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Good Game Design - Movement 

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Movement is a vital game design element that can either make or break an experience for me. Any other aspects I missed? Let me know in the comments below!
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26 июн 2024

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Комментарии : 629   
@Christopher-md7tf
@Christopher-md7tf 3 года назад
"Nothing is more agonizing than watching your character move at a snail's pace with no way to go any faster" BOY, do I have THE game for you. Ever play The Longing? 😆
@DinnerForkTongue
@DinnerForkTongue 3 года назад
Nah. It canNOT be any worse than Jo-On Haunted House Simulator on the Wii.
@karsten69
@karsten69 3 года назад
I saw a speedrun of it, and after 15 minutes I began contemplating my own existence.
@Christopher-md7tf
@Christopher-md7tf 3 года назад
@@DinnerForkTongue look it up
@DinnerForkTongue
@DinnerForkTongue 3 года назад
@@Christopher-md7tf Likewise.
@Christopher-md7tf
@Christopher-md7tf 3 года назад
@@DinnerForkTongue I already did
@razbuten
@razbuten 3 года назад
honestly the best movement I have ever seen in a game is easily zelda 2
@TripleT219
@TripleT219 3 года назад
😂
@KL-tn1xc
@KL-tn1xc 3 года назад
I though cookie clicker had great movement too
@GamingsBrink
@GamingsBrink 3 года назад
Raz please 😭
@Seltaeb_
@Seltaeb_ 3 года назад
Savage!
@snomangaming
@snomangaming 3 года назад
dangit raz
@GiantButterKnife
@GiantButterKnife 3 года назад
One of my biggest gripes with more modern AAA games is their weird sluggish movement In service of "realism".
@Drekromancer
@Drekromancer 3 года назад
Amen. This is one of the reasons I love Doom Eternal so much. It completely abandoned realism in favor of amazing gameplay. It's unashamed to be a game. I think we need more of that in the industry.
@Drekromancer
@Drekromancer 3 года назад
Best example: chainsawing demons in half makes them explode into a multicolored shower of ammo. That's not realistic! But they do it anyway, because it's good game design.
@batuhanulku496
@batuhanulku496 3 года назад
i agree RDR 2 sucks.
@aj_904_6
@aj_904_6 2 года назад
God of war 2018
@mellomoose_
@mellomoose_ 2 года назад
hello friend i am from the future and highly recommend the new metroid dread
@vivavaldez87
@vivavaldez87 3 года назад
Snoman: "Using all the buffalo" Mark Brown: "Versatile verbs" Dunkey: "MASTAPEECE"
@spinhozag.3972
@spinhozag.3972 3 года назад
Nice
@razbuten
@razbuten 3 года назад
Razbuten: Zelda 2
@mangaprofilepicture5820
@mangaprofilepicture5820 3 года назад
Gex: “this is like taco night at james earl jones house”
@GrumpySylveon
@GrumpySylveon 3 года назад
When I played hollow knight and I got up to the final boss (The radiance) I had to end up switching my dash master and sprint master pins, which felt so weird cause I was so used to zipping around the place! Movement usually is the first thing that I get attached to in a game.
@404-usernotfound6
@404-usernotfound6 3 года назад
this is probably a more weird choice but i genuinely love the movement in rocket league. its a movement system that is genuinely unlike any other, and its incredibly difficult to get the hang of as a beginner. but the result of this is a game thats great to get in to and have a laugh about with a group of friends that also can barely control the cars wacky systems, and a game with a skill limit almost as high as it gets, with players constantly improving and learning tonnes of impossibly in-depth tricks that can vary in difficulty by thousands of miles
@Nison545
@Nison545 3 года назад
Pardon the language, but that communal archival footage is a fucking awesome idea and makes you such a cool dude for doing it. Please continue to be an excellent person.
@peterjack1.0
@peterjack1.0 3 года назад
Can we talk about the genius of Splatoon’s movement? It basically perfects all the elements you talk about. The idea of using ink to move faster and claim territory at the same time is something only Nintendo could’ve thought up.
@juanrodriguez9971
@juanrodriguez9971 3 года назад
And everything is done with only one element, the ink, it is a perfect self-centered mechanic.
@Drekromancer
@Drekromancer 3 года назад
@@juanrodriguez9971 Agreed. The clip of Splatoon used in the last 30 seconds of the video really drove that point home. The player couldn't jump up on to the far platform, so they inked the side of the platform and then used it to reset their jump! That's an absolutely brilliant way to let the player creatively exploit movement tools.
@ArtofWEZ
@ArtofWEZ 3 года назад
it boggles my mind that that using a squid came later in the development, it feels like it was meant for it
@juanrodriguez9971
@juanrodriguez9971 3 года назад
@@ArtofWEZ Nintendo is interesting making new IPs, first comes the mechanic then comes the way they represent them, almost not any other AAA studios does that, they start with a popular thematic and then develop the gameplay, and the differences with the results are pretty easy to notice. They let the gameplay create the rest of the game, a game that designes itself we could say.
@connorcarbon
@connorcarbon 2 года назад
8:05
@gnardawgyt
@gnardawgyt 3 года назад
You can't talk about movement without me thinking of Melee
@xa5785
@xa5785 3 года назад
Ori and the Will of the Wisps has such a good movement
@TheMrAmras
@TheMrAmras 3 года назад
I agree but I think there was some probs in the imput attributions. Having both the bash and the grapple on the same imput (I played on switch, but I guess it's the same for all controlers) was kinda annoying on some places, and specially on the spider boss. But, without that, fighting on OWW with bash and everything is so cool...
