Secondary Research

Game Examples:


Grappling:


Grappling is an essential mechanics we have planned for the movement. To thoroughly research grappling, I will look into grappling mechanics in different games and look into some video essays that look deeply into grappling from games with their opinions about it. For some ideas for which games to look at, I will look into some of the games mentioned in the video as well as take into account their opinion on the grappling.

Here is a video that discusses a personal ranking of grappling from 25 different games. The only problem with this video is that there could be bias as its a personal ranking. In the video too he discusses his first interaction with grappling on an old game called 007 Agent Under Fire which could indicate bias due to it being his first experience with such a mechanic. These games he looks into have varying grappling, some pull the player straight towards the grappled object while others have a swing. I will cover a few games mentioned in this video as well as take into account the creators opinions.

Batman Arkham Knight and Gotham Knights Grappling Comparison

In this video, there is gameplay from both Batman and Gotham Knights. Both feature detailed and fun grappling. Batman's grappling speeds up as the player grapples towards the target. The player can then choose to boost which makes the player faster and propels them way past their target or just reach their target which then allows them to mantle depending on what the target is. While in a building, the grappling turns to a swing rather than a pull since the player will mostly be travelling horizontally. The swing is rather fast and the player targets where they want to land. The game shows a circle which indicates a potential target for the grapple. Gotham Knights follows a almost identical principle but the actual grappling is a little different. The player seems to fly directly towards the target which gives a sense of flight rather than a grapple which I think would feel unrealistic. The mantling also looks a little unrealistic as the player goes from a fast speed to a sudden stop. The boosting looks smooth and looks fun to play with.


In conclusion, these grappling mechanics are ideal for our game as they use a non linear speed as well as looking realistic and fun. The target system is also ideal as this prevents players from grappling anywhere but at points that are intended. This will also help with aiming as grappling long distances could be hard to aim without an indicator/target pointer.

Spider-Man 2 Web Swinging

Spider-Man 2 features web swinging which functions like a grapple. This system is mostly swinging but has multiple movements to boost speed. For example, the player can pull towards a edge of a building or a lamp post and jump back off creating great speed, the player can also loop around an object to create more speed. The animation style is also amazing in this gameplay as it features a wide variety of different flipping and spinning animations. However, some of these movements performed in this video are quite unrealistic as the movement at some points seem snappy and unsmooth. This seems rare but it is mostly when the player locks onto a target when they are close. The physics while impressive and fun, look unrealistic at points, for example, when the player exits a horizontal swing, they gain an impossible amount of speed. While this is useful for gameplay, it is unrealistic.


In conclusion, this type of system would be very difficult for me to pull off due to the varying ways to swing and pull. However, it would fit our game quite well as it good for a semi futuristic theme. The target system is also really good for pulling as it allows the player to selectively choose where to land their grapple.

Double Jump/Rocket Boost


Double jumping is a mechanic that is used in advanced movement games that allow the player to have an additional jump to clear long gaps or be able to reach bigger heights which helps with climbing. Rocket boosting does the same thing as a double jump but works by having a fuel gauge-like mechanic and allows the player to have a little more control over how they move while using the rocket boost. Once the fuel runs out the boost ends.

Call of Duty: Black Ops 3

This video showcases some short gameplay from Black ops 3. The player shows a skilled use of the movement mechanics, ranging from sliding and extended use of the rocket boosting mechanic. In Black Ops 3, the player is allowed to have a controllable extended jump that propels the player upwards and in any horizontal direction. This is useful for clearing gaps, jumping into windows and moving to walls/objects to wall run off of. There is a fuel gauge that shows how much boost the player has left. Once it runs out, the player must either land or wall-run for it to recharge. This fits in with the futuristic theme of the game and ties well into the advanced movement as it provides high mobility for the player which can give the player different advantages such as out-manoeuvring their opponents and gaining higher ground.


In conclusion this is an excellent example of rocket boosting and would be highly effective for me to replicate because it is highly controllable and makes the most out of moving quickly around the battlefield. This boost can also tie in well with the grappling mechanic idea I have and could both work around each other well to create a fun movement experience.

