Primary Research

To start my primary research, I made a survey based around movement in different games. This survey covers which first person shooter games people have played, which movement type they prefer, why they prefer that movement type and what sort of mechanics they would expect to see in both movement types. These questions allow me to analyse exactly what players prefer to see in shooter games as well as some mechanic ideas and suggestions for me to implement into the game.

This is one of the questions I asked. Despite some unserious answers, I can gather from this data that most players have played shooter games that feature slow movement and ones that feature fast movement. This tells me that these players have experienced both movement types which will make their further answers more credible and unbiased. Next I asked if there was any notable movement mechanics from these games they have played that they liked.

From these answers, I can determine that these players have varied opinions on what they actually like in their games. Some like very unique movements such as Destiny's different jumps for each class and Winston's power jump from Overwatch. Some players like more traditional styles of movement such as sliding and leaning.

After this question, I asked which movement type players prefer, here as a pie chart of the results:

The results show that these players prefer fast paced movement overall. I then asked for their reasoning as to why they chose the option they chose to fully understand exactly what makes the movement in first person shooters great.

These answers tell me that the players that prefer fast paced movement, like to be quick on their toes and get to the objective more quickly rather than strategically and slowly. This makes me believe that these players prefer a more casual and fun experience rather than having to plan their movements and strategize like Battlefield. Despite some unserious answers I am able to gain a greater idea of what these players want to see in a shooter game.


Finally for this survey, I asked what mechanics players would want to see in slow movement and faced movement. Here are the results:

From these results, I can determine that players expect slow, tactical movement to have realistic movements and animations. For example one of the answers say that they expect to see steadying the weapon and a practical aiming system as well as  reloading animations. Another answer says they would expect crouching, crawling and wall mounting which is realistic. 

The answers I received from the advanced movement shows that the players expect more extravagant forms of movement such as grappling, dashing, parkour movements and sliding. These movement mechanics tie in to a more futuristic theme of game rather than modern. These mechanics promote a more casual yet skilful way of playing shooter games as these intense mechanics may be hard to control.


In conclusion, players generally prefer fast paced movements for the intense and fun gameplay while tactical movement is generally seen as a little more boring but can be enjoyable for the strategy aspect of it. If we did go for tactical movement then there could be solutions for some complaints about tactical movement such as vehicles for transportation such as cars or helicopters. This would help players who don't like travelling long distances slowly. For our game, I am using advanced movement and this survey helps me decide which mechanics would work best and wehich mechanics players like to see. Judging by some answers I got, I will add a grapple mechanic, double jump, dash and a sliding mechanic

Here is a survey I made near the end of our project which gathers responses on what people think of the movement mechanics I have created as well as some preferences and improvements I could make. This allows me to analyse different preferences players have and how I could effectively improve on my movement I have created so far.


To begin the survey, I presented a video showcasing the movement mechanics I have made during the project. This showed my advanced movement, grappling and double jumping mechanics. My first question was to gather players thoughts when watching the video and get their opinion on how they think the mechanics perform.

The responses here are mostly positive feedback, it seems that most players think my movement is definitely advanced as it is quick and the grappling compliment the advanced type of movement I have gone for. The players also think my movement looks smooth and fluid which is good as movement feels the best when smooth. The only negative topic is that it looks a little floaty which I can agree with. To fix that I would have to increase the gravity in my project or program gravity in for the player.

This graph shows that every player that has seen my mechanics prefer the grappling to be free targeting. This helped me decide in my production whether to keep trying automatic targeting or shift to free targeting as most players prefer this. This could possibly make the movement feel more free which could be more fun for players.

From this graph, I can determine that most players prefer a regular jump for the double jumping similar to Genji's double jump in my secondary research. This means that some players prefer a more simple way to double jump while some want a more controllable experience. 

Here are some potential improvements I could make to the movement according to these players.


 Firstly the double jump is a little higher than the first jump, I originally made it this way because the double jump is useful for clearing grapples that don't quite make the jump. If the first jump was higher, then I think the player would be able to jump too high as both jumps combined already cover a big height so it is a little difficult to balance. 


Secondly, ledge clipping would likely fix the issues with double jumping being higher than the first jump as it would eliminate the need for the double jump to fix grapples that didn't quite make the target.


Thirdly, the swinging seems a little too much compared to the rest of the mechanics, I think to balance the swinging a little more I could make the max distance to swing a little lower and maybe limit how fast the player can swing. 


Finally, it all looks a little floaty. I covered this further up but again, to fix this I could increase the gravity value for the entire project or program gravity for the player. Programming the gravity for the player would be more effective as that would affect only the player and no other objects such as grenades.


Conclusion


To conclude this form, most players think the mechanics I have currently should not change such as the double jumping and grappling and that some tweaking and bug fixes could be made to make these mechanics even more smooth and fun. I think the reason that the other options weren't chosen are because automatic targeting may feel a bit too restrictive for some players and the may like to just be completely free with where they grapple. Players may also like simplicity over a more complex double jump as they may feel that it may be more fun.