Mobility and Gunplay Synergy

Video that gave me the idea for the subject - https://www.youtube.com/watch?v=FrMqzPj31jo

I was 110% correct about the fact good movement combined with gunplay makes for a fun and engaging experience with the fact that from what the video shown being able to get right into the gunplay and find enjoyment from doing so.

The different actions combined together of movement to gunplay and ready stance to fight causes the game to become more engaging. You switch from a point and shoot to a synergize and shoot system with where and what actions you are taking to engage the enemy.

A control of positioning and pivoting your actions to create unique fire fight moments are used to keep players hooked and keep them on their toes.

Too much of a focus one way or another turns it from a movement shooter to a shooter with mobility.

Shooter with mobility

These are tools an aspects that don't synergize together, an example being Halo 5; yes both systems exist together under the same roof but not skill wise but rather only ability wise like Overwatch. This changes the actions you can take and preform to be on cooldown or even just because you pressed something rather than actual cool actions performed on the players end.

Movement shooter

Neon White is a perfect example, having to actively take the role of when or where to discard your weapons creates moments of gameplay you need to think about the best results to do what and where.

TF2 with it's rocket jumping, using rockets to jump around the map, overloading your weapon with the Beggar's Bazooka to go flying across the map like a mad man. These are all systems that are uniquely defined as a movement shooter.

Passive versus active then?

I mean basically; passive movement is going to be those kinds of shooters not revolved around skillful steps taken to move across the map while active requires you to aim and take hold of said action through your results being preformed.

With active you can actively use your gun as a way of combo-ing together with your movement.

A different article I already mentioned the different kind of synergies and core gameplay loop and design and here is no different.

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