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Exploring the intersection of game mechanics and motion

Much of the time, it can feel odd to prescribe ideas of motion to gaming – for as much of an illusion of motion that a game can provide, the player is usually nearly completely stationary. 

There might be forms of novelty gaming that look to change this, as is arguably the case when it comes to driving setups. However, it might also be that motion on a smaller scale is much more important to gaming than you initially give it credit for. That means that developers designing a game have to take this into account as well.

Motion controls

The times that movement and motion might feel more central to a game, it might feel more like a gimmick. As mentioned previously, a popular version of this might be the driving setup that some games have as optional additions – like Gran Turismo – but it’s not the only example.

Nintendo consoles since the Wii have included some version of motion controls, and these often help with mini-games for games like Mario Party or when it comes to titles like Switch Sports – creating an accurate representation of how it feels to bowl a bowling ball, for example. Even other consoles, like the PlayStation 5, include motion controls, but it’s not always a consistent element of game design, leaving it up to the individual developers and titles to decide how to implement it.

Rhythm as game mechanic

In many games, like Sekiro and Black Myth Wukong, or even with some casino games like roulette or slots, timing is everything. When rhythm is an essential mechanic, then learning how to move the controller at just the right time – or even when to touch the screen – becomes crucial to achieving a positive result. In these cases, the better you can get at timing your responses, the better you’ll be at the gaming. Perusing the Canadian Ruby Fortune Casino’s encrypted platform will immediately draw your attention to exclusive games like The Dark Knight and WWE Legends that feature timing as an important gameplay element, and it’s something that can be extrapolated to games of all genres.

In-game motion as feeling right or wrong

One of the most important aspects of motion in terms of game development might be more instinctive than anything else. If you’re someone who plays a lot of games, you might know that the sensation and weight of controlling a character in a game varies from title to title. Sometimes, this is just a natural byproduct of the genre changing – something more grounded is going to have slower movement than a fast-paced, supernatural action game. However, there can also be a question of quality to consider.

If the movement of a character or a vehicle feels wrong or unnatural, it can have knock-on effects on how easy the rest of the game is to play. If the game is a platformer and involves a lot of jumping, then it’s important that the character is weighty enough for the controls to feel right.

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