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Game Culture Vultures: Parkour
 
 
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Features
  Game Culture Vultures: Parkour
by Andy Robertson
11 comments
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March 11, 2008 Article Start Previous Page 3 of 4 Next
 

Analysis: Crackdown

The second title we are looking at is Real Time Worlds' Crackdown for Xbox 360, which the developers described as Parkour-inspired as part of a development diary just before the game's release. Bearing in mind our points about Assassin's Creed we'll now consider how Crackdown delivers its Parkour play mechanic, and whether it has missed any opportunities.

We'll then look at how well this fits with game as a whole before rounding things off by considering how authentically this is delivered. Finally, we'll look at how the game sold.

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Success

Crackdown, early in 2007, literally took the leap from wandering the city streets of Grand Theft Auto and opened the player to limitless vertical exploration. It took what was essentially a pretty standard run and gun mechanic and introduced substantial climbing and exploration elements. Although not as directly referential as Assassin's Creed, what it lacked in technical delivery it more than made up for with a joy of exploration and play.

The player starts the game being able to pull off simple moves. He or she can hang off the odd balcony or jump up to a nearby room, but anything more substantial is unobtainable. These limited abilities mean that any ascent to free running is stuttering and haphazard at best. The player is not able to long string together many jumps or grabs.

However, as the game develops and the player's agility increases the game hits a sweet point where the Parkour mechanic shines through. The longer jumps and grabs acquired by collecting the agility orbs enable the player to develop a free running repertoire with landings, cat-balances, tic tacs and monkey vaults.

Unlike Assassin's Creed, this pursuit is specifically encouraged by its intelligently targeted Xbox Live Achievements. One called "High Flyer", for example, challenges players to climb to the top of the agency tower and revel in conquering the largest building on the map. "Base Jumper" then tempts them to jump back down to the water below, enough to put even the most ardent free runner's heart in their mouth.

Most interesting for us is the "Free Runner" achievement that makes explicit the reference to this current cultural touchstone. These achievements combine to give reason for players to engage with the free running element of the game. This is evidenced by the plethora of YouTube videos that attest to the robustness of the mechanic. A year after release and players are still achieving jumps, rolls and throws made possible by the simple joy of experimenting in the environment.

Problems

Although Crackdown does a good job of widening out their experience to encompass plenty of free running play, it falls short on some of the specifics. The environment itself soon becomes somewhat repetitive. The buildings and other structures in Crackdown are good for basic climbing, but only provide limited routes through a space. Developers Realtime Worlds have opted for a pre-designed route through their world that requires the players to read the landscape before they make their way through it.

This may bely a less robust engine than that of Assassin's Creed. Ubisoft seems more confident in letting the player pick their own path up a building. Its increased number of climb points show up Crackdown's more simplistic approach. Crackdown delivers the quantity, but falls short on the granularity and quality of climbing experience. This results in dampening the climbing, falling and tumbling joy of free running.

Furthermore, perhaps as a nod to this limitation, Crackdown continues to increase the player's agility to superhuman levels. Although this brings back some much needed interest to the play, it moves things away from Parkour and into superhuman territory. The sweet spot between the challenge of climbing and the climbers ability is soon blown out of the water as buildings are scaled in a single leap.

More restraint here may have delivered a more directed and authentic free running experience. That said, the player's increased abilities open other doors in the game that have gone on to provide more longevity. Accordingly, it would be hard to claim that the game itself suffers too much.

Sales

Crackdown was released early in the year and accordingly didn't have the swollen yuletide pot from which to draw. Many thought it had initially benefited from being tied into the Halo 3 beta invitation process, but opinion now considers it somewhat unfortunate to be overshadowed by such a heavyweight title.

The game received largely unanimous critical acclaim with an average 83% on Metacritic. This was followed up with a strong community following that, in the absence of other titles, were happy to stretch out their Crackdown experience hunting remaining achievements and fooling around with friends in the online co-op.

