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How to Turn Movement into a Game Mechanic
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833,283 Views • Feb 26, 2021 • Click to toggle off description
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I love games that make movement into a primary game mechanic. From the parkour thrills of Mirror's Edge to chaining moves in Mario Odyssey to dive-bombing in a wingsuit in Just Cause. How do developers come up with amazing movement systems? Let's find out.

=== Before you watch ===

Disclosure: Sackboy: A Big Adventure, Spider-Man Miles Morales, and Tony Hawk’s Pro Skater 1+2 game codes provided by the relevant publishers. I was a game design consultant on Sackboy: A Big Adventure.

=== Games Shown ===

inFamous Second Son (2014)
Mirror's Edge (2008)
Marvel's Spider-Man: Miles Morales (2020)
Skate 3 (2010)
Sonic Generations (2011)
Ghostrunner (2020)
The Pathless (2020)
Rocket League (2015)
Sunset Overdrive (2014)
Titanfall 2 (2016)
Dustforce (2012)
Assassin's Creed Unity (2014)
Just Cause 3 (2015)
Ori and the Will of the Wisps (2020)
Super Mario Odyssey (2017)
Sackboy: A Big Adventure (2020)
A Hat in Time (2017)
Tony Hawk's Pro Skater 1 + 2 (2020)
Ori and the Blind Forest (2015)
The Legend of Zelda: Twilight Princess (2006)
Quake (1996)
Crumble (2020)
N++ (2015)
Cyber Hook (2019)
Gravity Ghost (2015)
Shovel Knight (2014)
A Story About My Uncle (2014)
Bionic Commando (2009)
Superflight (2017)
Dishonored (2012)
The Legend of Zelda: Skyward Sword (2011)
Bowser's Fury (2021)
Grow Up (2016)
The King's Bird (2018)
Skate (2007)
Marble It Up! (2018)
Unravel (2016)
Snake Pass (2017)
Marvel’s Spider-Man (2018)
DOOM Eternal (2020)
Tony Hawk's Pro Skater 3 (2001)
Prince of Persia: The Sands of Time (2003)
The Free Ones (2018)
Celeste (2018)
Batman: Arkham Asylum (2009)
Splatoon 2 (2017)
Clustertruck (2016)
Gravity Rush 2 (2017)

=== Credits ===

Music provided by Music Vine - musicvine.com/

Titanfall 2 Grapple Highlight Reel -    • Titanfall 2 Grapple Highlight Reel  
Quake Speedrun in 11:47 -    • Quake Speedrun in 11:47  
Rocket League Secrets- Tips, Tricks, and How to Fly -    • Rocket League SECRETS - Tips, Tricks,...  
Rocket League - Best Bicycle Moments -    • ROCKET LEAGUE - BEST BICYCLE MOMENTS  
5min of Satisfying Grapple Slingshots -    • 5min of Satisfying Grapple Slingshots  

== Translation ==

Contribute translated subtitles - amara.org/en-gb/videos/FdY2wmfG1zgC/
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Views : 833,283
Genre: Gaming
Date of upload: Feb 26, 2021 ^^


Rating : 4.965 (381/42,743 LTDR)
RYD date created : 2022-04-09T19:58:07.82404Z
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YouTube Comments - 2,904 Comments

Top Comments of this video!! :3

@danielrhouck

3 years ago

11:02 For the inverse coyote time thing, one mechanic I like is that you don't land on the ledge, but you grab onto it with your hands and pull yourself up if you get close. That way you're still rewarded for actually making the landing, but you are only slightly punished for failing and you can tell it was close because you have a couple second animation instead of just sticking the landing.

938 |

@RTDelete

3 years ago

Games like these are why I love the left joystick

1K |

@ERoBB1

3 years ago

I think an interesting contrast would be Breath of the Wild's slow pace but completely free "climb anything, glide off it" combo.

460 |

@thpion

3 years ago

Maybe an odd suggestion, but I like Portal's movement system. Using gravity and portals to launch yourself across rooms was always satisfying to me.

281 |

@ssj4922

3 years ago

I love how some games implement movement differently, though that is exactly why mainline Sonic games have been struggling so much as Sega needs to find that balance between having the player feel like they're running at super fast speeds, but not like the game is completely holding their hand or that the level is constantly interrupts their sense of movement via the stage or the enemies.

622 |

@osneket5713

3 years ago

TF2 rocket jumping is probably one of the sickest game movement in any game. Although unintentional, I think Smash melee has some real awesome movement too. Only problem is that both of these systems are REALLY hard to pick up.