@Petronious
@Petronious 3 года назад
For me, Titanfall 2 springs to mind immediately. I like how making contact with any surface will reset your second jump, and how momentum can be kept up by using the slide move mid jump when hitting the ground. It's all the fun of a solid platformer... but an FPS. Like you say it just "feels good"!
@goodbyejeffery
@goodbyejeffery 3 года назад
I feel like Titanfall 2 deserves it's own Good Game Design episode, heck, the game as a whole deserves more attention.
@aj_904_6
@aj_904_6 2 года назад
@@goodbyejeffery only problem I have with it is it’s ai
@youtubeguy5454
@youtubeguy5454 Год назад
@@aj_904_6 bro I finished the game on master and am going to do it again 4 more times just cause of this comment. Thanks for the motivation!
@PerrydactylShow
@PerrydactylShow 3 года назад
Someone FINALLY talking about the blessed Winky is truly the great start we needed in 2021. ALSO SUNSET OVERDRIVE WHEN YOU WERE TALKING ABOUT GAMES W/ GOOD MOVEMENT. I COULD CRY. what a great video!
@brutusmagnuson315
@brutusmagnuson315 3 года назад
As someone who’s done parkour, I can tell you that coyote time exists to simulate kicking off the edge of a surface to go as far as possible. It’s why it never feel unrealistic, because humans don’t work like square/prism collision boxes.
@Hypersalvo96
@Hypersalvo96 3 года назад
The ultimate sin of movement in videogames is when a double jump slows or halts the character's momentum, like it does in Crash Bandicoot 3 for example.
@Rexodiak
@Rexodiak 3 года назад
if the game was designed with that in mind then that's not a sin. The double jump in that game was a tool for the player to make landing adjustments, required for many of the levels that have moving or tiny platforms
@rcket6057
@rcket6057 2 года назад
double jumps are often a tool players rely on way too much. Games like crash 4 used the fact it kills momentum to push you to not use it unless necessary. But in general double jumps are a lazy tool used to replace more in-depth gameplay mecanics like the multitude of different jumps you can do in the mario games.
@tim0735
@tim0735 3 года назад
3D: Titan Fall 2, Warframe, Spiderman Ps4 2D: Celeste, The Messenger, Katana Zero My Favs :)
@Cheese_man539
@Cheese_man539 5 месяцев назад
Thoughts on ghostrunner?
@tim0735
@tim0735 5 месяцев назад
@@Cheese_man539 wow I commented 3 years ago. Ghost runner was awesome! I'm waiting for a sale to pick up ghost runner 2 actually
@Cheese_man539
@Cheese_man539 5 месяцев назад
@@tim0735 theres a fucking sequel?
@tim0735
@tim0735 5 месяцев назад
@@Cheese_man539 yup xD
@Cheese_man539
@Cheese_man539 4 месяца назад
@@tim0735 MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE MOTERCYCLE
@Xerclipse
@Xerclipse 3 года назад
Ultrakill has some really good movement. Something lost in many shooters.
@MK-xm2nh
@MK-xm2nh 3 года назад
Ultrakill is BEYOND satisfying. Can't wait for more.
@glctcthnkr8059
@glctcthnkr8059 3 года назад
Titanfall 2 has amazing movement and prey 2017’s movement is genius considering the type of game it is
@Pedro_eqw
@Pedro_eqw 3 года назад
Bulletstorm has great movement as well.
@Berny23
@Berny23 3 года назад
4:12 Yay, The Messenger's music is awesome!
@ultimatederp5069
@ultimatederp5069 3 года назад
Team Fortress 2 rocket jumping and shield ramping is my favorite example of unique and rewarding movement.
@louisalzate6185
@louisalzate6185 3 года назад
rocket jumping and trimping in tf2 is the most euphoric experience ive had in my entire life
@carsena1318
@carsena1318 3 года назад
warframe has such good movement with its midair somersault that's blended with a double jump, and sliding on the ground, and then the slow down mechanic while youre in mid air shooting, all of it just transittions into each other so well i wish more games would copy its movement
@BlueAmpharos
@BlueAmpharos 3 года назад
I was expecting him to mention it or at least show a clip for a second, kind of sad that he didn't.
@Linealo
@Linealo 3 года назад
For me it's mainly 3 points that make a good feeling movement experience: 1) Momentum Just like you said, breaking and controled acceleration are key. It doesn't matter if one is a jetpack and the other a parachute, the momentum not only comes from the speeds you can or want to reach but also how precisely you can access these thresholds and navigate. Teleportation is maybe the most extrem form of "I want to go there" but it still leaves other movement options remain equally meaningful. 2) Agility This is a bit of your part a out feedback and feel for control. The more fitting a control flow is, the more we can relate to it. Of course a bus f.e. feels really cluncky and may only fit into a simulator with its turning circle, but it also poses a challenge. For other types of games these objects often only refer to their real properties, but don't extend their attributes fully into them. Agility is something that comes in a lot of ways, either from a flowing elements like the archer targets or simply a layout that signals you what type of movement you need from your kit, as in mirrors edge... Or in an extreme case even Super Hot. On the other hand agility also needs to be taken away. Knockbacks like pogo jumps or recoils and other types of feedback give the aspect of agility it's form and feel that is not only important as a notice of impact when hitting enemies or objects, but also give you a sense for what your trajectory is. The way feedback shapes objects, even if it's just the turning circle of a bus, is significant to the experience. 3) Variety You also named this point and "using all the buffalo" is definitely one of the biggest aspects, but variety not only comes from options to chose from or ways to use movement differently, but also discovering, learning and unlocking movement. Some games five you all basic moves right away and send you off to refine those tricky techniques hidden under the layers. Some are more like Mario: Run and jump, that's all - while others enhance your pallette with every new discovery, like a classic Metroidvania does. Variety is so much more than just being able to chose between going by foot, plane, minecart or flying. Variety is about exploring the boundaries of the movement and total skillset, even when it's things like where to place your character in Stardew Valley to water the correct field. The options and freedom a game gives you not only comes from the rules it sets or the rules you break, but also the rules neither the developer intended nor you consciously exploit. Variety is the way you like to play the game and how your personal style influences the way you move.
