Is it time to retire the double jump gameplay mechanic?

in #gaming7 years ago

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Its hard to pinpoint exactly when it became normalized, but over the past 20 years the ability for your character to jump in midair became an ability that has injected itself into a wide array of games. Platformers like Psychonauts, hardcore action games to even first-person shooters have introduced the ability to jump off of…nothing.

The first game to introduce this gameplay mechanic is the Japanese arcade game Dragon Buster from 1985. It didn’t really start to catch on until the late 90’s/early 2000’s when it found its way into games like Castlevania Symphony of the Night and Devil May Cry.

I can accept the double-jump if the game gives you a good reason the character can do it, but in so many games it feels like something that’s added simply because its popular or because “research shows that players like double-jumping, so let’s shoehorn it into the game.”

When I gained the ability to double-jump in Doom (2016), I thought “OK, that’s enough of the damn double-jumping!” Why is Doomguy double-jumping?

OK then, so when is double-jumping OK?


Like I mentioned, I don’t have a problem with it in games where the ability has a reason to exist. Super Mario Odyssey gives you a modified version of the double-jump in the ability to bounce off your hat like a trampoline. That makes sense in the context of the game. Compare that to the leap stone you acquire in Symphony of the Night that seems like an easy way to let you reach areas you couldn’t get to without the double jump.

I think this mechanic encourages poor gameplay design because of how it gives you easy access to greatly increased movement.

So what’s the solution?


I have a few ideas on how to achieve a similar effect, without making it seem like my character can just suddenly jump off air for some reason.

Gain a jump boost upgrade

Rather than jumping in midair off nothing, increasing the height your character can jump seems to make more sense. They’re not breaking the laws of physics, they just have more oomph off the ground.

Gain a midair boost upgrade

You gain the double-jump ability in Doom (2016) when you find the Jet Boots upgrade, which are basically rocket boots that give you the double-jump ability.

Summon a platform

In the Devil May Cry games, the Air Hike upgrade lets you perform a double jump. This technique lets you summon a temporary magical platform for you jump off of. This solves the issue of “jumping off of nothing” that many games just don’t address.


OK, this is perfectly acceptable.

Am I nitpicking?


Absolutely.

But that doesn’t mean this isn’t an issue that can’t be discussed by gamers or addressed by developers to create better, more immersive games.

I’ll admit, double-jumping is fun. However that doesn’t mean that it always makes sense to find a way to fit it into a game where it seems out of place. Hopefully games start to make better and more sensible use of this feature, rather than just forcing it into games out of the need to check a box on the features list.


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Thanks for reading. As always, upvotes, resteems and comments are appreciated!

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i think the only time the double jump ever really worked as a good game mechanic was in crash badicoot and the force unleashed duo. other games like witcher and doom type games looks and feels kinda dumb.

I don't think you're nitpicking. Double jumping is stupid. It makes you feel like your character is completely disregarding any kind of physics, and apart from a few games where it is actually necessary, they could just go with a proper solution like the one you mentioned for Odyssey.

Definitely not a fan of the idea, thanks for making me hate it even more xD

This was really interesting! I agree double jumping can definitely feel out of place especially in modern games that try so hard to have a realistic feel.

I do think some games do a great job of balancing or slipping it in, like how Genji can double jump in Overwatch. The mobility advantage works well as a part of his ability kit and makes you feel more like a cyborg ninja.

I agree. I don't mind the mechanic in order to give players a reason to explore new areas of the game, but there should be a reason they are capable. Multi jumping gets out of hand sometimes...like super smash bros. lol

This is a question I didn't realize I had until I saw your post.

I don't think we should retire Double Jumping, it's a good feature to have in games BUT at the same time I think the developers must give a reason (like you said) when putting it in their games... otherwise it's better to sacrifice (not retire) the idea for the logical integrity.

One example that did the double jumping right is Gunvlot (I played/reviewed recently). The titular character can use the electricity to boost his jump in the air (similar to Devil May Cry example you mentioned). It's not a feature availble from start and you have to get items to unlock. There's also the harder to get infinite jumping item which works the same way.


I included this post of yours in my Gaming Daily post. Hoping some people check it out... It's interesting question to ponder.

I never thought double jump mechanic was this much of a bother (for some), and yes I think I agree with you, and your solutions to double jump mechanic. But, if I may add..

The itch-inducing (lack of) mechanic in games I've seen so many times so far, and I think should be used more.. is climbing. So what I'm saying is, in some games that don't need the double jump mechanic, you could make the characters to use their hands instead to reach high areas, instead of double jump off of empty air.

Great post!
*double jump out of here*

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I completely agree with you. Double jumping is weird. In games where they strive for some something vaguely realistic, it is even stranger. I like the idea of grabbing or grappling to get up higher. Plus I don't my kids staying to think they can double jump down the stairs...

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