(( I apologize ahead of time that this blog is so image heavy. Believe it or not I actually cut down quite a bit from my original pool of screens. If people have a significant issue loading this, let me know and I can make an image-lite version))
At PAX East 2013 Gaffney mentioned that
the WildStar DevSpeak video they had showcased for player housing
was going to be the first in a line of these excellent, humorous and
informative videos. True to his word, this last Thursday we received
the second video in this series.
So welcome to the next DevSpeak,
detailing an aspect of mmo gaming so critical that we often overlook
its significance as a given: Movement
Oh, and if you haven't seen this video
yet, check it out here. If for no other reason then to listen to
Design Producer Stephen Frost's sexy voice ;)
-There is also an interview with Lead
Systems Designer Chris Lynch and Lead Class Designer Hugh Shelton on
ZAM that details more on movement. You can catch it here.
Once again I will begin by capturing
the disclaimer frame by frame. It's hilarious and worth the effort.
There is also a small addition to all this at the end...but I'll get
to that later when I stop howling in laughter and pure rage.
And the last part here. If someone
really wants to piece this together, let me know if it actually
becomes something more then frustration ;P
Movement is one of the most important
features of mmo gaming and well, any visually driven gaming in
general. Without it we would be back in the Dark Ages, playing the
original text based games like Zork. (Which is still an awesome game,
mind you) And if you /really/ want to get technical, even that has
implied movement. Let's face it, if you need to get somewhere, you
need to move.
Moving may sound simple. I mean, we all
inherently know how to move around and get places or do things right?
So when faced with interesting classes, intriguing races and
spectacular worlds, why would we find something as simple as movement
so exciting?
Well in part, “bigger” concepts
become easier to appreciate when you understand how they work at the
core. But even more importantly would be to understand how
complicated movement really is.
Now I do not know terribly well all the
technical details that go into something like this, but I do
understand their concepts. Movement in an mmo is BIG. The devs need
to decide so many things for it to work properly.
For instance, how about your speed? How
fast will characters move in relation to the world? If you go too
fast, zones and dungeons will feel so small. If you go too slow, the
players will never feel like they get anywhere. Will you have
sprinting? How fast will that make you? How long will it last? How
fast will mounts carry you?
Check out the detail in the deer herd on the left. They are kicking up little dust clouds! |
Take this screen for instance. See that
paths in the upper left and right? How long will it take me to get to
their ends that I can just barely see in the distance? If it takes me
a few minutes to get there as a jog, it will feel like I am actually
accomplishing moving through the environment. If it takes me fifteen
minutes or so, I might find it a pointless struggle instead which
would strongly discourage exploration.
And speaking of exploration, these
zones are GORGEOUS. I mean, LOOK AT THIS! In a game this beautiful,
you do not want to hamper your players as they begin to explore the
Nexus. You want to encourage them to visit every nook and cranny; to
unearth all the secrets lying just beyond that bend...
So you want them to feel like they can
move about the world at a fairly decent pace that does not leave them
bored or frustrated. While on the other hand you want them to move
slowly enough, that they do not eat up your zones and make the world
feel tiny in the process.
Movement is important in everything, from question to exploration and even looting. |
As stated in the video, movement is
just a fundamental tool of every aspect in the game. From questing to
roleplaying, you need to move to accomplish things. Keep in mind that
this does not always mean distance either. Movement is also an
important tool of character actions and expressions.
Show don't tell. Emotes are very crucial for the RP community as well as just plain fun. I did an article about this early in my blog which you can find here. |
WildStar will be using the
quintessential WASD and mouse look to facilitate the core of its
movement system. As they stated “Good ole' WASD feels familiar and
gets the job done.” We're used to it as players and have long since
grown accustomed to where our hands should be when we are at the
keyboard. This means that when we get ourselves into combat, we can
spend more time on learning our abilities and their timing and less
on how the heck to get our character to face the right way. (Please
don't ask me to talk about the first time I ever used two joysticks
on a XBOX controller...)
Don't fix what isn't broken. |
That brings me to another behind the
scenes concept of movement: combat. Let's face it, combat is going to
play a HUGE part in this game (and really any mmo). In order to keep
people interested, you need to make it feel good.
I remember the first time I played
World of Warcraft. I was so surprised by the concept of real world
time being used to determine actions and movement. But these are very
critical aspects of the game. How long will it take me to “cast”
an ability? How fast am I? Can I get to my opponent quickly? How long
will it take me to line up my shot?
Movement needs to also look and feel
good. Are my character's actions fluid? Do I shift between abilities
in a way that looks natural or do I see a lot of hard stops or
awkward animation overlaps? Not everything must look perfect, mind
you, but the smoother and more fluid our actions are, the more
rewarding they will be to use and watch. This requires some very
tight knit teamwork with the animators. It's their job to make sure
your walking does not look stilted or that your run feels fluid, but
also solid. You character must keep their feet on the earth and they
need to be able to fight in a way that makes them look good. This
might require research into real life combat styles, such as what the
animators in WoW did for the new monk class. And you know what? It
worked. That is by far the most pleasing and fluid class I have found
to play thus far. As someone stated on one of the forums: The better
you play that class, the more you are rewarded with a beautiful
martial arts fight scene.
