Features - Written by Luke on Tuesday, March 18, 2008 23:56 - 9 Comments

Luke Seeley

Jumping

Basketball JumpKa-boom! A grenade whizzes by your ear, exploding only a few feet behind you; you keep running. You begin to fire wildly as you realise the explosion took out the last of your comrades. It’s you vs the nazis/terrorists/aliens/whoever—you can’t take them alone, you have to escape. You turn to your right and see a fence separating you from a small alcove and a little further, a checkpoint. You hold down the left analog stick and make a break for it. Seconds later, you’re facing the fence. You turn back to see your enemies have caught on to your plan. You turn back and jump over the fence; you jump over the fence. You were just standing still and now you’ve jumped over a fence. Ridiculous.

This is a huge problem in video games. Why in the world would a soldier hop over a fence, like thumper would a small stump. It doesn’t make sense. A soldier would crawl over it, pleading with god that he and his balls make it over the top. Leaping across chasms, sure; jumping a skip rope, fine; but jumping over a fence or onto a ledge just doesn’t make sense, especially from stand-still.

ShooterI recently got into a heated debate with cowriter and friend, Billy, who made quite a fuss over the lack of jumping in many console FPSs. I’d argue—which if you don’t mind I’ll do right now—that this is a good thing. Gamers want life-like shooters. We want everything to respect the laws of gravity, relativity, and my ass-kicking BFG; we want to be blinded for a second when we come roaring out of a tunnel into broad daylight; we want to believe that the character we’re controlling lives in a reality similar to our own. Nothing is more frustrating then watching as your character is denied simple human abilities that even a toddler could perform.

Jumping breaks the immersion we so desire in our shooters.

The solution to such a party-crasher move like the jump is to map all obstacle-overcoming maneuvers to a context-sensative button, much like the current console-favourite, Call of Duty 4. Instead of hopping over a series of strategically placed crates to make it over a tall fence, you simply press X and watch as your character (who gets to show off his pologon-happy arms) reaches up to the fence and hoists himself over. It’s a wonderful feeling watching this take place, knowing you aren’t being hindered by the game’s adaptation of the human reality.

Though I do see great promise in pressing X, the jump still has its place in gaming, just not in life-simulating (minus the nazi aliens) first-person shooters.

9 Comments

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Simon
Mar 19, 2008 7:54

You maniac.

“Gamers want life-like shooters”
How can you make a claim like that? Fans of life-like shooters want life-like shooters. And they get them. And there are no ridiculous jumps in them.

obar
Mar 19, 2008 9:39

its funny, almost all of my friends complained for at least the first hour or so when i showed them gears of war… “wheres the jump button?” “you can jump” “this is so fucking stupid, why cant this guy jump?”

i think it would be interesting to know what percentage of games have a dedicated jump button…

Luke
Mar 19, 2008 9:40

I can make that claim as a generalization and because life-like is a somewhat loose term. Gamers want better graphics, better physics, better AI and in this sense, “better” means closer to our reality.

Billy
Mar 19, 2008 9:44

“Gamers want life-like shooters [...] the jump still has its place in gaming, just not in life-simulating first-person shooters”

errm… I think we can go the Army office(or whatever it’s called) and ask them if soldier ever jump.

Billy
Mar 19, 2008 9:59

“Closer to reality” means “close but not exactly the same as reality”. Part of what makes a game(any type of game) fun is its *well controlled* deviation from reality. When a game blindly attempt to replicate reality, it reminds me of everything I hate about things in real life. To me, a good FPS is not about “how much the game makes me feel that I’m controlling a human being in real life”, it’s on the other hand about “how much the games makes me forget the complication of real life and have lots of fun at the same time”.

Luke
Mar 19, 2008 10:17

No, “close to reality” means “close but not exactly the same as reality”; “closer to reality” is an adverbial phrase meaning the progress towards reality. I agree, a “well controlled” game helps makes a good game. In fact, every game I play (and hopefully you too) deviates from my reality. I’ve never shot a gun at someone, I’ve never driven a tank, etc. I’m not advocating for a life-simulation that requires a game obey every law of real life. I’m arguing that jumping breaks immersion in life-like FPSs. In Halo, though I feel the jumping is silly, doesn’t break the immersion. In the Metroid Prime games, jumping not only didn’t break immersion, but it was necessary for exploration. The fact that I was so far removed from my reality—and in space—let me accept the height at which Samus could jump. In a game like Medal of Honour, a game that attempts to simulate historical wars, doesn’t require hopping. Soldiers didn’t hop&shoot then and they don’t today.

Attempting to replicate reality and “blindly” attempting to replicate reality are two different things. Of course I’m not advocating the blind replication of reality; I’d hope and assume game developers would think before they code.

If a game replicates something you hate in real life—like gravity, maybe—then that’s your issue, not the game’s.

Billy
Mar 19, 2008 11:11

“Soldiers didn’t hop&shoot then and they don’t today”

I’m sure they don’t because it would look funny. BUT they are human, and they most definitely CAN. So If I WANT to, why does the game not allow me to?

Billy
Mar 19, 2008 11:13

I’ll say it again…

To me, a good FPS is not about “how much the game makes me feel that I’m controlling a human being in real life”, it’s on the other hand about “how much the games makes me forget the complication of real life and have lots of fun at the same time”.

Simon
Mar 19, 2008 11:32

I hate adding to this abortion of a comment thread, but

“I can make that claim as a generalization”

Yeah, you can, but it doesn’t make it logically sound. “All gamers want Mountain Dew!” No, some gamers want Mountain Dew. The gamers that like Mountain Dew. And then you say,

“Gamers want better graphics, better physics, better AI and in this sense, “better” means closer to our reality.”

But “better” doesn’t mean “closer to our reality.” It only means “closer to our reality” to the gamers who appreciate realistic games. And games that appeal to that market already understand the issues with jump, and come up with creative solutions. Admittedly, shit games like Medal of Honour use an out-dated thought process when it comes to dealing with obstacles in the environment, and that kind of game rides the line between realistic and arcade, but you have to recognize that what attracts the arcade crowd to those titles is, partly, the ability to jump as a method of dodging. The jumping doesn’t remove those gamers from immersive experiences. It’s what they want. And also perhaps the WWII environment, which is a change of pace from space arena shooters, which like you say, take their liberties and explore the arcade style fully. Given that everyone’s got their own fucking corner to sit in, what’s the problem?

“Gamers want life-like shooters.”

No. Not all gamers do.

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