Videogames are about movement. If you remove all of the extraneous stuff from games (the type of gunplay, or the number of collectables, or the setting, or the control scheme, or the other myriad idiosyncrasies of a genre's narrative style), strip them down to their most basic, quintessential form, what you will inevitably be left with is a gameplay that can be summed up thusly: move from point A to point B.
This is true of almost every videogame ever made (perhaps fighting games are an exception...), and was beautifully epitomised in ThatGameCompany's 2012 indie title Journey, which reduced both gameplay and narrative to the simplest, most minimalist version possible: travel from here to there. In fact, this is such a fundamental tenet of gameplay that you could re-title almost any game "Journey", and the moniker would still fit. Think about it.
(Even the goal of narrative-less puzzlers like Tetris is to keep things moving!).
Of course the methods and processes of movement have become progressively more complex as games have evolved. Asteroids and Pong and Space Invaders limited the player's movement to a flat plane on a fixed, single screen. The aim of Sonic the Hedgehog and Mario was to journey from left to right as efficiently as possible; there were obstacles and other objectives, sure, but moving to the goal was always your primary target. And the appeal of early 3D games wasn't so much the advancements in graphical fidelity, as it was the increased freedom of movement.
Modern games are almost defined by their treatment of movement: whether it's Nathan Drakes climbing up a temple, or the move-wherever-you-like mentality of open-world epics like Skyrim, or the.. er.. arboreal parkour of Connor in Assassin's Creed 3 (more on this later...). The question "what kind of game is it?" can often be re-phrased as "how does the game move?".
So when a critic floridly praises a title for being "innovative", they're more-often-than-not talking about the mechanics of movement (think of the radical new way you could control Mario in Mario 64, or think of the eponymous gun in Portal, or the giant-climbing movements in Shadow of the Colossus, or the crouching, crawling stealth in Metal Gear Solid etc. and etc.).
And it's undeniably true that the success or failure of a game is often related to its treatment of movement. How many times have you lost patience with a game because the character just wont move where you tell/want her too (this applies to glitches of movement too: clipping, falling through geometry etc.). Final Fantasy XIII, for example, had beautiful graphics, a frantic, fun battle system, a great story (badly told, yeah, but inventive underneath all that cheese), and a moving soundtrack... all of the stuff that *should* make for a great game. And yet, for many players, it was a failure; a failure because of its linearity: the baffling un-RPG-esque restrictions placed on player movement and freedom.
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I have this theory, then, that the significance of movement in videogames transcends the literal, physical implications of the word, and filters through to influence almost all aspects of gaming as a medium. From the most obvious, bodily connotations of the term, to the fact that narrative flow and action are becoming increasingly important and scrutinised, to the more external aspects of gaming, with discussions of social issues and the industry's movement in this regard becoming (rightly so) ever more significant.
Psychologically, too, the ways in which a developer presents the concept of movement can have strikingly effective implications. The most unsettling enemy in the Dead Space horror series is undoubtedly the 'Guardian'; a kinda deformed, tentacled human-monster hybrid thing that can be found anchored into walls. This is the only necromorph in the series that retains its original human voice, and can be heard moaning and screaming in despair from several rooms away. We imagine that the Guardian moans so horribly because of the abject pain and revulsion of its hideous transformation, but this is only part of the terror latent in its design.
The Gaurdian cannot move; it has been denied any movement, and this is a definite contributory factor to its scariness. Its inability to move makes it unique among Dead Space enemies, which are so often freakishly fast and agile predators. In being denied movement, the original human that became the Guardian has had its last ounce of agency taken away. It's surely the worst necromorph a person could become? If we have established that movement is the quintessential mechanism of videogames, than being so restrained must be the ultimate punishment. The most final, un-game-like end. A cognitive dissonance occurs when the player encounters the Guardian; something about its inability to move seems at odds with the very fabric and interactivity of videogames; and this, when coupled with the creature's appalling moans (as if it's grieving for its loss of movement), explains why the enemy is so terrifying: this is a videogame, and this monstrous lack of movement just seems so... wrong.
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No modern series of games is as preoccupied with the concept of movement in all its myriad forms and suggestiveness-es as Assassin's Creed. This is, of course, most evident in the series' amazing freedoms of player movement. Physical movement. My predominant mental image of the Assassin's Creed saga is of agile killers running over rooftops, leaping from spires, and "eagle jumping" into improbably placed (-and surprisingly cushioning, apparently-) hay stacks. There's no better way to get up-close and personal with Renaissance architecture than making your digital avatar climb all over the stuff. Unless, you know, you actually visit Venice, Rome, Florence...
And underpinning this notion of physical movement is Assassin's Creed's more subtextual concerns for historical movements, playful revisionisms, social changes and (cliché imminent...) bringing history to life. For in Assassin's Creed, history isnt some static and motionless artefact of the past, but a living, ambiguous and vibrant arena of exploration; something through which we can move and with which we can engage. The AC games may be set in the past, but it's a past thats always moving: the over-arching doomsday narrative generates an amazing tension between Desmond's ancestors (who're looking to the future), and Desmond himself, trawling through as much of the past as he possibly can. The series is never plodding or inert in its treatment of history: much like Ezio running over the Venice rooftops: it's a rush. The past is always moving. The major theme of Assassins Creed isnt history: its movement.
