I don't mind not being able to jump in third person games like Mass Effect and Arkham Asylum, but it feels really weird in first person games like Bulletstorm.
Because like spamming q to switch weapons in valve games, it's something to do when bored/moving a long distance.
Sometimes jumping is included in games and it's not even useful, like in GTA3. The only time it was really useful was for jumping across the broken bridge.
Obviously it depends on the genre, but I don't see why you wouldn't have it in an action or adventure game.
Without jump, it makes me feel stapled to the floor. It gives me a weird sense that my character is attached to a rail and the world moves around him instead of him moving around the world. It's similar to a car racing game where the car is almost impossible to flip over (or simply doesn't). It's weird and awkward even if you don't flip your car often. It just breaks a large bit of immersion for me.
How often do you run around and shoot terriorist in real life? How often are you a plumber with a red hat who eats shrooms and rides dinosaurs in real life? Its a game...
I jump erryday
Legend of Zelda series didn't allow you to jump unless you were about to fall off a cliff.
It's a popular series, they must have done something right.
I remember Rainbow Six didnt have jump.
Why wouldn't it be included? :colbert:
In games like KotOR or Mass Effect it's because the games doesn't include platforming, and the spacebar is instead bound to something more useful, like pausing the battle or taking cover.
The games that doesn't include jumping are games I don't miss it in, because they replace it with something that always feels logical in the end. But, for example, Bulletstorm is one of those games that I really think should include jumping even though it doesn't. If the goal with the game is to kill off enemies in the most awesome ways possible, wouldn't a jump make kills look much better?
So, OP, why shouldn't they include jumping?
It's not like you [i]have[/i] to jump every second, is it?
[editline]26th February 2011[/editline]
[QUOTE=P1X3L N1NJA;28285671]I remember Rainbow Six didnt have jump.[/QUOTE]
All of those games are awesome, especially the old ones. :3:
because action games have jump
because action means doing something like running around and jumping.
[QUOTE=neos300;28285664]Legend of Zelda series didn't allow you to jump unless you were about to fall off a cliff.
It's a popular series, they must have done something right.[/QUOTE]
It's different because it's topdown
You can't jump in Bionic Commando and it still manages to be fun
[quote]So, OP, why shouldn't they include jumping?
It's not like you have to jump every second, is it?[/quote]
Quake / Unreal Tournament and ze Bunnyhop Syndrome. :colbert:
[quote]It's different because it's topdown[/quote]
Some of the topdown Zelda games have hopping or such, but it was mostly prevalent in Ocarina of Time and beyond; non-topdown games.
Because without it, you feel like a ball rolling along the surface of a 2D plane.
[QUOTE=BipolarPanda;28285995]It's different because it's topdown[/QUOTE]
He meant the most of the games after Ocarina of Time. Such as Ocarina of Time, Majora's Mask, Wind Waker, Twilight Princess, and the soon to be Skyward Swords.
even though ARMA 2 is supposed to be realistic it irritates the fuck out of me when I have to lift my hand that huge distance to the enter key to jump over a fence
Because it feels wrong to not be able to hop over a fence or a small ledge.
[quote]
Legend of Zelda series didn't allow you to jump unless you were about to fall off a cliff.
[/quote]
And yet Link's awakening has jumping as one of the most important mechanics.
To be honest I find that the lack of jumping in FPS games can often be attributed to lazy level design. And exists to constantly infuriate me. There's this incredibly linear path laid down and tiny ledges around you exist to prevent you from cutting corners even if a normal human would not even hesitate for a second to get past it.
Which was incredibly visible in mass effect and vegas 2 for instance.
Games like gears of war and bulletstorm where you can't jump but still have to vault over obstacles annoy me. With jump you could just tap jump and be over it, but most of the time to vault over you have to line yourself up perfectly and hammer the vault button to get it to work. Really breaks the flow
Insurmountable waist-high fence.
The enemy of non-linear gameplay.
[QUOTE=geogzm;28286815]even though ARMA 2 is supposed to be realistic it irritates the fuck out of me when I have to lift my hand that huge distance to the enter key to jump over a fence[/QUOTE]
Why the hell do you have vault on enter? I keep it on v, which is the default button if I remember correctly.
[QUOTE=geogzm;28286815]even though ARMA 2 is supposed to be realistic it irritates the fuck out of me when I have to lift my hand that huge distance to the enter key to jump over a fence[/QUOTE]
The default bind is 'V'. You're doing something wrong.
S-s-s-so real
Games need jumping and arial stuff to make them feel more open. If a game doesn't have jump it has some other thing to compensate. Take Gears of War's cover/climbing system or dead space's 0g areas.
Games need to adopt something like how mirror's edge works, hold the space key down so get more fluid motion leaping over an obstacle.
Having to repeatedly tap a key at right moment to get over an obstacle really annoys me or the wait for the pop up text saying you can now jump over this object.
Without jumping the game feels way to linear and a lot less dynamic.
[QUOTE=Bravo;28289046]Games need to adopt something like how mirror's edge works, hold the space key down so get more fluid motion leaping over an obstacle.
Having to repeatedly tap a key at right moment to get over an obstacle really annoys me or the wait for the pop up text saying you can now jump over this object.[/QUOTE]
see brink
It's a means of simulating human agility really, especially before climbing/vaulting systems became feasible or commonplace. It also (usually) gives players the freedom to explore without any unreasonable barriers- if it looks like you can climb it, you can jump on it.
How else would I express my mute joy of seeing Barney or Kleiner in Half-Life 2? IT'S A NECESSITY.
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