@2leftthumbs
@2leftthumbs 3 года назад
Excellent video as always. Keep crushing it dude!! Here's wishing you a strong 2021. Cheers!
@snomangaming
@snomangaming 3 года назад
Thanks a ton!
@user-lt3op3uy1w
@user-lt3op3uy1w 3 года назад
Sunset Overdrive has possibly the best movement system in a game I've ever played, since chaining movement while defeating enemies allows you to use amps, which feels extremely rewarding
@flophawk
@flophawk 3 года назад
i always like having an air stall, like the kick in sm64, the air attack in rayman, the dive cancel in hat in time, or the twirl in nsmbu, the hardest part in games is always overshooting or undershooting something by just a little bit, so having an extra half second to think and adjust is always nice without it being too forgiving, for example peaches float is a little too far in that direction for a standard move
@2leftthumbs
@2leftthumbs 3 года назад
Dude. Snoman Gameplay is such a wonderful concept!! I'm going to subscribe to try and get you closer to 1000 subs. Having such a community friendly concept DESERVES to at least be monetized
@drakon0873
@drakon0873 3 года назад
Haven’t watched it yet, but super Mario odyssey
@ursoanonimo8398
@ursoanonimo8398 3 года назад
...is a 6/10
@drakon0873
@drakon0873 3 года назад
@@ursoanonimo8398 Best game ever, I know.
@eninn
@eninn 3 года назад
@@ursoanonimo8398 have you ever watched an any% speedrun of that game? And don't even get me started on 2 player mode...
@jrgmen
@jrgmen 3 года назад
Not a fan
@jes3788
@jes3788 3 года назад
@@ursoanonimo8398 Maybe, but the movement is almost perfect. I wasn't a fan of the collectathon structure though
@ja-nathen
@ja-nathen 3 года назад
I think another cool thing would be the pros of restricting movement. Some good examples that come to mind are those challenges in Mario Odyssey where you lose Cappy, the Doom Eternals purple goo (specifically in Ark Complex), and the Witch Brides from Serious Sam.
@ieatatsonic
@ieatatsonic 3 года назад
My favorite thing about Sonic's movement in SA2 is that when you have the bounce bracelet you can control your downward momentum. You can fall faster than normal, so you can run off a platform, press B, then homing attack before you hit the ground, or jump over a ledge then press B to land sooner. It lets you control your movement that much more which makes even falling an act of chaining movement together. This is also one of the strengths of tony hawk's pro skater. Grinding is super easy to chain, so you can move around the map to reach objectives quickly but also really extend your combos with grinding. The combo system rewards mastering your movement chaining as well.
@realestAG
@realestAG 3 года назад
It’s one of the main reasons why I prefer SA2’s general movement in comparison to SA1’s in spite of the nerfed spindash. Canceling the bounce bracelet to maintain my flow is super fun (I don’t even like the spamdash much tbh)
@ronnylightyear7150
@ronnylightyear7150 3 года назад
The new Monster Hunter Rise (demo at least) I've been with the franchise since Tri on the Wii and I just keep getting surprised by the new movement with each generation. 4 ultimate added way faster climbing and aerial attacks, Generations added a aerial style, World then made aerial the default for every weapon really (especially the Insect Glaive weapon). And now Rise. My first hour with Rise was almost BOTW-like. I just climbed around everywhere and messed about with the wirebug. The climbing is even more insane and it gives so many options for combat in one swoop. It feels like a combination of Mario Odyssey's Cappy and BOTW's climbing, but with 2 Cappy's and some serious haste elixers. And the hunting itself is completely redefined. I'm quite the veteran, but even I had sooo much to learn it felt like playing a Monster Hunter for the first time ever again. It's a seriously brilliant mechanic that redefines the way you hunt and how you move about. I can't wait for the full game!
@shamroksoldier
@shamroksoldier 3 года назад
Completely agreed, I've only played MH3U, World, and now the Rise demo but each one of them feels so different.
@brendanduffy1408
@brendanduffy1408 3 года назад
The Ori series has some of my favorite movement ever. So fluid, and so many options to use!
@HalNordmann
@HalNordmann 2 года назад
And in addition, the health system is pretty forgiving, so you can save yourself from a mis-timed jump.
@phobixthething5692
@phobixthething5692 3 года назад
I know this might sound a little generic, but DOOM Eternal has some of the most amazing movement in any game I've played. At first it may seem a little slow, as you don't have the air control rune or dash, but get to the second level and all of that changes. There are even more ways to traverse after your dash, such as momentum off of shooting your Ballista, or Meathooking an enemy than jumping off of them to skip a platforming section or even a small battle. There's so much freedom with the movement in this game that I haven't really seen anywhere else before, other than Mario Odyssey with Cappy.
