This work examines ideas of movement in games. Instead of considering the movement of character as whole, this work breaks the movement of a character into different parts (arm, leg, body and weapon). It explores the implement of movement in character controlling in games.
By applying that concept of movement, games as a medium enable me to achieve the interaction between players and parts of the character.
This work is similar to the work named Human: Fall Flat by No Brakes Games which separates the character’s movement into body and hands’ part. That gameplay increases the difficulty for players but actually makes that more appealing.
From the feedback form group discussion, I found that the movement of each part of the character could be a good gameplay. But it is not necessary to be an RPG game. A passing level game like Human: Fall Flat would be better for that gameplay.
By Xipeng Niu (Xavier)
Email Xipeng Niu (Xavier)
Published On: 02/06/2021