Introduction
A. Guild Wars 2, MMORPG (online multiplayer video game)
B. Thesis: In Guild Wars 2, physics as we know it is bent beyond what occurs naturally in our world.
Body Paragraphs
- Jump Dynamics in the game are skewed.
- 'Jumping Puzzles' exist in which characters leap up unreasonable heights and scale unreal distances.
- 'Fall damage' is greatly reduced from what would occur in our reality to allow more game-play freedom.
- Falling Loops and unreal paths of action are present, in which a character falls into an abyss like hole, only to find themselves appear on a ledge at or near where they fell from it. - Unstable Forces do not behave predictably.
- Characters are mostly unable to push or pull objects in space.
- However, in order to accomplish some feats (such as getting into a building through a wall side) applying a normally ineffective sort of force allows for unreal results (such as hitting a stone-castle wall enough times with a sword being enough to topple the entire wall within minutes.) - There are some attempts at more 'realistic' physics (instances of gravity and inertia / follow-through ) however, they are ultimately sporadic.
- Gravity in place, but not across the board.
- Follow- through on some items, hair, and armor, but not all objects in all cases.
- Attempt at believable underwater resistance, however, underwater travel (just swimming alone) appears to be much quicker than running with no explanation.
Conclusion
- Physics in Guild Wars 2 is bent to make what normally wouldn't be plausible in our world, common-place in the non-earth setting.
- It is done to create a more fun and interesting game, set out of our world, where tasks not normally possible are now something that can be achieved for fun, accomplishment, and entertainment.
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