@diabeticman2194
@diabeticman2194 3 года назад
For me, Super Mario Odyssey and Celeste have the best movement I've ever played in a videogame. It's just so satisfying to master the movement in both games
@rcket6057
@rcket6057 2 года назад
True, sadly the level design of Odyssey doesn't use put its god tier movement to use, at all. Completing this game is a breeze, and if you want challenging jumps and use some tricky combinations of mario's moveset, you need to create your own lines. Not so bad, but when you think about the hundreds of moons the devs crammed in the game, they could have made a lot more of em to be challenging.
@Wolfkaosaun
@Wolfkaosaun 3 года назад
Options is definitely one of my favorite ways to get around. It gives me the freedom to try out playstyles and replay levels to see what I missed by trying something new
@temporalwolf7054
@temporalwolf7054 3 года назад
Weirdly enough, one of my favorite games to just move around in is Devil May Cry 5. For a game so focused on combat, movement is incredibly integral to how each character works. Be it Nero's grapple hook, V's reliance on his familiars, or Dante using stuff like Trickster. I think what pushes it above other games though in terms of fun movement is how certain moves interact with the environment. For example, Vergil, Nero, and Dante all have a forward lunge move that is used primarily to close distance with enemies, with Vergil and Nero having aerial variants as well, but if you use those attacks at a ledge outside of combat, the speed from those attacks are transferred into momentum to launch you off the edge and with some clever use of other abilities like the aforementioned aerial variants, you can bypass combat encounters or find secrets in unintended ways that just feels really rewarding.
@atleastinthetop50transnerds
@atleastinthetop50transnerds 3 года назад
How about Doom Eternal? That game’s amazing movement system makes its combat fast-paced and gratifying. That game has one of my favorite movement systems in a first-person shooter.
@TripleT219
@TripleT219 3 года назад
Just made a comment on this before I saw this! It also deals with weapon movement, and the double jump idea he mentioned (along with a double dash)
@atleastinthetop50transnerds
@atleastinthetop50transnerds 3 года назад
@@TripleT219 plus the monkey bars and wall climbing works well for combat in certain areas as well. As does the Celeste-like dash refill crystal.
@adiveler
@adiveler 3 года назад
A lot of Old School Shooters let you move around very fast, unlike the very slow-paced Cover Based Shooters that he mentioned in the video!
@atleastinthetop50transnerds
@atleastinthetop50transnerds 3 года назад
@@adiveler yeah, he acted like all FPS games were like that, slow-paced cover shooters. But look at Doom or even Receiver and Receiver 2. You can make great no-cover FPS or TPS games
@Jtak-qu5hk
@Jtak-qu5hk 3 года назад
How about Titanfall 2? It has possibly the fastest and most fun movement I've seen in an FPS.
@evanwallin5087
@evanwallin5087 3 года назад
I like the Hotline Miami music you snuck in 2:35 man. Also great video, I loved ghostrunner and thought that the movement was polished to death and it payed off for sure. That game really knew how to make you feel the sense of flow.
@xStizzy
@xStizzy 3 года назад
I didn't see it in the video, or any of the comments, but I love moving around in NieR Automata. The dashes in particular, being able to turn your character during a dash feels so good!
@JuhoSprite
@JuhoSprite 3 года назад
The Messenger is the best f'ing game I have ever played. The movement, pixelart, level designs and music, everything is so perfect, I absolutely love it!
@sagichdirdochnicht4653
@sagichdirdochnicht4653 3 года назад
I wouldn't go so far to call it the best I've ever played, but it defenetly was fucking amazing. It's a true masterpiece. Especially the damn movement. It's one of the most satisfying games to master I've ever played. Once you got the hang of it, you can just blast trough the levels, wich feels so damn good. Damn, I'm usually a Snail when it comes to games, but that one feels just so damn right when you play it fast... On top the 8bit/16bit Swap is fantastic. With slightly different Art/Music depending on the Timeline. The Music in General is damn good. Oh and you completely forgot about the incredibly dumb Story and Humor. It's so damn stupid, you gotta love it. My favorite Moment was, when I discovered the "Money Sink". I was laughing so loud... And all the death scenes, were you get roasted for how much you suck. Fantastic. All of this for a couple of bucks, that go to a small little indie Team, not some multi Million Company that shit on the users. Money well spend I gotta say. Not the BEST Game I've ever played, but damn high in the Ranks. But propably the best 2D Plattformer I've played so far. Tough I haven't played celeste, wich gets several metric shittons of praise. On the other hand, for some reason "nobody" talks about this game, propably not a lot of people have played, wich is a shame.
@manamaster6
@manamaster6 3 года назад
I got interested in that game thanks to this channel.
@ZiplawDev
@ZiplawDev 3 года назад
I haven't seen anyone mention this, but, in The Pathless, if instead of filling the entire square while you're aiming, you fill it up just until half-way, you get a better boost, thus rewarding a more skillful / risky player
@cruxnajii2056
@cruxnajii2056 3 года назад
The Ori series has always felt great to move in for me, and the beautiful landscape and music, and emotional rollercoaster of a story always kept me interested and coming back for more.
@MindinViolet
@MindinViolet 3 года назад
The Ori games have an understated use of momentum that feels very satisfying.
@cruxnajii2056
@cruxnajii2056 3 года назад
@@MindinViolet Absolutely!
@czairkolmoslink5952
@czairkolmoslink5952 3 года назад
Ori, Bash, I feel like that's my favorite movement ability. Changing the whole game.
@TheMrAmras
@TheMrAmras 3 года назад
I think the bash is easily the greatest achievement in Ori in all platformers ever...
