Name: Anonymous 2011-09-25 11:59
Have you ever noticed how strafejumping in Quake is so similar to real life running? I think it's the most accurate portrayal of it in videogames, and a large part of what makes Quake so good. When you want to run in real life, you don't just "+moveforward", like you would move forward your finger, it's not a binary decision or process.
Quake has the perfect treatment of the true process. One hop is on your left leg, one is on your right. When you run, both feet leave the ground also, so in a way you are jumping when you run in real life. Swaying from side to side is excellent substitution for the movement and swaying that you are going through when you're running: it's hard to look forward when you're swaying hard. It's left foot, right foot, left foot, right foot, and it takes a bit to accelerate to full speed, right? You are also moving up and down physically in the game, not just the screen going up and down when they pretend you're running in some games.
Movement around corners is also extremely close to when you have to slow down in real life when running, and think in fractions of a second about how you're going to place your feet and keep your balance.
Quake has the perfect treatment of the true process. One hop is on your left leg, one is on your right. When you run, both feet leave the ground also, so in a way you are jumping when you run in real life. Swaying from side to side is excellent substitution for the movement and swaying that you are going through when you're running: it's hard to look forward when you're swaying hard. It's left foot, right foot, left foot, right foot, and it takes a bit to accelerate to full speed, right? You are also moving up and down physically in the game, not just the screen going up and down when they pretend you're running in some games.
Movement around corners is also extremely close to when you have to slow down in real life when running, and think in fractions of a second about how you're going to place your feet and keep your balance.