612 |

@SamiK951

3 years ago

Surprised not to see Journey mentioned here. That game was basically Joy of Motion: The Game. I love the way freedom of movement and increasing mastery of the game's controls, which you express with increasingly speedy and graceful traversal of the environment, is tied to the storyline. The midgame point underground, which has you sneaking around and deprived of your movement abilities due the scarf being torn, feels gut-wrenching and terrifying as you know you can't fly away from danger. An absolute masterpiece of game design.

54 |

@Starlightbooper

3 years ago

I love the movement systems in TF2. They're all different for each class, some have more focus on movement, like the scout, soldier and demo while others have less e.g. heavy and sniper. They merge the weapons into the movement perfectly which is the thing i love, you can put countless of hours into mastering them and still have stuff to learn

260 |

@Mokey

3 years ago

07:49 Jooooo that's me in a GMT video. Wtf hahahaha. I made it mom. P.S: If you are into Momentum and Indie Games. Try out The King's Bird

430 |

@lintonfor4035

3 years ago

"master players flying across the pitch" anyone can boost, the hard bit is hitting the ball

692 |

@nuclear804

3 years ago

original Mirror's edge felt so good to move in. loved to get into that "flow" interacting with the environment and nailing every timing while looking at the beautiful world and dodging guards.

67 |

@abuffzucchini

3 years ago

I love how Celeste has all 6 things he mentioned, it's such a good game with so many ways to go fast

318 |

@nathanwhitwell2255

3 years ago

For me, "Katana Zero" has an absolutely thrilling movement system. It isn't big and explosive like some of the games mentioned in the video, but it defined the gameplay for me. Being able to precisely control when to roll, jump, or swing the sword became tools in increasingly elaborate puzzles as the game progressed, and I feel that these tools are what kept me engaged and consequently made me love the game.

259 |

@captaincrash9002

3 years ago

the just cause "scraping face on the tarmac" reminds me of how long it took me to understand that that glide-suit has air-plane controlls.

101 |

@Pelusteriano

3 years ago

I love how the RL footage is showing really low level games, making it seem like that "physics" is clumsy but if you check out footage of more higher level play, you can see how much you can express with movement in RL and how it links with all the other points.

174 |

@alexlillie5563

3 years ago

Favorite movement system is still Spiderman 2 for the PS2. That was such a good game. The web-slinging incorporated two mechanics that when used together made you move fast and felt complex to execute (though thinking about it it's just the timing of 3-4 button presses): 1) a speed swing to make you go faster that acted just like how a person swings on a real swingset (but you couldn't stop at just that or you'd stall out between swings) and 2) the fact that you could charge up your jump while swinging and release right at the end for a big boost. You would chain speed swings into jump boosts and zoom around New York City like a crazy person, and then on top of that when you were going fast your wall crawl became a momentum-based wall run so you could improvise your routes by running up, down, and along buildings in addition to your swings. It was great

34 |

@hadinossanosam4459

3 years ago

There is also another way of "turning movement into a game mechanic": instead of making it fluid and fast, make it slow and limiting, for example in Elite: Dangerous. Combat, especially in larger ships, is not a frantic reaction showdown, but a slow and deliberate dance, trying to get your ship out of your enemies' crosshairs and them into yours, with any tricks possible. It is also very free, with full three-axis rotation and thrusters (if you have a HOTAS to control them all). And if that's too easy, then you can turn off flight assist, which removes the normal alignment help and even makes it a challenge to not move, but makes for a nice trick up your sleeve in combat. Overall, with few control inputs, but many interactions between them, it's fun to even just fly around in an asteroid belt, throwing the momentum of your ship around and seeing how narrowly you can avoid the rocks (similar to JC3's wingsuiting... maybe this is another point: giving opportunities for showing off movement mastery). And nothing beats blowing up a Federal Corvette in my Anaconda without even getting hit, by dodging all its PA rounds :) (A similar, though afaik much less deep movement would be the tanks in War Thunder)

156 |

@Mefy_

3 years ago

I was honestly expecting a dissertation on Quake's strafe jumping.

312 |

@OZZY9669

3 years ago

I love how everyone acts like jc4 does not exist

1.8K |

@Kramway99

3 years ago

I think there’s one thing you didn’t touch about movement in games. And its that movement not only for moving from point A to B. but also for combat and battle mechanics. I love Gravity Rush 2’s movement. it doesnt have much of what you’ve listed, but the game uses its movement for battle. theres a particular boss fight that forces you to fight an enemy with similar ability as you in the air. you really need to master your movement if you’re to beat the boss. GR2’s movement mechanics is fairly simple on its own, but it throws you boss fights, numerous enemy ads while flying through the air. And I think thats awesome. oh and on top of that there’s gyroscope controls. not a lot of games utilise it much.

130 |

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