
An open-world action game with a grappling hook, parachute and wingsuit.
Gcreator of Game Maker's Toolkit testHow to Turn Movement into a Game Mechanic
Gcreator of Game Maker's Toolkit testShould Dark Souls Have an Easy Mode? (See Pinned Comment)Just Cause 3 shows how movement can be the core appeal. It chains a hook shot, momentum, a parachute and a wingsuit into one flow, and skimming low to the ground in the wingsuit is singled out as a standout thrill. It also tunes damage to let players absorb dozens of bullets and play recklessly. Lesson: pick the feeling you want, then tune every mechanic toward it. No figures are given.
From Mark Brown on movement design
Just Cause 3 chains grapple, parachute and wingsuit into one movement flow. The hook shot latches onto the environment and builds momentum as the rope retracts, then the player chains into a parachute and a wingsuit whose odd trajectory has to be read while diving away from enemy fire.
Mark Brown uses it as an example of mixing several of six movement building blocks: chaining, environment, timing, momentum, trajectory and physics. "So this gives us a sort of table of elements when it comes to movement."
The wingsuit satisfies because the player performs the skill, not the visuals. Skimming close to the ground in Just Cause's wingsuit is called "an unparalleled treat", an example of physics and trajectory control that feels good once mastered.
Brown argues "it's the player's physical performance of these skills that feels satisfying - and not just the super heroic imagery on screen." Good movement should be easy to use and hard to master.
High damage tolerance pushes players to play like a reckless action hero. Just Cause 3 lets the player absorb dozens of bullets, a mechanic tuned to nudge toward bold, aggressive play rather than caution.
Brown contrasts it with Hitman, which kills you in a few shots so you stick to the shadows: mechanics act as incentives and punishments that steer the intended experience.
Mixes several movement elements: the hook shot builds momentum, then you chain into a parachute and a wingsuit with its odd trajectory. Skimming close to the ground in the wingsuit is an unparalleled treat.
Just Cause 3 chains grapple, parachute and wingsuit into one movement flow. The hook shot latches onto the environment and builds momentum as the rope retracts, then the player chains into a parachute and a wingsuit whose odd trajectory has to be read while diving away from enemy fire.
Mark Brown uses it as an example of mixing several of six movement building blocks: chaining, environment, timing, momentum, trajectory and physics. "So this gives us a sort of table of elements when it comes to movement."
The wingsuit satisfies because the player performs the skill, not the visuals. Skimming close to the ground in Just Cause's wingsuit is called "an unparalleled treat", an example of physics and trajectory control that feels good once mastered.
Brown argues "it's the player's physical performance of these skills that feels satisfying - and not just the super heroic imagery on screen." Good movement should be easy to use and hard to master.
It lets you absorb dozens of bullets so you act like a reckless action hero.
High damage tolerance pushes players to play like a reckless action hero. Just Cause 3 lets the player absorb dozens of bullets, a mechanic tuned to nudge toward bold, aggressive play rather than caution.
Brown contrasts it with Hitman, which kills you in a few shots so you stick to the shadows: mechanics act as incentives and punishments that steer the intended experience.
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