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The little things that go a long way, and the ultimate solution to all game jankiness

Tones
Tuesday, August 02, 2011

 

Games receive praise and criticism for their large elements like gameplay and storytelling, but what about the small—and I mean really small features?  Small elements that are janky and/or smooth can go a long way towards a game’s replay value, or how much the individual gamer appreciates the final product.

Some of these features are both convenient and strategic.  One example would be in Tom Clancy’s Splinter Cell series, wherein you could draw your weapon and shoot from almost any position.  You could even swap over to shooting with your left hand at the press of a thumbstick.

 

Sam Fisher lets you have it anyway you want it.

Another thing I admired about the game was how animations smoothly transitioned into each other.  When playing the game I quickly learned that upon landing from a jump, you could smoothly enter a roll.  Upon finishing the roll, you could draw your weapon just in time for a really smooth transition. 

When strung together, you could make an ultra sexy run-jump-roll-draw-shoot-stand combo.  The game never explicitly told me I could do this, but everything felt so right I knew I could.

These elements were convenient for the player, but also made sense within the context of the story.  After all, Sam Fisher and the other agents are essentially ninjas who have to use unorthodox methods to get the job done.

As mentioned before, some small things can have a negative effect on your gaming experience if they aren’t implemented correctly.  Objects that are meant to help you overcome obstacles can become the very thing they’re supposed to help you with.

I’m talking of course, about ladders.  Ladders have not made a seamless transition into 3D.  Any time I approach a ladder in a game whether in Alan Wake, Grand Theft Auto 4, or a first person shooter, a wave of questions hit me. 

Do I hit the action button?  Do I just run or jump into it?  How do I get down?  What happens if I take damage while climbing it?  Will I automatically hop off once I’m at the top?

We’ve all been in that situation where upon reaching the top of the ladder, you realize you’ve climbed up the wrong side.  Games like Prince of Persia and Assassin’s Creed allow you to flick the analog stick and switch the side of the ladder you’re climbing. 

This tiny option goes a long way while making sense within the context of the story.  After all, the Prince and the Assassins are essentially ninjas who have to use unorthodox methods to get the job done.

Unfortunately, climbing up and down ladders in an FPS is still a daunting task.

Special Ops,  my ass!

Sometimes small visual nuances go a long way.  Being able to see what other characters have equipped in Call of Duty isn’t always useful with the game’s fast pace, but it certainly looks cool.  Another example that has always stuck with me is in Ninja Gaiden

There is a part of the game where you have to cross a chamber via a seesaw-like bridge.  As the bridge tilted, Ryu Hayabusa would shift his weight to his rear leg appropriately. 

I tried tilting the bridge several times just to see how the character would shift his weight to maintain balance.  This had no effect on gameplay, but was impressive no less. 

A Ninja never loses his balance

Yet again, it made sense within the context of the story.  Ryu Hayabusa is essentially a nin-- well, you know the deal.

What are some small features you appreciate in games?  Aside from having ninja protagonists, what are some potential solutions you’d like to see?

 
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