@Spiritxiii
@Spiritxiii 3 года назад
General rule of thumb - if a game makes you want to run from checkpoint to checkpoint instead of just warping, its done a good job. Hollow Knight's Pogo Nail, Mothwing Cloak, Mantis Claw, Monarch Wings, Shade Cloak, Crystal Heart & Desolate Dive. Nier:Automata's dodge dashes & pod hovering. Monster Hunter: Rise's Palamutes & Wirebugs (game ain't even out yet & its sold me on its movement options alone!) Persona 5 Royal's stealth jumps & grappling hook (along with improved level design that compliments said movement).
@PhilHodson
@PhilHodson 3 года назад
BattleBlock Theater also does that "save your jump" thing. If you run off a ledge, you still have your initial jump available, and also your double jump. It's a wonderful game!
@jdmulloy5500
@jdmulloy5500 3 года назад
thank you sno, this just made my day. happy wishes to you, your wife, and your child
@snomangaming
@snomangaming 3 года назад
Thank YOU!
@dunkelwelpling
@dunkelwelpling 3 года назад
Recently played Dusk... That game had the best movement i experienced in an ego-shooter.
@ricknaturalls2065
@ricknaturalls2065 3 года назад
To me it's interesting how platformers evolved over time. I'll use Mario as an example. Mario kept getting more and more options as time went on. In the first game, you just had a run and a jump. 3 introduced P Speed to make even the basic action of running around have a little minigame behind it. World introduced the spin jump, giving you a choice of a higher jump or a lower, but safer one. The 3D games game you loads and loads of options, and even when the series returned to 2D it introduced the triple jump for extra height and momentum and the ground pound for cancelling that momentum. The spin jump also gave you a new option for correcting and stalling your jump. It's interesting that over time, platformers became more and more how you describe.
@Outahearr
@Outahearr 3 года назад
Just recently played Rayman Legends and it's now one of my favorite platformers ever. The movement is so fluid and the music stages are my favorite levels of any game I've ever played.
@snomangaming
@snomangaming 3 года назад
Just played it recently too, and wow it is freakin' good
@sixkayjay
@sixkayjay 3 года назад
Honestly it's Dustforce for me and nothing comes close. Dustforce not only has a smooth, fast feeling movement that does what you want it to, but it feels like you can express yourself through your movement and the way you deal with things. It's so satisfying and I don't know if anything can ever beat perfection.
@thetessellation
@thetessellation 3 года назад
my favorite movement in a game is dustforce, by far. bit tricky to get used to initially, but after 10-20 hours, you start to feel more in control. but the game really opens up movement-wise once you get good enough to utilize the tools the developers put in there that allow you to go fast. I have 1800 hours in the game, and I don't think I'll ever get over just how incredibly satisfying and fun the movement is. other honorable mentions for me are Celeste and Super Metroid.
@rmsgrey
@rmsgrey 3 года назад
The 2008 Prince of Persia had some issues (like the end of the story being platform-exclusive DLC) but one thing it did pretty well was movement. If you break it down, the game is pretty much a relatively small number of rooms connected by corridors, but the individual passages, rather than being actual corridors you run along, are parkour courses you wall-run and use your special movement abilities to traverse, with few opportunities to stop for a break mid-run. Also, like Pac-Man, you pick up white dots as you traverse a given passage for the first time (or, rather, the first time after turning on the white dots in a given region) and need to collect them all to win. It is a little limited - any given passage has one right sequence of moves to traverse it - the comparison to a rhythm game is an apt one here. You're not deciding how you want to move along; you're reading the prompts and pressing the right button at the right time. But it does encourage a good flow to develop.
@sittingdowntown
@sittingdowntown 3 года назад
Mirror's Edge and Dying Light have some of my favorite 3D movement systems. It can be a pile of jank at first (especially Dying Light before you upgrade) but once you get the hang of it, its so rewarding. Being able to run on rooftops, dropkick a zombie into next week, sprint, jump, grapple, slide kick, keep running, etc, is so rewarding. Dying Light kinda messes this up in the more open sections (looking at you The Following DLC) but the urban areas are amazing.
@1BlueYoshi
@1BlueYoshi 3 года назад
The 3D Mario games in particular and many of the best platformer games in general obviously feel great to just running around in, but the last non-platformer game I remember feeling "wow I could spend hours just moving around and I would have a great time" was Splatoon. It just feels so good to paint everything and then swim through your paint.
@markhantla7915
@markhantla7915 3 года назад
Mario 64! This game showed us how to move through 3D space and actually make it graceful and fun. I still haven’t seen any newer Mario game quite hit that sweet spot of fluidity. Mario could transition his running momentum into kicking slide attacks, slow down his moment with a crouch stance, transition that into a fast long jump, then quickly pivot for a turn-around jump and end in a static punch/kick combo. It was so fluid I just wanted to keep moving through the castle courtyard, jumping and running around aimlessly.
@Rainbowmon
@Rainbowmon 3 года назад
~0:38 As someone whose favorite genre is platformers: I agree wholeheartedly with that statement. Those games are all about movement, so I tend to notice when movement isn't as great as I want it to be. I think Celeste is a great example of awesome movement. It's pretty simple at first glance, which is good for new players, but there are *SO. MANY.* advanced techniques, many of which the vanilla game doesn't teach you, and a lot of them are used in the many awesome things the modding community has made (if you're unfamiliar with the Celeste modding community, I highly recommend checking them out; they are *ULTRA* talented - this is probably the best place to start, as each chapter lobby has a gym that teaches you whatever you need to know for that difficulty: gamebanana.com/maps/211745 And for a tutorial on installing Celeste mods: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-KnNoSd8yVwM.html)
@Azothelusmus
@Azothelusmus 3 года назад
Iconoclasts is great. The developer has a keen awareness of speedrunning culture and designed parts of the game around being fun to run, but the integration is so good a lot of movement tech is perfectly viable in casual gameplay. Gun-recoil double jumps, speed boosts on slopes, it's a blast.
