The bottom line
Fun movement systems give players freedom through analogue control, test their skill, and feel satisfying to perform well. Designers can reach this by mixing building blocks like chaining, environment, timing, momentum, trajectories and physics.
Key takeaways
- Great movement systems are built from six elements that designers can combine. 5:48
- The six are chaining moves, using the environment, nailing timing windows, building momentum, understanding trajectories and playing with physics.
- Just Cause 3 mixes several: the hook shot builds momentum, then you chain into a parachute and a wingsuit with its odd trajectory.
- These elements give players freedom of movement through analogue inputs. 6:48
- Zelda's hookshot follows one fixed path. Titanfall 2's grapple latches anywhere, can be steered while it retracts, boosted with a jump and cancelled at any time.
- Walls and gaps stop being barriers and become challenges, so the whole game space turns into a traversal playground.
- Advanced movement is a test of skill with a high barrier. 8:53
- Momentum has a built-in skill check, because the faster you move, the harder the game is to control.
- The payoff for mastery is real: you move faster, take shortcuts and get the drop on enemies.
- Mastering these moves feels satisfying because the player performs them. 9:50
- Chaining moves is like playing quick piano melodies on the controller. Hitting a tiny timing window brings a big burst of feedback.
- Brown argues the feeling comes from the player's own physical performance, not only from the heroic imagery on screen.
- Subtle assists keep that skill test fair without removing it. 10:51
- Coyote time lets you jump after running off an edge, and a landing assist can nudge you to safety if you are centimetres short.
- Recovery moves help too: righting your board in Tony Hawk's, or slowing time and dashing in Ghostrunner to realign for a wall run.
I think it's the player's physical performance of these skills that feels satisfying, and not just the super heroic imagery on screen.
Mark Brown
Chapter summaries
0:00 No single recipe makes movement fun
Movement systems differ so much that the answer lies in what the best ones share.
- Mario Odyssey lets moves chain into longer routes. 1:03
- Tall, long, fast and last-minute-save jumps each do something different.
- Jump, dive and hat throw link across New Donk City rooftops.
- Sackboy: A Big Adventure and A Hat in Time work the same way.
- Tony Hawk's revert and manual exist to keep a combo going between skatepark pieces.
- Sunset Overdrive puts the fun in the world, not the moveset. 1:51
- The character only runs, jumps and rolls.
- Walls, awnings, rails and poles do the rest.
- Clever use of the terrain gives a huge edge over enemies.
- Ghostrunner and Ori's bash off enemies and projectiles lean on the same idea.
2:29 Timing and momentum reward careful play
Speed comes from hitting precise moments and from never letting go of what you have built.
- The Pathless turns speed into a rhythm. 2:33
- You charge an arrow shot at a floating target and release as the meter fills.
- A successful shot gives a temporary speed boost.
- Releasing at half charge gives a much bigger burst.
- A mistimed shot misses and gives nothing.
- Titanfall 2 is about building and keeping momentum. 3:02
- Plain running tops out at 22 km/h.
- Wall-runs, wall leaps and slides boost it, so you chain them.
- The slide-hop, crouch then jump on landing, preserves speed.
- Bunnyhopping in Quake and Counter-Strike was an emergent trick the developers never intended.
4:25 Trajectories and physics open up freedom
Reading arcs and applying raw forces give players near-unlimited ways to move.
- Grapples make you read trajectories. 4:32
- A normal jump's arc is set by gravity alone.
- A swing's arc is set by gravity and the taut rope.
- You must map the arc and know when to latch on and let go.
- A Story About My Uncle and Bionic Commando work this way, and gliding games ask for the same shape-reading.
- Rocket League makes the character a physics object. 5:19
- The car is moved only by forces you apply in different directions.
- That lets masters invent absurd tricks.
- Players make cars fly across the pitch.
- Others pull off bicycle kicks.
6:44 Why these systems appeal
| Zelda hookshot | Titanfall 2 grapple | |
|---|---|---|
| Path | One fixed path | Near-infinite paths |
| Steer while retracting | No, locked animation | Yes |
| Boost with jump | No | Yes, slingshot |
| Cancel mid-pull | No | Any time |
| Attaches to | Set target points | Almost anywhere |
Advanced movement opens up the world vertically and lets players keep moving without stopping.
- Advanced movement adds verticality to worlds where most games keep you glued to the ground. 7:17
- A staircase can be a slow climb, or a wall run, a spring off the wall and a tuck over the handrail.
- Analogue control shows up elsewhere too: generous mid-air steering in Mario and a bash in any direction in Ori.
- Rocket League gives absurdly granular input, which lets you shape a trajectory finely.
- Good movement lets you move with flow, without stopping or slowing down much. 8:23
- Flow comes from chaining moves across a level or keeping momentum through careful navigation.
- It is especially fun when you bounce from one object to another in games with environmental interactions.
- That owes as much to level design as to the basic movement mechanics.
9:50 Satisfaction and its caveats
Each element feels good in its own way, and the best systems are easy to use but hard to master.
- Each building block gives its own kind of satisfaction once you have the skill. 10:08
- Using the environment means constantly planning your route forward.
- Momentum makes you almost uncontrollably fast, a white-knuckle thrill as you try not to hit a wall.
- Skimming close to the ground in Just Cause's wingsuit is an unparalleled treat.
- Steering a character through gravity and other physics interactions just feels great.
- Good movement should be easy to use and hard to master. 11:37
- A power fantasy can come from slick, automated animation, or be earned through hard-won skill. Ideally a game does both.
- In The King's Bird, a hit in mid-air grants a free shoulder bash for a last-minute scramble to safety.
- The aim is precision, not perfection, so subtle help for the player is good.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Movement becomes a fun mechanic when it is built from a few reusable elements (chaining, environment, timing, momentum, trajectory, physics) and shaped to give freedom, analogue control, flow, a skill test and physical satisfaction. The worth-watching part is the side by side of very different systems, such as Titanfall 2's free-aim grapple against Zelda's fixed hookshot.
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