I’ve been on a bit of a tear with search-action games lately (Nine Sols, Ender Magnolia, Vernal Edge, Blade Chimera, Ultros, Shadow of the Ninja Reborn) and it’s got me thinking about movement as a concept in video games. Are there ways to discuss the mechanics and the pathos of movement that are pertinent and malleable? For example, I toss around the term, “Metroidvania” but that does nothing to truly describe the media at hand. Yes, the Venn circles of Metroid and Castlevania overlap in significant ways, but as we are experiencing more diverse explorations of just that particular genre, that initial term becomes more irrelevant within contemporary contexts. Is it meaningful to build taxonomies of movement in video games? I feel like it would be rad to know/be able to easily search for games that have describable/searchable/accurate systems of movement. Inherently the medium is interactive and, at a functional level, concerned with collision. And if it’s concerned with collision we ought to be able to collectively communicate the trajectories that lead to a collision.
I also recognize that this may be reductive and potentially damaging/diminishing. I come to this all as a curious dude who’s experienced a fun chronology of video game movement and who likes to think about things. Is it just that I wish there was a shorthand description for aspects of a game that has the player character pause slightly before jumping off a ledge versus one that allows for a healthy cantilever of runway to smoothly bounce off platforms? Are these conversations ultimately about speed and perception? Input and action? It would be neat to not diminish but unshackle conversations of on-screen-object-movement from comparisons to commercially successful versions of other games.