 

 
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Comments

Dominik Dalek
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Well, I fail to understand why Crackdown is considered here as le parkour game. It's just sandbox game, nothing more, nothing less. Cartoonish physics aren't making it le parkour out of a sudden. Mirros's Edge on the other hand seems to follow that path nicely (but obviously there's little known about it right now and it's hard to predict whether it'll become a successful franchise).

Aaron Lutz
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You must have not read the entire article.

But regardless, I myself perform parkour when I have time, and it is rather enjoyable to move through your environment free of the constraints of sidewalks and stairwells.

It is cool that you are given more freedom with your environment in many of these games. I always marveled at the acrobatics from Tomb Raider and Prince of Persia. I have yet to play Assassins Creed or Crackdown; and from what I've read of Prototype, it will have similar mechanics. This is all well and good, but I don't foresee games surviving on play mechanics alone. It's great that we are finally learning how to allow players freedom of movement through their environment, but what about freedom of expression through their character? Or freedom of exploration through human emotion? Or freedom of definition to write your own, personal, unique story in a game.

I'm going to stop before I start rambling. My initial comment was just supposed to be "it's cool that they are drawing on Parkour for inspiration in play mechanics. It's weird you didn't discuss the actual game, 'Free Running,' by Reef Entertainment and Rebellion, and how well they did or did not stay true to the spirit and nature of parkour."

Aubrey Hesselgren
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Certainly we're starting to see more and more games heavly inspired by parkour. It can feel, now, like an over-harvesting of a cultural phenomenon. We roll our eyes slightly when "movement based on parkour" is mentioned in a design docment *again*. And having worked on a couple of designs and a game which heavily drew on the art, I'm guilty of that, too (though I'm glad to say I was guilty of it before it became de rigueur. I even took up the activity in order to learn about how it really felt to do parkour, and was pop vaulting sx foot walls by the time I lapsed. I somehow ended up in the gym scene in Jump Britain.

So it's a little too familiar by now. Assassin's Creed, Mirror's Edge, Prototype... but you know what? It doesn't bother me: If a game benefits from usng parkour as inspiration, and as a reslt overcomes clunky, unflowing, amateurish movement systems, then it's a win for the player, no matter how "sold out" or "last year" parkour is considered.

It's great to see someone else notice how paedaic parkour is, and that the joy of it comes from the proprioception and creativity in path finding - there's an intrinsic joy in the flowing, un-interrupted movement, which some games capture better than others. Whether or not this intrinsic joy is a focus is, I feel, kind of unimportant (certainly, I'd personally prefer it that way, but games are a transcendental medium, and can't rest on one leg alone). Whether fluid motion is the target of the developer, or merely an means to an end, the game will still benefit when there is more thought put into avatar movement - typically one of the core verbs in any first/thrd person game, and thus a bridge for a player into the rest of the transcendental experience.

Whether or not a game perfectly captures the look *as well as* feel of parkour, also, feels irrelevant to me. To me, Quake 3 (noteably the defrag mod) captures the "spirit" of parkour with its model of continuous movement, strafe jmping, plasma climbing and rocket jumping, while Assassin's Creed merely attempts a faximilie of (some of) the moves used (and successfully so). Quake 3's simple, but complete verb set allows for expression, creativity, and skill to be channelled into gameplay. Assassin's Creed, with its well hidden animation states and discrete, contrived movement gives a different perspective - what's it like to have mastered movement to the point that one doesnt consciously think in order to traverse the scenery? Surely then, one is only concerned with the route - means become fairly irrelevant. The destination is all.

I guess my point is that one should be more concerned about how the movement system fits with the rest of the game, and how the level design promotes it, than whether or not it matches the varios splintered philosophies within the freerunning/parkour community. A parkour implementation can be as realistic as yo like, but if it's a pig from a useability stand point, what's the gain?

