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"bad" movement is good movement or: why 3d games don't need jumping

5 Name: Rakka 2024-09-24 11:57
>>3
clunky movement is fun and can work to improve the feels that the game wants you to be feeling. amnesia the dark descent wouldn't be anywhere near as scary as it is if it didn't have such shit movement. movement does not have to work well by itself to work well within the game.

>>2
you make a lot of sense. i hadn't really thought of the importance of the headshot in most fps games because i was narrowmindedly only thinking of games with extremely low ttk where bodyshots are just as good. i don't really play any headshot games 'cause i think the headshot should be a flourish or a demonstration of one's ability, and not the baseline for dealing enough damage to win the game. the torso and limbs are full of vital organs and blood vessels, why should the head be the only part that matters? might be fun if you see games as just skill toys but i don't.
a way to restrict the player's ability to aim that i think is fun is to tie accuracy to the player character's stats and chosen weapon. it's a bit more rpg-ey and wouldn't fit many uses cases or user tastes, but it works well in project zomboid and cataclysm. i've never seen a first person shooter that does this, but i'm sure that it could work in the context of a class-based pvp game. for example, a pointman character might move faster, be less affected by movement inaccuracy and stabilize faster when coming to a stop but they would have worse base accuracy than the average grunt, worse by such a degree that it would make it difficult for them to use the same weapons at long range. it would strengthen the need for teamwork to know that you won't be able to hit that shot but your buddy who's playing a marksman will. you'd always want to be in a pair with a character who can compensate for your weaknesses.
i don't regard faster movement as necessarily being more expressive. there's a huge amount of player expression involved in the micro-movements required by slower games. the smallest step can mean a lot. even choosing to remain still can mean a lot. successfully evading visual detection in a pvp situation by means of camouflage and immobility is a rush, and my preferred method of expression-through-movement.
because to my knowledge, there are no fps games which limit your turning speed
escape from tarkov limits the player's turning speed based on carried weight. i hate that game because of the first aid system being too lenient and the insane power gap between low-end and high-end ammo and what they did to the mosin nagant but it has a few good ideas regarding player movement.
Swat 4 is gay copaganda.
if that's how you wish to see things. i don't think any sensible person would play the game and come out thinking "wow, cops are so cool, i wanna be a cop too!". it seems like a very shitty job. the police in-game aren't painted as heroes, they're just guys with guns who use violence on those who go against the established order. cops vs suspects is a setup for fun gameplay involving faction asymmetry. though i guess it's easy to start seeing em as heroes when you compare em to the people you're arresting/trying to arrest. anybody could look like a hero next to drug dealers and serial killers.

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