@ianloreen7817
@ianloreen7817 3 года назад
Every time I hear "movement in video games" the first thing that pops into my mind is Tribes.
@le__birb
@le__birb 3 года назад
I think a very important part of all game design that is particularly impactful when designing movement is to remember that players are human, and humans are imperfect. The celeste section of the video touched on this concept but building in forgiveness for the imperfect reactions and timing of the player really makes the difference between janky ("I definitely pressed the jump button before I fell off") and smooth (you didn't but you thought you did and that's what matters) controls.
@HalNordmann
@HalNordmann 2 года назад
For me, Celeste was really unforgiving. What good is the assist mode's time slowdown, if I can't judge the proper dash point? I think the Ori series does this really well - there are no instant-kill obstacles (not many, anyway) and its health system is pretty forgiving, so you you have a few seconds to save yourself if you fall into spikes.
@UltraGrater
@UltraGrater 3 года назад
good timing! i was just researching a few days ago sunset overdrive really nails it because it not only gives you so many options for traversal, it also reward you for doing a set of moves for a certain time, and lets you craft powerup with it. so when you see some powerup that you want to get but because you haven't been using one traversal mean as frequently, it actually helps to bring it back in line with other traversal options. I think that's like both good movement and using all the buffalo styled thing
@luliby2309
@luliby2309 3 года назад
You know what your video is making me think of? How the movement in Kingdom Hearts 1 and KH 2 progressively gets better as you go along. You start off not being able to get around so easily, but by the end, you have the ability to glide, jump higher, _superglide_ , double jump...Movement at the end of KH 2 is godlike compared to when you started. Oh and that communal gameplay footage idea is awesome. I'm gonna recommend it to anyone who could use it.
@salty_3k506
@salty_3k506 3 года назад
I recently picked up Katana Zero again and finished it and now I am trying to get all achievements and do the speedrun mode on hard. In this game, they really use the principle of learning at your own pace. Quite literally, because of the mechanic to slow down time. You can better react to enemies, deflect bullets easier and learn a boss' pattern with time slowed down. And then when you have mastered the game, you don't even need the slowdown at all, every level is doable without it and it requires the player to play and move in a totally different way. To me it feels great to be able to rush through the game much faster and without slowing time and doing so many maneuvers that all feel great which would be more tedious if the game hadn't given me this learning opportunity of slowing down time first. You are always encouraged to try difficult moves and then use them without slowing down time. The game pushes you to master its movement and combat mechanics and that's what I love about it.
@pasty609
@pasty609 3 года назад
The speedrun mode katana zero has is such a great feature. There are so many games which I would love to run but never get round to due to tedious sections or cutscenes which ruin the experience. Cutting everything out and leaving in only the core gameplay makes for a much better experience.
@salty_3k506
@salty_3k506 3 года назад
@@pasty609 Yes exactly. I liked the story but I don't want to have to read every line a million times over.
@Prizma69
@Prizma69 3 года назад
after playing titanfall 2 i hardly could play any other shooter, because i missed the movement so much xD
@PantheraLeo04
@PantheraLeo04 3 года назад
There is an indie moba-like game called Awesomenauts that stores you jump midair like you were saying
@TimRomero
@TimRomero 3 года назад
Donkey Kong Country is similar to Wings of Vi: if you roll or cartwheel off a ledge, you can perform your grounded jump in the air even if you’ve fallen a considerable distance. Also, in the Pathless example, you missed something really interesting: if you only charge up your shot to the halfway marker on the bottom of the icon, you’ll get an even more satisfying critical shot. You have to time it perfectly or the shot will miss. If you can nail every shot it lets you stay airborne a bit longer since you’re spending more time gliding rather than falling.
@shamroksoldier
@shamroksoldier 3 года назад
A huge part of good movement comes from game design priorities, specifically designing your levels/pacing first, then building a character around that. The inklings are probably my favorite example of this, as well as "Using All The Buffalo" and need more of a spotlight imo. Excellent vid!
@InsaneToats
@InsaneToats 3 года назад
Running at max speed in 2D mario feels amazing, but whenver a level demands precision platforming by slowing down mid air feels awful. Mario has momentum to everything he does, Traversing vertically, or constantly switching left and right loses all your momentum. Super meat boy is the same but the levels are designed around the insane momentum. In Mario maker any random joe can make a level feel gross.
@carlitobrigante4845
@carlitobrigante4845 3 года назад
That's why for me the best part of New Super Mario Bros U was the Time Attack challenges
@CratthewF
@CratthewF 3 года назад
Battleblock Theater also does the Wings of Vi “Walk off and retain both jumps” thing Edit: Actually, the more I think ab it, Battleblock Theater has really great movement. It’s weapons can be used in a lot of different ways you wouldn’t initially think of. Like for instance, you can stick the darts to walls to create a temporary platform. Or you can shoot a poison bubble, double jump, bounce off the poison bubble, and then jump again to get a ton of distance, none of which is actually required. I think Behemoth’s games all have surprising depth to them.
@snomangaming
@snomangaming 3 года назад
AH that's a great game, can't believe I forgot that!
@nikosaurus4238
@nikosaurus4238 3 года назад
The Infamous series has some really cool and smooth movement.