Joel McDonald
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I'm glad to see these discussions happening. I think discussions like this one point to a paradigm-shift in how developers are approaching player movement. For so long, especially in shooter games, movement has been largely ignored, in favor of increasingly complex combat systems. We've put a lot of focus into enemy movement AI, including taking cover, dives, rolls, etc. but we're just now getting to the player himself and how he moves. Parkour is a single thread in a much broader discussion of player movement itself.

Phillip Baxter
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Just a quick note from Wikipedia (http://en.wikipedia.org/wiki/Parkour)

A quote under "Free Running" states: "You have to make the difference between what is useful and what is not in emergency situations. Then you'll know what is parkour and what is not. So if you do acrobatics things on the street with no other goal than showing off, please don't say it's parkour."

There is a subtle difference, I believe, between free running and parkour. By the above definition, Assassin's Creed is more parkour than free running.

Jean Wainer
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Hello, first let me introduce myself: I am the president of the Brazilian Parkour Association (and also a gamer :)).
First, congratulations for the article, like Joel said its a nice discussion. But my comment is mostly about calling "competitive" the way that Parkour is taken in Assassins Creed. (I will use the word Parkour, since Free Running for us means something with a totally different philosofy and I have no interest on it).
First, let me say that Parkour was created by a former firefighter and member of marine corps, David Belle.
It has been taught to him by his father, who fought on Vietnam and used his skills to survive. He had to be fast, he had to be efficient, he had to use whatever his body could do to survive.
I have played a bit of Assassins Creed, about 2-3 hours, and I must say that I was impressed on how techincal the "parkour moves" were represented in the game.
When Parkour is called a non-competitive activity, we actually mean that you should not train to be better than someone else. You should focus on yourself, the competition is with your own limits while training and evolving to be a better person (phisically and otherwise), and thus becoming strong to use your skills in a emergency situation.

That being said, I must say that parkour has been represented very good in this game. I have also played Crackdown and I did not like the way Parkour has been represented, not only because the limitations on the movement, but also the way its being seen as a "sport to jump from building to building".
And by the way, Erwans last name is "Le Corre", and Hebertiste is his nickname on the forums.

I hope you could understand my comment, english is not my first language.

Dominik Dalek
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Dear Aaron,

You must have read entirely different article. :) This one doesn't mention Mirror's Edge (for valid reasons, but still). As for the other part: developers might have been inspired by parkour but that doesn't make Crackdown parkour game. "Willow" was inspired by "Hobbit". ;) Please play Crackdown or watch gameplay videos - urban environment + agility skill don't make it free runing experience (it's still great gameplay mechanics IMO). Just a thought. BTW: I still love Crackdown. :]

Maurice Kroes
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What I don't get is how AC 'fails' in parkour if it's only inspired by it, but doesn't have the intention to say it's the main focus of the game. If it was, I would agree with you.

"This would substantially change Assassin's Creed, focusing it more authentically on true Parkour pursuits."

The game is about an Assassin and a great plot that unravels while you play. The developers were inspired by it and made playing with Altaïr a lot of fun by running through the city. However it's still a portion of the overall experience. It's *not* a parkour game in my oppinion, just inspired by the moves of it.

Raymond Grier
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Even if a game isn't founded on the "Parkour" concept, most good players incorporate this concept into how they play. Every time I play Mario Sunshine or Metroid Prime I am looking to move from point A to point B in the straightest, fastest and most efficient way. I like that people have started to do this as a sport in real life.

Christian Philippe Guay
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I totally agree with Raymond Grier, the "parkour" philosophy is part of many actual games. By using Google, I'm pretty much sure that you could find "jump tricks" videos for Quake 3, Halo 2-3 and many other games.

In any competitive FPS, you always need to greatly control your movements and tricks passing by a crouch jump to a rocket or grenade-jump.

Great point.

Christian Philippe Guay
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Phillip Baxter probably also mentionend the greatest one.

Parkour is all about optimizing your run. Become faster, more efficient by using your environment or developing your own body.

Parkour isn't a new philosophy in itself, but it's clearly a different life path that I like.


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