Physicality in gamesv0
What does and does not feel right to me.
- Length: Short
- Status: Incomplete
Note: This article is unfinished and in progress.
I’m picky with games
but not in more typical ways such as having genre preferences; I consider myself an omnivore there. I’m picky with how things move in games.
Let’s narrow the scope down to the bare basics for a second here. At a minimum, games include a character that moves (which is functionally just a fancy camera mount if we get technical) and a world it moves in. With even just those two elements, one can build a satisfying game. Many games unfortunately take movement for granted, that you move to get through the game, but that is a waste to me; movement itself should always be a game in and of itself.
Movement can be made interesting when:
- your character has momentum that needs to be managed to move around effectively
- poor movement results in negative outcomes (death, point loss, etc.)
- movement itself is a resource (commonly seen with sprint bars in a basic sense)
- you can complete a game more quickly if you can master how you move
Time to get physical
Personally, I consider physics in games to be one of the greatest sources of interesting decision making you can get.
To be continued…