Yeah seems like that was a bug embraced by the community that kind of got "tuned" in the sequel but still not pushed on a naive player as a core verb, right? Like we had b-hopping in quake 1 and this isn't that dissimilar
Yeah seems like that was a bug embraced by the community that kind of got "tuned" in the sequel but still not pushed on a naive player as a core verb, right? Like we had b-hopping in quake 1 and this isn't that dissimilar
Fair assessment, like the rocket jump. Which opens the (interesting to me) conversation up about design intention vs. player application and "discovered" gameplay which segues into an (even *more* interesting, to me) conversation about how far design should let naive interactions guide ongoing dev..