[QUOTE=DarkangelUK;349589]
I’ve tried with SMART but there’s so little room to innovate, and part of thrill in the other games was landing insane jumps with hours of practice that your average, or even above average player couldn’t dream of landing. I don’t envision anything of the sort with SMART, for me the movement has been mainstreamed and made a little too accessible. Not that that’s a bad thing, I know I’m part of a niche crowd here and quite rightly so the masses should have priority, but as I said… I’m selfish
[/QUOTE]
This is an argument as old as the hills, or as old as quakeworld at least, i’ve had the same discussion in many different games and it generally always comes down to the same points. The bunnyhopping / air acceleration mechanics of the Quake engines were accidental and never initially intended by id, but they were accidentally really bloody brilliant game mechanics. It’s such a great mechanic because it’s a deep granular skill that is easy to perform to a certain degree, but scales up indefinitely in difficulty and reward. It’s a system that people really can spend years playing with and still have room to improve their skills. It integrates perfectly into the game so every second of play where you are moving you can be pushing yourself to perform better by moving faster through your own skill, it makes simply getting from A to B incredibly entertaining before you even fire a weapon.
There have been various attempts to artificially create ‘replacement’ movement skills in FPS games, things like UTs special movement tricks, double jumping scouts in TF2, several games with things like wall bouncing and SMART in Brink. None of them come close to matching the accidental quirks of id’s physics engines for gameplay depth or usability. This has always been because the developers didn’t understand why Quake movement is so loved, and attempted to create a system that was over designed. Over design largely describes the problem with so many recent games - Instead of creating a broad set of game rules that potentially allow a great deal of experimentation and exploitation by the playerbase, the current trend is for devs to specifically design every single thing that you could do in the game as a player. It’s all tagged, with a name and a command for it, and a unique animation, you have to perform it in this specific way, and it always has the same rigid outcome. The result of this is, we’re left with games where the limits of what you can do as a player, are defined by the limits of what a group of designers can think up around a table over lunch. And they take about as long to master.
So Brink’s movement as a system is simple and limited, because it’s ultimately a series of designed moves that are easy to perform, and come out the same every time. A good player can’t wall bounce faster, or slide faster, or mantle better than any new player that’s just picked up the game and learnt how to run at a wall and press the jump button. There’s no granular reward of skill that allows you to continually develop your movement, so it has very minimal depth to it. As a movement system, SMART is an inferior gameplay mechanic to the hopping and air control/acceleration of any of the Quake series.