The Game Mechanic – Trading In The Treads

Since the beginning of time man has been seeking out and devising new and improved forms of movement.  We went from being earth-dwelling creatures to sailing the seas  ends of the earth be damned and then into the sky.

Video games have been evolving in how they move as well.  To be more specific I’m talking about how we control the characters we take hold of in our favoured medium.  The way we move through these fantastical worlds is so integral to the experience that it’s often overlooked, regardless of how vital it is to both gameplay and tone.

As a quick example let’s look at the original Resident Evil on the Playstation.  The characters literally control like tanks, forcing you to basically aim your character and fire like a humanoid ballistic missile.  This helps turn a slow-moving nuisance like a zombie into a real threat, so you can imagine how much panic and tension it adds to encounters with quick and agile enemies.

Not pictured: anything helpful.

The ability to move is just as important as how you do it, though, which brings up Resident Evil’s brilliant/horrible fixed camera angles and pre-rendered backgrounds.  Here you have a very delicate control system mixed with the fact that you often can’t see what your character sees.  The game uses audio cues to let you know there’s an enemy in the room, even if you can’t see it.  It adds to the feeling of helplessness already cultivated by the movement controls and this helplessness is a big part of what made Resident Evil a scary game.

Fast forward to 2008 and the release of Dead Space, a horror game set in an abandoned spaceship full of mutated humans called Necromorphs.  Games have changed a lot in the time between Dead Space and Resident Evil and it shows.  You control the protagonist, Isaac Clarke, much like you’d control him in a first person shooter.  The player is in full control of what’s on screen and the designer has to look for completely new ways to scare them.

Ah, the old 'standing in a well lit room' scare.

It’s now very difficult to have an enemy sneak up on the main character unless it’s hiding round a corner, or it pops out of a vent or doorway.  So there’s a shift from being afraid of what you can’t see to being afraid of why that vent over there is shaking.  The controls have just hugely affected an environmental design decision, not to mention that the environments have to be full of detail because the player can look anywhere they want.

Furthermore the enemy can no longer be slow moving.  Isaac can turn tail and leg it at a moment’s notice if he needs to.  This means that the enemies have to able to at least keep up if they’re to pose a viable threat because what’s so scary about something that can never catch up to you?  They need to be a lot more detailed as well because the player can see them clearly.  The movement mechanics of the game have just had a direct effect on the enemy design.

They affect almost everything in a game, and this is just talking about two horror games.  Gaming mechanics intertwine and affect one another in various ways across genres.  It really is amazing how much thought and effort go into something that seems like such a given, and how much it can shape a game in ways that most of us may never notice.

A simple change in control scheme has changed the horror genre almost entirely into a mesh of action and horror, never to be the same again.  So what’s the next step, I wonder?


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4 responses to “The Game Mechanic – Trading In The Treads”

  1. Mark P avatar

    I disagree. I think the horror aspect of Resident Evil shines through in the camera angles you mentioned and isn’t in any way related to the character’s movement or the player’s controls. You could quite easily take a game like Dead Space and make the game more horrifying by limiting the player’s viewpoint to a static camera a la Resident Evil, forcing the player to rely on the audio cues.

    Personally, if you can associate a control scheme with the word “helplessness”, it’s not a very good control scheme.

  2. Johnny avatar
    Johnny

    Associating a control scheme with “helplessness” is a good thing if that’s what it’s meant to convey.

    Even when they remade it for the Gamecube they kept the same control scheme with one addition: the quick turn, something they probably added to compensate for the Crimson Heads that move much quicker than the average zombie.

    You do know that if you took away the side-step from Dead Space controls (which are exactly the same as RE5 controls) they would be Resi 4 controls? Which are exactly the same as Resident Evil 1 controls except from the player controlled camera?

    It’s all deliberate. A gameplay and design decision.

  3. Mark P avatar

    If you say so. I still think that if you can’t emulate “helplessness” without forcing some a set of arbitrary movement limitations on the player, it’s not a very good control scheme. To me, not being able to move and turn or move and fire is precisely that.

    Also, I totally hadn’t noticed that Dead Space controls were exactly the same as Resident Evil 4’s controls except different.

  4. Graeme S avatar
    Graeme S

    I agree with Johnny actually, the reason that the original Resident Evil was so scary was because of the feeling of, I wouldn’t say helplessness, but disempowerment is a good word. By limiting the scope of control the player had it allowed for a real sense of danger that just isn’t there when the player has more power over their character’s movement. Originally in development Resident Evil characters could jump and move more freely, can you imagine the original few games with that level of control? I doubt they would have had the same impact.

    Most games empower the gamer to the point where he feels superhuman, back then it was a fresh idea to take away power from the gamer, thats what made Resident Evil such the stellar hit it was.

    As for the pre-rendered backgrounds and camera angles, fo course the camera angles had to be that way because the backgrounds were pre-rendered, but the camera angles also added to the horror by limiting what you could see, this also made the game very pretty for it’s time.

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