t have attempted on my normal character.  I can jump across ravines to explore.  I can glide down into valleys or caves to see if anything is actually there, and recall to get out if it wasn&#039;t some where they expected a player to go.  And I&#039;ve jumped off the sides of cliffs to cheat death from mobs and other players.  That one is my favorite - they think they have me cornered, this little frail flying thing and as they advance, I turn and leap to safety.</description>
		<content:encoded><![CDATA[<p>I never thought much about movement enhancers until the EQ2 EOF expansion.  I rolled a Fae and at first, I didn't like how it felt to fly and glide.  It was awkward for me.  However, after just a few days it became very natural and now I lament every having to walk again.  I'm also the adventurer type and it's allowed me to get to places that I wouldn't have attempted on my normal character.  I can jump across ravines to explore.  I can glide down into valleys or caves to see if anything is actually there, and recall to get out if it wasn't some where they expected a player to go.  And I've jumped off the sides of cliffs to cheat death from mobs and other players.  That one is my favorite - they think they have me cornered, this little frail flying thing and as they advance, I turn and leap to safety.</p>
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		<title>By: Andrew Crystall</title>
		<link>http://psychochild.org/?p=240#comment-29325</link>
		<dc:creator>Andrew Crystall</dc:creator>
		<pubDate>Fri, 08 Dec 2006 13:05:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.psychochild.org/?p=240#comment-29325</guid>
		<description>I think it&#039;s a theme that could be explored, mind you. Oops, sorry for that pun.</description>
		<content:encoded><![CDATA[<p>I think it's a theme that could be explored, mind you. Oops, sorry for that pun.</p>
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