Overwatch - Genji

Genji is one of the most mobile and quick playable characters in Overwatch, He has multiple movement mechanics which allow him to reach big ledges and move across the battlefield. He posesses a double jump which gives Genji a small boost to dodge enemy fire, climb walls and clear gaps. It isn't as controllable as a rocket boost but still works as intended. After double jumping, Genji cannot double jump again until he lands on the ground which is fair balancing of this mechanic. Genji has a few other movement mechanics that assist him such as wall climbing which allows Genji to begin quickly climbing a wall until he reaches max climbing time or reaches a ledge to which he jumps up and lands at the top. He also has a dash ability that damages enemy's but can also be used to quickly move around the map or climb walls/buildings. This has a few second cool down until it can be used again.


In conclusion, this is a good representation of a double jump and how it can help advanced movement feel more fun and better to play. I could replicate this sort of jump but I feel that Genji's jump is a little too short and doesn't maintain much height. I think that this may be because the double jump is intended to assist in dodging more than to scale buildings and walls whereas I intend my extra boost/jump to assist more in climbing and maintaining height. 

Here is an article by Phil Savage who looks into why he loves grappling hooks in games. I will analyse this article and assess what exactly makes a great grappling mechanic in a game and why.


To start the article, Phil writes about how a movement system is something in a game that can define whether he likes it or not. This already reflects just how important movement is in games and extra care in the mechanics that make up movement, go a long way in the feel and fun of a game. "If I can move around a game in interesting ways, then I will probably like it". Phil first found the grappling hook in Worms, he was fascinated by the "ninja hook" in Worms and decided to keep experimenting with the grappling hook. He found that he enjoyed using the hook to perform numerous tricks to reach different areas, specifically, Phil thought it was "Thrilling".


From this section of the article, I can take that grappling is especially fun when the player is able to use it comfortably without many restrictions. The article supports this when Worms restricted how many times you can use the grappling hook in one turn and Phil felt that it "Ruined my enjoyment of them". Grappling also seems more fun when the player is able to experiment with the mechanic and find some fun tricks to do.


In the next section of the article, Phil writes about his experience with 3D games, there are some games he really likes with grappling such as Batman Arkham City which to him, was very satisfying to combo into gliding. However, you cannot swing in this game which is a let down. Phil absolutely loves the grappling in Just Cause because of how much random and interesting things you can do with grappling "Let's Do Fun Stuff With a Grappling Hook: The Game". In Just Cause 2, the player can attach the grappling hook to various objects such as planes, cars and even explosive barrels. Objects can be connected to others using the grappling hook which seems strange at first, but this can cause some hilarious situations which Phil adores. 


Phil goes on to state that he grappling is his favourite method of traversal in games because they're "inherently ridiculous". However, Phil says that you can't implement a unrestricted grappling hook and make it a serious mechanic like Just Cause 2 for example, as they can be easily exploited or crazily unrealistic. Unrealistic grappling hooks simply cannot be a serious tool without restrictions. This is likely why Batman doesn't allow the use of swing as it may just break the feeling of a serious grappling hook in the game and could even result in unrealistic results.


Phil finishes the article by stating that grappling hooks cannot be serious in some games such as Bionic Commando, but doesn't necessarily think its fully true. He thinks that grappling hooks are designed to be a silly and most importantly, a fun mechanic that is meant for perfecting the freedom of motion in games.


Overall, this article is useful to me in multiple ways, I can see that Phil has some soft spots for grappling in certain games as they are nostalgic to him such as Worms. With Phil explaining why he enjoyed this game with grappling, I can take what it was about the grappling that he enjoyed and attempt to implement this into our game to get more enjoyment out of my mechanics. Specifically, Phil enjoyed using the grappling in combination to move around. This could be accomplished by using my pull and swing mechanic idea in unison to swing around the map and using the pull to get back up to appropriate height to use the swing to its full potential. After reading and analysing this article, I think I should be careful with how much restriction I put into the grappling as not enough restriction will result in some exploits and broken gameplay while too much restriction will affect the enjoyment of the mechanics.