Movement is crucial in combat from lining up shots to throwing a heal on the run to taunting enemies. |
The movement and animations of each
class will lend a sort of “flavor” to their styles which can go
into even deeper concepts on appealing to players on a specific
animation flow that pleases them. Suddenly movement does not seem so
simple anymore, does it?
And now we move on to yet another
crucial aspect of movement, something we did not always have in the
world of mmo gaming: Jumping. I remember playing Guild Wars for the
first time and being infinitely frustrated that my character was
utterly defeated by shin-high rocks and waist-high walls. In fact, it
was one of my favorite aspects of WoW when I first started. “OMG I
can JUMP!?”
Not just jump, DOUBLE jump! |
In an earlier video, it was mentioned
that originally the devs were told that jumping in WildStar was fine
and all, but the inclusion of double jumping would break their game
and force tons of extra work to make it usable. And so they did. How
cool is that? It reminds me of when I was reading up on the blink
ability from Dishonored. In early testing, some of the players were
able to completely break maps and fling themselves out into space.
But rather then hindering the amazing ability the devs had made, they
instead altered the worlds to fit the imaginations of the people who
would be spending their time exploring within.
Double jumping will be a phenomenal
tool to use. It will help solve puzzles and with exploration. You can
use it to flee over obstacles in PvP or to avoid enemy abilities in
PvE. You can even use it in conjunction with other movement functions
(such as sprint...we'll get to the in a moment) to get further and
farther then you ever could before without the aid of a mount in any
mmo.
Dodge over an obstacle to leave behind pursuers in PvP or leap over a fiery spout in PvE |
Or you know, die horribly... |
Plus, it looks like fun. And really,
that's important right there. How often have you stood around waiting
in an mmo and decided to jump for the lulz? How often have you just
run through the world, jumping around because it was somehow just fun
to watch? Yup. Guilty here.
Next up on the list is the sprint
function. Usually seen in first-person-shooter games, this is a
unique movement. Typically found tied to abilities or items, the fact
that this will be a fundamental part of character movement is
exciting to me. I am the type of gamer who likes to have a bajillion
abilities and options available for my character at all time. I enjoy
pushing my class to their absolute limits, squeezing every last bit
of reward from them until playing them well comes secondary to only
breathing. Well...you get the point. This is just one more tool I
will enjoy using. Hitting that sprint at just the right time to rush
an opponent or saving it for the perfect escape will be rewarding and
fun.
Holding the shift key will allow our
characters in WildStar to sprint. However they will not be able to
sprint at all times. There will be a sprint meter that will deplete
with use, making the use of this speed boost of key strategic value
in our gameplay.
Your sprint meter won't quite be there on your screen, but you get the idea. |
All these amazing movement abilities
and we're STILL NOT DONE. There's one more piece that the devs have
gifted us with: Dashing. By using control in conjunction with your
WASD movement keys, you can execute a quick dash in a particular
direction. Note that while the most common use for this will most
likely be for avoiding enemy attacks, this ability is not just called
“Dodging.” That's because there are so many other things you can
use this ability for. Use it to quickly rush through an obstacle,
like fire, when running or jogging would only get you fried. Use it
to quickly pick up benefits left in the world around you, or to grab
your weapon when enemies force you to drop it. Or just use it to rush
up to someone and stand around awkwardly in their face as they ponder
your strange enthusiasm to get closer to them.
Though everyone will get double
jumping, sprinting and dashing, there will also be plenty of movement
based class abilities. So far they look awesome, from dashing as an
ethereal deer to leaping and even teleportation, there will be PLENTY
of options to keep you in constant motion.
Did I mention that these abilities are also visually stunning? |
So as you can see, there is a TON of
effort and love being put into WildStar. Even something that seems as
simple as movement has a great deal of thought and investment put
into it to keep the game fun and visually pleasing. And on that note,
seriously besides being shown all the cool content, these videos are
displaying some absolutely breathtaking graphics. The more I see, the
more I cannot wait to get into the world and explore!
Breathtaking! |
They've also shown us great deals of
humor and small tidbits of future things to come.
For instance take these three shots
here. When they drew the line in their quad-jumping joke, they also
drew in a little critter that seems to be rumored around the
community to be the top of a “chua.” We also get a chance to see
the afore mentioned mining node turned monster as well as a class
that clearly has a gun on their back. More reveals coming soon
perhaps?
Personally I think the Rockwyrm node is adorable <3 |
And for those of you who missed
it...there was a very small piece at the end of this video. Words
that showed up for a mere frame after the credits. Yes...I took the
time and painstakingly pulled through this video to find it. Here you
go. CURSE YOU CARBINE! <3
...sigh |
Great article! I'm looking forward to getting around in this game. I'm usually not a huge fan of how movement is handled in mmo's, but I'm actually looking forward to running around this world--especially when it looks so gorgeous!
ReplyDeleteI agree. The whole time I was having fun picking apart of the pieces of the movement systems I was picking up my jaw at the gorgeous environments. I will have plenty of enjoyment just wandering around and exploring!
DeleteThe URL in the third disclaimer comes together as this:
ReplyDeletedft.ba/-leaksthissure
Also, great blog!
fifth*
DeleteWhich when entered, Rick Rolls you...BRILLIANT!!!
DeleteThanks Melvorn for putting this together for us XD