@Heliosgoku
@Heliosgoku 3 года назад
I love the Snowman Gameplay idea! Thanks for being so thoughtful
@caiocclt1
@caiocclt1 3 года назад
I'm not a content creator but your idea for a gameplay footage channel is pretty great! Haven't heard about something like this.
@snomangaming
@snomangaming 3 года назад
I appreciate it!
@moayadqabbari
@moayadqabbari 3 года назад
For some reason I felt anxious while I was watching this video then I noticed you're using Shovel Knight's The Flying Machine theme and it honestly gave me PTSD. This stage killed more speedruns than I care to count and even now I am so intimidated by that stage I can fall even before reaching the ship lol Great choice for the topic you're talking about though! Good attention to details.
@MindinViolet
@MindinViolet 3 года назад
This is what destroyed my enjoyment of Red Dead Redemption 2. The movement is so awkward and clunky, and Arthur never seems to quite do what you intended.
@EmDub01
@EmDub01 3 года назад
I think Red Dead 2 is the slowest game I have ever played which is why I, despite loving the game for its strengths, don’t care to return to it. Not just because of the awkward movement but also because of the lack of fast travel options, how quickly Arthur and the horses get tired, and how quickly and easily you can die in the overworld, after which you wait on a loading screen before getting back to what you were doing. I never had these problems with the previous game either, which is why I returned to that game over and over even after beating it and had no problems traversing the world.
@sigmachad5331
@sigmachad5331 Год назад
Lucio on Overwatch. Titanfall 2. Mirrors Edge. I really like the parkour feel and those games do it well.
@andrewsasala6841
@andrewsasala6841 3 года назад
Besides Breath of the Wild, I think my favorite games featuring fun and interesting movement are the Infamous series; I always loved grinding on power rails, or using the neon power to run on buildings and through the streets!
@snomangaming
@snomangaming 3 года назад
Good choice!
@CrayTrey
@CrayTrey 3 года назад
Love this man! Been thinking about movement in games recently so I really appreciated this.
@chzy2196
@chzy2196 Год назад
The production value of your videos are insane, crazy how underrated you are.
@kayracan3663
@kayracan3663 3 года назад
I love that you saved your sponsor to the end of the video! Not many people do that any more!
@heerhenker7497
@heerhenker7497 3 года назад
I think the most important thing for a developer to realize, is that the movement in a game should be designed to do what the player wants to do instead of what he can do case and point coyote time. The player wants to jump but already left the platform. For example don't cancel the players attack every time they receive damage, that will get the player frustrated in no time. This pricipal can be applyed a lot, but if you do it too much the game becomes to lenient or outright rage inducing, if you as the developer assume something the player doesn't want.
@Serlock4869
@Serlock4869 3 года назад
I always love the movement of armored core games. That slow, heavy movement, jumps, aims really brings the weight of giant robots. The opposite is also true as in gundam vs (next plus is my latest). Fast movements and air dash cancels really makes you feel like you're piloting one. Ace combat too, it's amazing. And while we often overlooked it, FIFA / PES games also have good movements around the players.
@MasterMemo
@MasterMemo 3 года назад
The gameplay clips archive is a game changer. That's really cool
@tafu4049
@tafu4049 3 года назад
In my opinion, good movement is first to have a high skill ceilling and low skill floor. Im gonna use Ultrakill (an indie boomer shooter that is in early access) as an example. In Ultrakill, you dont really need to do huge tricks to get to platforms or survive in combat, you have a jump, 3 walljumps, sliding and stamina for dashing and stomping. It may seem like a lot, but you wont use them all at the start, since its not needed. Now here comes the beauty, you can combine a lot of them for movement and combat. Stomping stomps enemies, but you also go down fast and you can bounce Sonic Adventure 2 style, and you can also use some of your stamina to get a stomp that sends enemies flying upwards so you can combo them. Dashing gives you s and a short boost of speed, but you can also use it in conjunction with jumping to do a really fast jump. You can slide and jump after landing to preserve momentum, so you can keep the speed from the dash jump. Its all great sweet stuff that just adds to the game, and there is even more with glitches and using your own explosions to fly away!
@gijswiersema
@gijswiersema 3 года назад
Maybe it's in the video (haven't watched it yet) but titanfall 2 has the best movement imo
@gijswiersema
@gijswiersema 3 года назад
In a shooter
@MechanicalPasta
@MechanicalPasta 3 года назад
@@gijswiersema doom eternal dude
@Pixelwav
@Pixelwav 3 года назад
imma let you finish, but Beyoncé had one of the best videos of all time
@h3corptempbutevadinganass
@h3corptempbutevadinganass 3 года назад
Yeah wtf dude at least u admit it but watch the damn vid before u comment ..srsly
@swiwiws125
@swiwiws125 3 года назад
@@MechanicalPasta both great movement, but they're very different. titanfall's is smooth and chains moves together to build up momentum and keep it going, while doom eternal's is very fast paced at all times and has you instantly gain bursts of speed instead of slowly building momentum. essentially, titanfall's speed is exponential, while doom's is linear (both of which work great to accompany their gameplay)
@kalebrhea5822
@kalebrhea5822 3 года назад
Tony Hawk Pro Skater 1&2 were amazing to move around in. I played these to death at my friend’s house
@glctcthnkr8059
@glctcthnkr8059 3 года назад
A super underrated movement system (and game in general) is prey 2017’s. The jet pack, gloo gun, and the ability to pick up almost any item allows you to find really creative and fun ways to get through or even skip certain sections of levels if you’re creative, which is something shooters really need to do more of
@wiper7000
@wiper7000 3 года назад
Anything in timing with audio ques or music always feels suuuper slick and satisfying to pull off, like the music levels in Rayman Legends
@rcket6057
@rcket6057 2 года назад
I'm late to the party, but my favourite movement in games are those that help you explore the world with style and momentum. Sunset Overdrive is a great example of that, with a lot of parkour mecanics that the game doesn't even tell you about, the Tony Hawk games are also really good at that kind of gameplay, can't put 1+2 down since I bought it, exploring every little part of its levels is so fun. AC: Unity had surprisingly good parkour mecanics and is still fun to this day even though Assassin's Creed were less about speed, more about choosing the best way to climb up a building to get up there the fastest. Unity added a lot more style and depth to this system. I am forgetting a lot of other great third person games with this kind of movement, but you get the idea. Style and options.