In light of all of this, then, it's strikingly easy to see where it all went wrong with Assassin's Creed 3, a game lauded by reviewers, but which received an, at best, lukewarm critical reception from fans of the series.
To start with the basics, then: physical movement. I remember being psyched and drooling with expectant gamer-lust when the first trailers for AC3 appeared; the ones that showed Connor so adeptly running through the treetops of the American frontier; grabbing branches, swinging around boughs and generally being master of the treescape. It looked like the most amazing advancement of the rooftop escapades of previous games, and was, indeed, the most prominently talked-about of the AC3's new features.
Then we all got to play it, and it soon became apparent that the tree running wasnt quite as advertised. Very few of the trees in the game's many forested environments could actually be climbed and traversed in the manner suggested by the trailers. In fact, once you managed to get into the treetops, the routes by which you could travel were shockingly linear, often copy-pasted and jarringly demarcated by ugly-looking and too-thick branches sprouting at unnatural right angles. "Yes! Ive made it into the canopy of the forest, now I can go... er... only along this weirdly obvious and linear route?" Urgh.
Likewise, running over AC3's cityscapes was clunky, unintuitive and ultimately frustrating. The wide streets and enormous gaps between rooftops made it all but impossible to achieve any kind of flow, and that pre-release footage of Connor running in and out of people's houses turned out to be as deceptive as the tree-running footage, as during such sequences the player looses all control of the character, and is forced to watch a mini, pre-set and uninterruptable animation. Sure the character's moving gracefully, but not at the behest of the player.
This restriction on the freedom of movement just didnt feel like Assassin's Creed. A series that so prides itself on the truly traversable nature of its open-world environment. Linear paths? Auto-animated sequences? Impossible to navigate cityscapes? This isnt the Assassin's Creed I know and love.
(And to those of you who would defend AC3's city layouts by pointing to historical verisimilitude: well, if the architectures of New York or Boston of the late 1700s were so obviously at-odds with the gameplay aesthetics of the series, maybe the developers should have chosen a more workable period or location?).
It was a huge step back from Assassins Creed: Revelations, which introduced the hookblade, a narrative gimmick used to explain the developers' technological progress in character movement between this game and its predecessor (why Ezio, you've become awfully spritely in your old age...), but a tool which enabled your avatar to climb higher, faster and freer than ever before.
And it wasnt just physical movement that ground down to an uncharacteristic trudge in AC3; narrative action was all but absent from the game, too. It's established very early on that what Connor needs to do is kill the Templar leader, Haytham (also his Dad (shock!)). For borderline unintelligible reasons, however, Connor puts this off over and over again, choosing instead to p!ss about on his Homestead and persue more trivial, insignificant goals.
But Connor is no Hamlet, and this tormented deferral of patricide isn't at all as deep or interesting as the writers seem to think. What happened to the movement of history? The big events? The panic and rush to find the historical truths that will solve the modern-day dilemmas? Assassin's Creed 3 doesnt have any of this. Instead it has stasis: a plot that barely moves, a character that never develops, and the most inert area in the AC series: the Homestead.
The Homestead is the epitome of everything that's wrong with AC3: a bland, static environment in which nothing of any real significance ever happens. There's very limited opportunity for the free physical movement we expect from the series; the days are long and lazy, the troubles are domestic and there's no sense of threat or menace. The Homestead is insulated and isolated from both the series' over-arching narrative, and the more immediate concerns of the specific period. This isn't history as urgent and alive and important: this is retirement.
When we compare this to Animus Island in Assassin's Creed: Revelations, a similarly enclosed space in which nothing happens, we can see just how much the series' treatment of movement has changed. Animus Island is much like the Homestead: a small, unchanging environment devoid of action.
Except, for Desmond, being stuck forever in this place is a torture; the thing he wants to avoid at all costs: it's a hell-place in which no movement or history is possible. This speaks to the very core of gaming: Animus Island is the antithesis of both gameplay and of narrative: it's stasis, an un-place of un-movement and un-progress, and this is why it makes the perfect threat; more than the death of your avatar, Animus Island speaks to the existential identity of gaming: it's the death of movement.
Animus Island and the Homestead are the same place; but the former is painted as a hell, the latter as a paradise. What's caused this radical about-turn in the series' treatment of movement? Who knows? But what's clear is that AC3 just got things wrong; the player movement, the lack of character development, the absence of urgency, and the idealising of a static environment: all of these are antithetical to what Assassin's Creed, and even games generally, represent. This is why Assassin's Creed 3 failed where, I believe, Revelations succeeded.
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Anyways, I hope I've managed to touch on what is undoubtedly a very broad and wide-ranging topic. As ever I welcome your own contributions, and I'd love to hear any ideas you have about how movement (either physical or metaphorical) affects the games you play.
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