Friday, April 27, 2012

Character Movement

Moving your character around is essential to any first or third person video game, so much so that most modern games insist on teaching you how to move within the first few minutes of the game.  In some games, it's very methodical.  For example, Robotron, players move from one space on a grid to another in one of 8 directions.  In Super Mario Bros., players move left or right with the ability to jump up and "gravity" pulls them down.

Most of the time while playing a game, I don't really think much about character movement, but every once in awhile, a game will make some poor decisions in regards to player movement.  I have classified three consistent design flaws that can happen with movement - backtracking, slowing a character down, and speeding a character up.

Backtracking

Backtracking is when a player is forced to walk through an area they have already been through before.  In most single player games, once a player has gone through an area, there won't be any more events in there and they have already seen the location, so walking back through it is incredibly boring.

Event/Enemy Respawns

One solution to this is to have enemies respawn in an area once the player has left.  Dead Island does this throughout the game - even though there are no people left to zombify, zombies keep reappearing after you clear an area out.  Although this does make backtracking more eventful, it also makes it even more tedious since not only is the player not experiencing anything new, but they're being forced to experience something they have already experienced before.  Traveling to the same village/hub again and again also adds additional design flaws such as the repetitive NPC who is spouting out some dialogue to try to make the world feel alive, but when he says the same thing for the hundredth time you passed him while revisiting the town, it gets a little ridiculous.

One-Way Levels

Another solution is to make levels one-way so there is no chance of backtracking a la Mass Effect 3.  This can be a major problem for the Collection gamer because if he thinks he missed something, he won't be able to go back to it later and it will be a constant irritation that will affect his outlook on the game. If this happens enough times, the player may stop playing altogether.  The player should always be able to backtrack if they choose to do so.  If it's the player's choice to backtrack, then they cannot (or at least should not) blame the game.

Fast Travel Maps

My personal favorite solution is the fast travel map like in Skyrim.  Once you have visited an important location, it appears on a map and at any time you can select that location an instantly travel there via Load Screen rather than walking.  This is the closest solution I've seen to eliminating backtracking, but what happens if you want to go somewhere that doesn't have a quick travel point?  When I played Legend of Zelda Wind Waker, I hated the sailing.  I would point my ship to the next destination, set the wind to take me there faster, and then just get up and do something else.  There was at least one time I had enough time to go to the bathroom and make myself a sandwich before I reached my destination.  At one point you get a song that lets you teleport to specific quadrants on the map.  At that point, I thought, "Finally!  Now I can enjoy this game!"  Much to my dismay, I discovered it only took you to certain arbitrary quadrants on the map, not any of them.  What's the point of quick travel if it doesn't take me where I want to go?

Slow Down

Generally, the player speed is calculated out so the player can reach their goal in a good amount of time, but not so fast that they miss the view on the way.  Generally, players are pretty impatient if they feel like they have nothing to do where they are and want to move the game along (or maybe that's just me).  So when a character is forcibly slowed down, it is incredibly frustrating.  In both Uncharted 3 and Mass Effect 3, there were sequences where the player was chasing something and was either badly hurt or had been drugged, so they understandably walked slower.  That part makes sense to me.  What doesn't make sense to me is why these parts are interactive.  The character is moving slow (not fun) and there is nowhere to go but forward (no hidden goodies around).  The end result is that the player is just holding the joystick forward during what essentially is a cutscene.  So why not just make this a cutscene?

I stopped playing Red Dead Redemption for this very reason.  Every mission started the same way: meet a character in a town and hold A to follow him on a horse while you two talk.  You know what'd be more fun than sitting there holding the A button?  Making it a cutscene or locking my movement to auto-follow him unless I press a button so that I can put the controller down and enjoy the dialogue someone worked hard on writing and voicing.

Now if slowing the character down was caused by some action the player took and gives them some risk/reward situations (doing a power move, which uses up all my stamina, which causes me to move slower while the fight is still happening), then that is fine.  But even then, the slow down should only last a few seconds at the longest.

Speed up

Eric, I thought you said gamers (or just you) are impatient!  Why would speeding the character up be bad?  That's a good question!  This is only a problem if you ever expect your player to replay your game from the beginning.  Once they get used to moving quickly, starting over and moving at the original speed is going to feel like the character is walking through molasses.  So really, this is the same problem as the previous one, but indirectly.  I generally don't play games more than once (at least not since high school), so usually this is not a problem for me.  It has become a problem for me with Star Wars: The Old Republic.  In that game, there are 8 different classes, each with their own story.  Since it is from Bioware, I know I will enjoy the stories, so I want to experience them all.  At level 14, you get an ability called Sprint that lets you run faster when not in combat (you can turn it off, but why in the world would you want to do that since it costs nothing to have active?).  Then at level 25, you get the ability to ride a personal speeder around in most open areas.  However, once you have a character that far, if you start a new character, guess what?  It feels like torture getting around for those first 25 levels!  What's the harm in eliminating Sprint and making that the default run speed and letting players have speeders from the beginning of the game?

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