@PhilTruthborne
@PhilTruthborne 3 года назад
My favorite movements will always be where there's always some way to keep the flow up if you can spot the paths in something like uneven terrain~ On the other hand though, slow and methodical movement is also a favorite of mine in the right conditions when the intenseness of where to move outshines the ability of moving in a faster pace. Movement truly is an artform on its own...
@adiveler
@adiveler 3 года назад
The boring shooters with slow movement are mostly the one's knowns as Cover-Based Shooters, which known for stuff like limiting you to 2-4 weapons at any given time and auto regenerate HP (Which greatly encourage the player to hide like a coward). Old-School Fast-Paced Shooters, on the other hand, give you full access to hold all the weapons of the game, make you run fast enough to dodge enemy's fire, and encourage you to NOT-get hit by not automatically filling back your lost HP! So learning movement is as important as learning accuracy in those types of shooters!
@snomangaming
@snomangaming 3 года назад
Yeah absolutely. Cover shooters, yuck lol
@hyperonmonster
@hyperonmonster 3 года назад
Kingdom hearts 2 has great movement, especially with abilities like glide, quick run, dodge roll, double jump, etc. Too bad the game doesn't give you any reason to actually use these movement abilities other than the cavern of remembrance which has the best level design in the game but is an optional area most people won't play.
@sune7678
@sune7678 3 года назад
If it has a grapple hook, it's probably a good game.
@TheWordPlay
@TheWordPlay 3 года назад
Okay that gameplay channel is such an AMAZING idea! Thank you for putting it together! As for what game I feel has great movement: even though it's incredibly short Strider 2 (the good one) is so much fun with its moveset. Hiryu's speed and ability to hang from anywhere reminds me of a cross between Ninja Gaiden and Kirby lol
@larryinc64
@larryinc64 3 года назад
For me I think some of the best movement is stuff that gives you more to think about then 'I need to go left, so I'm holding left and I will eventually be where I need to be' Like at a minimum something like SM64 where when you just need to go in a straight line you can occupy yourself with long jumps, or the roll in Zelda OoT.
@TripleT219
@TripleT219 3 года назад
Interesting that Ghost runner and Titanfall were noted, but not Doom Eternal (which not only builds on the multiple use for some of its weapons, but also specifically the movement with the SSG hook + dash + double jump). It even has the "jump storing" idea that you mentioned as well.
@wigglebot765
@wigglebot765 3 года назад
Titanfall 2 honestly has kept me so engaged just because of its incredible movement system. Without it, it really would feel like just another shooter and much of the creative level design just simply wouldn’t work. Great vid
@mauriceraat2781
@mauriceraat2781 3 года назад
Sound is also really important for moving around. Not only can it function as a good source of feedback, it can also just enhance the feeling of moving around. And last but not least, it can even counteract a "bad" movement system by making traversing still fun when you have a cool soundtrack to listen to.
@whereamiproductions9583
@whereamiproductions9583 3 года назад
When it comes to movement, I have to shout out my favorite game of all time: Titanfall 2. For shooters, you want something new, something fresh, something interesting, and Titanfall 2 has ALWAYS ticked all these boxes for me. While CoD has kept the exact same format for years, Titanfall 2 and by extension, its predecessor, have this bombastic high-speed maniacally satisfying system of movement. I've gotten topscores in Titanfall 2 because I simply moved faster than the enemies for them to shoot me! And managed to find ways around their movement. And this goes doubly so for Titans in Titanfall 2, because it removes the speed factor, but makes even more interesting ways to strategically move your Titan. Sometimes with flight, or dodging, or even hindering OTHER Titan movement. When you mentioned the Speed Vs Paced style of Sonic to Castlevania, the Pilot and Titans movesets come to mind. While Respawn has moved on to 'greener pastures' with Apex, I think they still nail movement in all of their games really stylishly. Always giving you options, always giving you escape tools, always keeping you: the player, in mind of how fun YOU want the experience to be.
@MartinPurathur
@MartinPurathur 3 года назад
Sunset overdrive really was something
@Emelenyt
@Emelenyt 3 года назад
Thank you for allowing creators like myself to use your footage! That will save me a lot of time and hard drive space
@snomangaming
@snomangaming 3 года назад
Happy to help!
@Tbjbu2
@Tbjbu2 3 года назад
thx for adding the game names on the bottom left side!
@zelenpixel
@zelenpixel 3 года назад
i LOVE how the dkc games will line up most the zingers and barrel cannons and such in a way where if youre speedrunning through the stage you wont get hit
@jmanx24
@jmanx24 3 года назад
Glad you threw in Doom Eternal even as a shooter, great flow to it. Excellent video Sno!
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