Darc wrote:
In contrast, I think it makes the game feel that much more real. I personally find it idiotic that control in the air has so thoroughly permeated games today. This way, jumping is another skill to master, and it is that much more satisfying when you start nailing all of your jumps (which doesn't even take that long to do in the first place).
Don't forget it's a game first and foremost, as such is recommended to take liberties regarding game play mechanics for ease of use if nothing else just for the comfort of the player. While of course a person can't control their direction while jumping in reality(nor can they suddenly jump 10 feet straight up into the air) but it's because it's a game that you can add in logic-defying physics. Though you find it 'idiotic' that most video-games aren't realistic, all I can suggest is that you go outside and play a sport or something.
A point I want to bring up is, should the game's jumping really
need mastering? Why can't things be simple and fun? It's often games with very simple combat mechanics that end up being the most competitive. When a person doesn't have to wrack their brains just for the most basic of movements, it means they can just focus on tactics or their spatial awareness.(though now that I think about it, adding air control is technically adding complexity to the game, not making it more simple)
Although the reference isn't entirely relevant, I mostly just want to note that 'realism' hinders game-play in several places besides jumping:
Dark Souls is argued as a hardcore game, and it's melee combat only has three basic principles that is easy to pick up, yet the difficulty and PvP content remains in-tact regardless. The principles being; attack, defend, and dodge. Dodging itself is extremely simple yet hard to master of course. Getting to the point, you can't just up and jump several feet in whatever direction you choose, so as far as realism is concerned, dodging isn't an option which would leave you with two choices, attack or defend. This gets annoying fast, as there isn't any form of convenient movement that would allow a player to extend or close the distance and perhaps catch the player off-guard, or escape any sort of sweeping attack unharmed. The tactics have now been severely limited due to a lack of a single feature for the sake of realism in the game.