They might be off by one, I re-introduced a duplicate slide so the notes would line up with the proper slide. The site kind of does it’s own thing with the presentation…
"Punching Above Your Weight" - and other GDC presentations
[QUOTE=Bezzy;273333]I pushed this early on, so you can blame me if it’s a problem. It’s a feel vs. fidelity issue.
We wanted to keep movement flowing. Ladders tend to clamp you down to really predictable paths (and slow you down a lot when you try to make the animations for them all next gen). This makes you an easy target with very little fight back. Perhaps there’s a skill to choosing when to safely mount a ladder, but it’s not really a very interesting one.
When you have a freedom of movement system, there’s always a more interesting way to let players gain height than a ladder. Plus, you tend to want to reduce the amount of straight up/straight down game play in an FPS because of how “yaw” effectively turns into “roll” around the poles. Ladders kind of ask players to start aiming straight up and straight down, highlighting that issue.
Other reasons too, but yeah, we got reasons.[/QUOTE]
Makes sens. Thanks !
Those are excellent reasons not to have ladders, and really, there isn’t any need for a ladder if, for example, you use sloping ramps/stairs that go to the water off the side of the ship/container city.
Still, personally, I would rather use a water edge metaphor and have the evil of ladders than invisible walls surrounding the city. Again, I understand limited resources so I am not complaining - I guess I just hate invisible walls more than I hate ladders.
Perhaps with more research ladders (and pipes) can be a fun asset to the parkour thing. They’re used often in movies (like B13) for acrobatics.