Thoughts on Jumping
Posted on 15th May 2011 at 09:30 by Joe Martin with 29 comments
It may seem an odd subject to focus on, as jumping doesn't seem to be very important on the face of it – cut it out of a game, though, and it can make a huge difference. Games in which players can’t jump, or at the very least dodge or roll, can seem painfully slow, dull and static. Games in which players can jump around and use that movement to interact with the environment can seem immeasurably more fun because of it.
Take Half-Life 2, for example. It’s a game which nearly everyone would agree is well-made, decently written, fun and fast to play through. Now cast your mind back to the first scene in Kliener’s lab, where Gordon is first properly introduced to his allies, where the plot is given its first proper push and where you’re gifted with the HEV suit again. It’s a busy sequence; lots to do, lots to take in. You’d expect most players to pay close attention, at least the first time around.
Instead, every single player I know spends most of the time jumping around. Sometimes they try to jump on the scenery or knock over objects, other times they just leapfrog around the room when a simple stroll would suffice.
The same behaviour holds true in most other games too, I’ve found. When I played Beyond Good and Evil for the first time I hardly walked anywhere across the surface of Hillys; I rolled. In Prince of Persia: The Sands of Time, any hallway that involved walking for more than two seconds would be punctuated by periodic bounding. It seems like aberrant behaviour at first, yet it seems as though everyone does it. Why?
The reason, I think, is actually more to do with player speed than actually jumping. It’s not that people always like to move fast through games or that they enjoy spending time off the ground. Instead, it comes back to the original point – games that don’t feature jumping can feel static and slow, so we use these features if they're present to help negate this effect. Prince of Persia: The Sands of Time is a pretty fast-paced game, but running down a long corridor can still feel dull and empty; jumping as you run lets you vary the speed of the game. It creates tiny events of player agency and interaction, which stave off that staid feeling.
At the same time, adventure games that don’t feature anything so much as a sprint button? Don’t they seem increasingly slow and dated these days?
Mirror's Edge trailer
This isn’t the only reason why jumping is important, though. It helps you practice for later. It can be used to ward off boredom. It helps you to further explore the game space away from the key features. There's an abundance of smaller reasons; not least of which is possibly the fact that some people just have twitchy thumbs.
For the best games, though – and this ties into a more overarching theory of mine about character speed – the act of jumping can be a joy in itself. Master Chief’s jump, for example, is pleasantly floaty, while Dante’s can last for as long as you can hammer the attack buttons. Faith’s standing jump in Mirror’s Edge, however, is realistically awkward; she’s much better with running leaps.
Getting these nuances of player speed correct is one of the most subtle and important aspects of making a good game, especially for first person shooters. Trust me, I play a lot of really rubbish games and I can tell you that, if you throw all the cleverness away and boil it down to basic functionality, Half-Life 2 would still stand above Conspiracy Island 2 based solely on player speed. And the quality of the jumping.
Take Half-Life 2, for example. It’s a game which nearly everyone would agree is well-made, decently written, fun and fast to play through. Now cast your mind back to the first scene in Kliener’s lab, where Gordon is first properly introduced to his allies, where the plot is given its first proper push and where you’re gifted with the HEV suit again. It’s a busy sequence; lots to do, lots to take in. You’d expect most players to pay close attention, at least the first time around.
Instead, every single player I know spends most of the time jumping around. Sometimes they try to jump on the scenery or knock over objects, other times they just leapfrog around the room when a simple stroll would suffice.
The same behaviour holds true in most other games too, I’ve found. When I played Beyond Good and Evil for the first time I hardly walked anywhere across the surface of Hillys; I rolled. In Prince of Persia: The Sands of Time, any hallway that involved walking for more than two seconds would be punctuated by periodic bounding. It seems like aberrant behaviour at first, yet it seems as though everyone does it. Why?
The reason, I think, is actually more to do with player speed than actually jumping. It’s not that people always like to move fast through games or that they enjoy spending time off the ground. Instead, it comes back to the original point – games that don’t feature jumping can feel static and slow, so we use these features if they're present to help negate this effect. Prince of Persia: The Sands of Time is a pretty fast-paced game, but running down a long corridor can still feel dull and empty; jumping as you run lets you vary the speed of the game. It creates tiny events of player agency and interaction, which stave off that staid feeling.
At the same time, adventure games that don’t feature anything so much as a sprint button? Don’t they seem increasingly slow and dated these days?
