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.
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.
|
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."
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?
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.
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.
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. :]
"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.
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.
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.