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>21-year-old game >has deeper movement mechanics than most

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Thread replies: 16
Thread images: 1

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>21-year-old game
>has deeper movement mechanics than most 3D games made today

Explain.
>>
>12 hours
>>
>>389168846
>389168846

>lots of time invested into testing and perfecting Mario's movement
>levels designed around the controls instead of the other way around
>they just got lucky

etc
>>
but first
>>
>>389169320
that's talk about parallel universes or for short, PU
>>
>>389168846
Imperfections are what make the mechanics deeper. Just compare Quake to Overwatch. Quake is a much older game, and the code for physics and movement are rather rough around the edges. Things like circle-jumping and strafe-jumping (bunny hopping) were not originally intended, but the developers found that these quirks added to the experience moreso than removed from it; and became a core part of Quake's movement. Overwatch, however, has a much cleaner engine with very little room for quirky mistakes to exist. Furthermore, when they do find out some quirks in the code (like Genji's ledge-jump) Blizzard removes them to keep the skill ceiling low.

TL;DR new games have shallow mechanics because:
>cleaner code, less room for error
>developers want games to have a low skill ceiling to cater to casuals
>>
I think that all the pannenkoek2012 exploits are signs that the programming was very rough around the edges. Obviously there are now limits to the physics engines that prevent stuff like HOLP or building speed without limit. Not being able to do a lot of that stuff in later games as easily is more a sign that the physics engines are more developed. Still, watching Sunshine TAS challenges is nowhere near as interesting as watching the crazy exploits in SM64.
>>
>>389168846
Having a lot of movement options that are easily accessible and feel good to do combined with janky physics engine is pure ecstasy.
>>
>>389168846
A lot of modern games are over-animated and have the animation fluidity take precedence over actual motion. It looks better, but feels shittier to play.
>>
>replies talking about pannenkoek and unintended techniques

Mario 64 is still deep and fun without those though. The reason it's still enjoyable to play today basically boils down to the fact that you can dive out of any move.
>>
>>389168846
Miyamoto said he designed it so just moving around as Mario would be fun, so the act of jumping around as Mario would be inherently fun by itself regardless of any other design elements, most platformers do the opposite of this by making the fun come from the level design or other elements.
>>
movement mechanics are toxic
>>
>>389169612
>>389169702
>>389169839
We're not talking about exploits and pannenshit, dumbasses, just the mechanics in the game itself.
>>
>>389172630
Learn to fucking read, you dumb sack of shit.
>>
>>389172630
The freedom of the movement mechanics leads to exploits. To limit exploits, the freedom of the movement mechanics must also be limited.
>>
>>389169320
lets talk about memes and how, just sometimes, they can be run into the ground so hard they aren't funny anymore
Thread posts: 16
Thread images: 1


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