Mirror's Edge trailer
This isn’t the only reason why jumping is important, though. It helps you practice for later. It can be used to ward off boredom. It helps you to further explore the game space away from the key features. There's an abundance of smaller reasons; not least of which is possibly the fact that some people just have twitchy thumbs.
For the best games, though – and this ties into a more overarching theory of mine about character speed – the act of jumping can be a joy in itself. Master Chief’s jump, for example, is pleasantly floaty, while Dante’s can last for as long as you can hammer the attack buttons. Faith’s standing jump in Mirror’s Edge, however, is realistically awkward; she’s much better with running leaps.
Getting these nuances of player speed correct is one of the most subtle and important aspects of making a good game, especially for first person shooters. Trust me, I play a lot of really rubbish games and I can tell you that, if you throw all the cleverness away and boil it down to basic functionality, Half-Life 2 would still stand above Conspiracy Island 2 based solely on player speed. And the quality of the jumping.






29 Comments
Discuss in the forums ReplyNow you've got me wondernig whether bunny hopping and circle jumping were intended features of the source engine, or whether they were merely side effects that it is now too late to remove...
It doesn't have to be jumping, you just need to feel you have the ability to react in a way other than a standard forwards motion.
You can't jump in Doom for instance, but the game's so fast and slippery it doesn't matter. You can't in Mass Effect either, but there's cover and sprint options to make up for it. Nothing is more frustrating than wanting to react to a game event in a certain way and finding you can't because of restrictions on your movement options.
However those oposite that slows you down on whatever speedbump, like Battlefield 2 and Stalker amongst athers is intolerable (still play them though). The jumping in Battlefield 2 and sometimes Bad company 2 is one of the worst in gaming :(
Anyone still play climb-maps from CS 1.6? :):)
Of course not! There are climb maps in CSS for a reason :P
Part of it probably comes from the fact that moving generally requires holding a button rather than pressing it, so whether it's the W key or forward on an analogue stick the gamer is not doing anything at all while they move from A to B. If you designed a game so that players had to press the W key each time they took a step forward, we probably wouldn't have the spare time to be jumping :)
Ninja Gaiden
Just look at how much people argued about the dodge jump distance when Epic changed it and removed the cool UT2004 double wall dodge jump ability. That totally changed the feel of the game, in place, a more weighted , less floaty feel for UT3. It annoyed the hell out of those that favoured continuity..
cs inherited the circle jumping from the quake 2 engine- it's why you could bunny hop and end up in the hall on dust before anyone else.. if you've never experienced double, strafe, and circle jumping before- you've missed out on something in gaming that was great (probably never see again with consoles as big as they are)
jumping across all 3 boxes in the mega room of dm1.. and when mastered you could do this backwards came naturally after a while.. but in a duel it allowed you to get at those resources a whole lot quicker than a guy who was flat footed and jumping up each box
the mega itself was'nt reachable without a rocket jump.. but with circle jumping it was possible to get there without damage
there was many different ways to do it.. that was what was so great- peeps were always finding new ways to shortcut through the maps.. in the end they took out some of the coolness in quake 3 because thresh decided he didn't like it
heck he didn't even like footsteps.. then the guy disappeared as newer players could kick his ass (and he went tony hawk) and started firing squad.. heard he sells insurance now :( legend my ass
All the games I've mentioned are great on their own, but it's hard for me to stay in the moment because the character I'm controlling simply cannot shimmy on up a box or step over a rock or two. There is definitely a middle ground to be reached here, and nobody seems to want to go there.
It's more then that, in ut2004 movement became an advanced skill. There were people who got very good and could move in ways and get to places the rest of us couldn't (despite us having access to exactly the same jump buttons). Carefully designed maps made for a kind of aerial ballet which ut3 ruined by giving everyone lead boots.
After ut3 I think most ut2004 players decided Epic didn't actually have a clue what made their game good and just got lucky with ut2004.
How many times have you seen someone repeatedly trying to jump onto a box you have already established as too high to jump onto (which shows that both of you are interested in whether it is of value to you).
During times when we're not engaged, jumping becomes a built-in mechanism for surveying out surrounding. We are always doing this in real life. When you walk up a handicap ramp, you automatically make a silly self-assessment of whether you can vault over it. The difference is, in reality we don't always test the theory, but in-game there is no penalty for satiating our motivated curiosity.
Any discussion of jumping also brings to mind the various jokes about characters being able to pull of incredible feats (Kratos, Snake, player's character in Demon's Souls etc.) but be unable to jump over low walls. Thankfully those games all have additional movement modifying features such as rolling.