Why is the fall damage setting in the game unnecessary?

Game World

Most players don’t want to experience the experience of falling damage in video games.

The player can understand why it exists. In real life, if you fall from a height, if you don’t die directly, it probably means you will suffer some harm. Therefore, if a game wants to be as realistic and realistic as possible, the character must also take a certain amount of damage after falling. Even if realism is not the only goal of the game, it is also a way to force players to pay attention to their surroundings. The game will also provide some means to avoid falling damage, such as the paraglider in The Legend of Zelda: Breath of the Wild. The endurance value of this game has a similar effect. If you miscalculate your own strength and cannot fully climb the cliff, the protagonist will fall to death.

Let players pay more attention to the tools the game gives them, and develop their brains to figure out how to use the tools. This is a commendable design, especially “The Legend of Zelda: Breath of the Wild”. The official has seen how players use it. The game mechanics implement all kinds of incredible skills. However, if the fall damage is removed, does this mean that players will not find these special skills?

Indulging in video games has always been to escape reality, at least for some players, even if the settings of the game are usually based on the real world. In all open world games, players also want to be able to explore freely, without worrying that a failed jump will lead to death. If there is no fall damage setting, players will be more active in exploring more actively. For example, in “The Legend of Zelda: Breath of the Wild”, paragliders exist not only to prevent fall damage, but endurance values ​​vary in many ways. In these games, fall damage is really a necessary setting?

Before playing “Ghost of Tsushima”, players didn’t even expect to worry about falling damage. After completing the tutorial, players can move freely on the open world map. The player intends to start in a straight line towards the nearest target location from where they are. The player started his own happy journey… and then fell to death immediately. It turns out that “Ghost of Tsushima” has a lot of content that players love, but it does not include fall damage. Players can unlock a skill. After you jump, press the button at the right time to avoid falling. However, this timing is difficult to grasp, and it will fail if you jump too high.

For some games, falling is the core of the game. The platform jump is based on constant falling and death. However, in the game, exploration takes up a large part of the gameplay, and the setting of the fall has always been Without making the game more interesting, especially if you fall from a height, the character will definitely die. This kind of example almost makes people think that the player is punished for exploring. And most importantly, it breaks the rhythm and pace of the game, because your character is forced to resurrect in a different location and start again.

Other types of open world games (such as the “YAKUZA” series) impose different restrictions on adventure. The game takes place in several areas instead of a complete world map. In addition, the game removes fall damage because the player has no chance to fall, and the character cannot jump off the balcony or other high places. This limitation is The scene design does have a certain meaning. The “YAKUZA” series is not about climbing and exploring these physical methods. Without falling, there will be no fall damage. Although this makes sense, it also robs the player of a small amount of freedom.

The other extreme is DOOM Eternal, which allows players to jump from an astonishing height and continue the game unscathed. This is a powerful experience, because in the rules of the real world, you simply cannot do such a thing. However, when it comes to “what kind of superpower do you most want to have,” you never think of such a power. This is not because it is a trivial ability, and it is really hard for players to imagine a superhero with such mediocre ability. However, it is suitable for DOOM Eternal, because this game is about the protagonist becoming strong enough to repel all the power of hell.

However, if the mechanism of falling injury is completely removed, or falling does not cause continuous damage, players may blindly believe in this god-like ability, prove their invincibility through wanton destruction, and then destroy the experience that the game should have. So, is there a compromise? How to find a balance between the two?

Regarding this question, “Assassin’s Creed Odyssey” gives a good answer. Falling will cause some damage, but it will never cause the player to die. This not only punishes the player for falling, but also does not cause too much hindrance to their real game experience, thus encouraging players to continue exploring. Before you fall, you still need to make a good balance; if there happens to be an enemy waiting for you below, then you may be quickly killed by them before you can recover your health.

Whether it is realistic or not, falling damage will make the game uninteresting. Jumping without fear of life and death not only does not weaken the authenticity of the game, but also becomes one of the greatest pleasures of video games. Only when you jump to death and enter the loading interface, it will really affect the fun of the experience. So, let the fall hurt to hell.

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