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> The goal of good handling code isn’t to maintain a “correct” simulation, it’s to provide a fun game. It sucks to miss a jump by three centimeters.

That statement really resonated with me. I'm currently playing Battlefield 3 on the Xbox and the number of times I've died because I went to duck into a doorway to avoid enemy fire, only to get halted because the door frame has a 3cm ledge that my battle hardened soldier has difficulty stepping over.

It's amazing how a seemingly trivial issue can really drive up the frustration with a game and take away from it's enjoyment.



Reminds me of games with lag compensation. It has been observed that players missing their shots due to lag get incredibly frustrated.

The best way to deal with this is to use the latency of the shooter to predict what their bullet would of hit at the time they fired on their screen. This just cleverly shifts the lag from the shooter to the target, but players getting hit by lag compensated shots will rarely notice or care; certainly not as much as a shooter would when their shots miss.


It is honestly baffling to me that DICE has not addressed the "need to press the jump button to get over curbs and small rocks" issue since even their very first game, an issue ironically even more prevalent now with the added details afforded by advancing hardware. I do appreciate the leaps (hah) they've made with their vaulting system, but it too has its own frustrations.




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