Thursday, July 3, 2008

the jump mechanic

As we're defining the way our main character moves throughout the world, one of the key mechanics that we're trying to figure out early in pre-production is the way our avatar jumps in the world. I've been thinking a lot about the jump mechanic lately. It's kind of crazy how games have involved jumping throughout the years and the way it has evolved. At first glance, it seems pretty unnatural that we've based so many games off of this humanistic movement--jumps in the human world are no more interesting than running/swimming/eating/etc really is. Yet, jumping has become so natural in gaming such that even something as ludicrous as the double jump is common knowledge for the average gamer--so much to say that we've created an entire genre based off of it.

JoeQ asks prospective design employees to design a jump mechanic during his interviews--this is such a great question! I kind of wish that I got this question during my interview! :) Anyways, the next few topics for me will be based around the jump mechanic, but I will break them apart for your readership sanity's sake!

Why jump?

In designing a jump mechanic for your game, I think it's first important to understand what the role of jump means for your world. Jumps have been used in all sorts of ways in games, but the most notable for me is the following:

exploration/navigation challenge (reaching higher ground)

Probably the most common usage of jump--also the most humanistic of all of the usages of jump. Games typically use jumps as a means for exploration, access to new areas, ability to reach a higher level, but some games take it to the next level and create navigation puzzles out of them.

Most notables: Mario64, Lara Croft, Ratchet & Clank, Metroid, Megaman



combat mechanic as an attack

The most famous jump probably known to all gamer audience; not much to say about this one. Jumps that are used as the main attack on enemies--paved the way for future jump mechanics.

It's kind of a weird thought to say that jumping on someone's head is the way to kill something--I can't even imagine what people would say if someone pitched an idea like that today (if it had never existed before).

Most notable: Mario, Sonic, Shinobi, Legend of Zelda 2




dodges/physical avoidance

Games that are more combat focused use jumps particularly for dodging out of harms way. This is commonly used in games with a lot of projectile-based enemies, and requires the player to have a higher level of skill (and a good reaction time ^^).

Most Notables: Megaman, Contra, Castlevania, Metroid, Unreal Tourn, Quake, Donkey Kong




sheer fun/constant interactivity

One of the things that sometimes we as designers overlook is the fact that some interactions are just inherently fun, regardless of whether the mechanic has little to no gameplay value. I'm not saying that the jump mechanic in World of Warcraft was unnecessary, but I don't think that the game would have been broken without it. That being said, the first thing I do when entering any virtual world is jump, and use it as a means of entertaining myself, communicating with others, and even doing abstract things like expressing joy and excitement to other players.

Most Notables: World of Warcraft



combat mechanic as an advantage


Not to be confused with combat mechanics as an attack, this describes the usage of movement that players choose to do to gain advantage over their competitors. It could also probably be grouped with dodging, but it's not a mechanic that is necessary for gameplay, but there's just something to be said when people in the competitive circuits have described this as "Halo Jumping."

Most Notables: Quake, UT, Halo, Counterstrike


I know I've missed notable games, and probably even other usage of jumps, so please feel free to add to this! At first glance, I never expected jumps to be such a complicated little guy, but I find this exploration to be so fascinating. In the next part of this, I wanted to talk more about the pure mechanics of jump that make each of the actions above possible--and what design choices that people have made in the past that best support the experience for the player.

Added to Currently Playing: Battlefield: Bad Company, The World Ends With You
Finished: Final Fantasy: Crisis Core

Wednesday, July 2, 2008


YES THAT IS ME!

AHHHHHHHHHHHHHH

http://www.square-enix.co.jp/ctds/

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Friday, May 16, 2008

tying up loose ends


I'm graduating from the Entertainment Technology Center this weekend, and it's hard to believe that it's already been two years since the start of my intense study and focus in games.

It's definitely great seeing all of my classmates that are graduating with me, as well as faculty, mentors, peers, alumni, and friends. As I look upon the faces that are around me, I realize how many people that I've met on these grounds are going to be important to the industry. They are truly talented people, and it's a privilege to be associated with them.

I've definitely learned a lot over the last couple of years, and for me, the most important thing I learned at graduate school is genuineness. The perception that my peers have of me can only be changed so much if there is a lack of authenticity in intentions. It's what makes a person able to be self-reflective, self-improving, and express passion.

I've made mistakes while I was in graduate school--design mishaps, communication errors, poor leadership, etc. It's my challenge to be self-reflective over those things and figure out how to carve the future.

Carrying it over to the professional world will be a challenge, but I remind myself all the time that it's those relationships with my peers that I should strive to protect.

Congratulations ETC Class of 2008!

Friday, April 25, 2008

amendment i

An amendment to the "k.i.t" post two weeks ago:

A lot few of my coworkers are leaving for various reasons...

...to the point where I think anyone who is "sick" is out interviewing...

Pat already makes fun of me for becoming a jaded developer. lol.
Lesson: Make peace (or friends! even better) with everyone you work with. Easier said than done.

Thursday, April 24, 2008

typeracer

You know you're a sucker for competitive online multiplayer games when something like this comes across your desk:



http://play.typeracer.com/

Thanks to my mother for making me play hours and hours of Mario Teaches Typing. Now if I can only raise that 90 wpm to 100+.

Tuesday, April 15, 2008

k.i.t.

A few of my coworkers are leaving for various reasons, some leaving for a break, some leaving for other companies. It's made me realize that I don't know them all too well, and I feel like I've made a bit of a mistake. I've been here for about 11 months now, and I haven't spent any time or effort to really get to know them.

Another learning point: I should make it a goal to get to know every person on every team I am on. Each person has so much to offer, especially to someone as rookie as myself--I learn more about myself, my job, and about working with others. And keeping a good reputation will ultimately open up many opportunities in the future.

I feel sorry that I haven't put in the kind of effort to get to know them that I should have, but I feel very lucky to have worked with all of them. I owe them very much for trusting me and helping me grow as a designer. My hats off to you guys with your future endeavors!