It feels completely natural to me, but I think it is unintuitive, and games which feature it without explaining it are disadvantaging people with less gaming literacy.
It’s similar to the mechanic in shooting games, where reloading while there is at least one bullet in the gun results in a faster reload (because the gun doesn’t need to be cocked).
It’s realistic, but I feel that it should be ignored, in the same way each bullet from the old mag magically transfers into a new mag.
It shouldn’t be ignored full stop. It depends entirely on the game. A purely arcade shooter should probably ignore it and most do (halo, overwatch), but a sim certainly shouldn’t (tarkov, arma). And a mixed game can decide for themselves (battlefield, cod).
It’s something I’m glad it is not longer being used anymore and run+jump or long press jump or double jump are used instead. It was a pain to pull the move on a keyboard, at least for me.
When I was much younger and CoD4 was the latest, I thought I was rather good and so entered a competition.
Everyone was crouch jumping (we called it “bunny hops”), and I couldn’t hit them at all. Left absolutely defeated lol!
I don’t have an issue now, however every time someone does it today it’s like I have flashbacks to that horrible defeat 😂
It’s all a bit of fun though. If the mechanic exists in a game I can’t be angry or hurt at someone taking advantage of it.
I always saw it as a quirk of the way the game is programmed (they didn’t bother disabling crouching while mid-air) that they just ended up somewhat legitimising by teaching it in the tutorial. AFAIK you only have to use this once or twice in the entire game, and don’t recall it ever being useful when not forced (maybe except for climbing where you shouldn’t to sequence break).
It’s not part of the core gameplay. You learn in in the tutorial, forget about it, get stuck in the middle of the game, remember this is a thing, use it once and then forget about it again.
At least that’s how I remember it. It’s been a while since I played HL1.
That’s not the kind of crouch-jump that’s being discussed here. In source games you can crouch while you’re in the air and it allows you to reach slightly higher ledges. It’s got nothing to do with the long jump upgrade.
Like all game mechanics, it can be implemented in a clumsy way, or as part of a rewarding movement system.
I think that skeuomorphism in games is a decent accessibility feature for people just getting into games, but also video games have been a cultural staple for decades, so it’s not really that necessary that games mimic real movement anymore.
I don’t have a good crouch-jump example, but games like Quake have taken jump movement tech to a crazy level, originally intended or not.
Quake movement raises the ceiling for sure, I saw a graph once showing the optimal angles for bunnyhopping and it seems crazy precise.
Accessibility is always a concern, which is why I’m glad Black Mesa introduced an auto-crouchjump option for those that want or need it, but generally I think it is a good thing when the range of things a player can do is expanded.
What games use crouch jumping like that? I thought that had to be wrong, but apparently in CS:GO you can just barely clear higher objects if you crouch and then immediately jump.
It might sound awkward, but IMO it is very intuitive, if you imagine crouching as bending the legs instead of going down.
I wouldn’t even care if a game ran at a consistent sub 30 fps. I just refresh the way I feel about what I’m doing. Like when you switch to black and white television, or music written in a different tonal system, or an Adam Sandler movie. Just relax, turn off the analysis, let your ocular systems rewire some stuff, and suddenly you don’t even notice anything weird.
But when the fps is all over the place I can’t hang anymore.
I’ve found personally that even with changing refresh rates, variable refresh rate screens eliminate screen tearing and I’m a lot less likely to notice it.
“Those of you who volunteered to be injected with preying mantis DNA, I’ve got some good news and some bad news. Bad news is we’re postponing those tests indefinitely. Good news is we’ve got a much better test for you: fighting an army of mantis men. Pick up a rifle and follow the yellow line. You’ll know when the test starts.”
There recently was a standalone mod for game 2 released that function like a new game, the voice acting was great too. You can download it for free on the steam store.
You are thinking about “cinematic“. And i would argue that being forced for movies is not because it’s better, but because it’s extended use in films gives the low fps an expected quality for movie watchers. The hobbit suffered from success over this.
Back in the day the fps for games was tied to the, i think it’s hrtz off the power lines, it alternates in 60hz in America. Slightly less in the UK.
Atari 2600 games couldn’t run at anything other than 60fps since the system didn’t have any way to retain frames so they could be displayed multiple times. The program had to be constantly outputting graphics data to keep up with the TV’s refresh rate.
lemmy.world
Gorące