About: Super Drowning Skills   Sponge Permalink

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Swimming isn't easy to animate in a video game. First of all there's the complexity of underwater effects. Then there's the freedom of movement in three dimensions, which is neat for the player, but a real pain to achieve in third-person games in terms of achieving an intuitive interface and a fluid camera. Then there's the problem of water meeting land -- it's easy enough to have your character jump or fall into water, but to get them out again you'd need ladders, shores, so forth, so you're going to have to do your art direction with that in mind. And to be even slightly realistic you'll need to think about the character's oxygen supplies. Basically, having your character be able to swim means adding an entirely new form of gameplay that's usually boring, annoying and nowhere near worth

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  • Super Drowning Skills
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  • Swimming isn't easy to animate in a video game. First of all there's the complexity of underwater effects. Then there's the freedom of movement in three dimensions, which is neat for the player, but a real pain to achieve in third-person games in terms of achieving an intuitive interface and a fluid camera. Then there's the problem of water meeting land -- it's easy enough to have your character jump or fall into water, but to get them out again you'd need ladders, shores, so forth, so you're going to have to do your art direction with that in mind. And to be even slightly realistic you'll need to think about the character's oxygen supplies. Basically, having your character be able to swim means adding an entirely new form of gameplay that's usually boring, annoying and nowhere near worth
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  • Swimming isn't easy to animate in a video game. First of all there's the complexity of underwater effects. Then there's the freedom of movement in three dimensions, which is neat for the player, but a real pain to achieve in third-person games in terms of achieving an intuitive interface and a fluid camera. Then there's the problem of water meeting land -- it's easy enough to have your character jump or fall into water, but to get them out again you'd need ladders, shores, so forth, so you're going to have to do your art direction with that in mind. And to be even slightly realistic you'll need to think about the character's oxygen supplies. Basically, having your character be able to swim means adding an entirely new form of gameplay that's usually boring, annoying and nowhere near worth it. The most common solution is to have no water, at least nothing more than ankle deep. But since our world is full of the stuff another very popular solution is to declare that the lead character of this game, no matter how athletic, trained and/or super-powered they may be, is just that: Lead. They cannot swim at all, not even enough to thrash around a bit. They just sink like a stone or are helplessly swept away by strong currents and are gone forever. It gives a new meaning to Hazardous Water. Some more recent games have decided that it is worth it, and thus attempt more realistic solutions, with varying degrees of effectiveness. Quake, an early example, would deal damage to your health if you were underwater too long. However, armor protects against this damage -- meaning you can stay underwater longer if you wear full body armor. Earlier still, the Ultima Underworld or the The Elder Scrolls: Arena games didn't let you go underwater--swimming was essentially the same as walking except you bobbed up and down more and couldn't use a weapon, but after some amount of time your health would start taking a battering. More recently, the Tomb Raider games and the latter The Elder Scrolls have Oxygen Meters that would deplete as you swam, with running out causing lots of damage to be dealt, resulting in swift death. Other techniques have also been used to increase realism and decrease the prevalence of this trope. Another solution is to put the main character in an environment suit, like in Halo. Which doesn't explain why the apparently perfectly ordinary land vehicles don't suffer from hydrolock when submerged. Even then, some bodies of water may still act as Bottomless Pits. Even when the Player Character can swim, NPCs often still instantly drown, to avoid having to code swimming AI. Interviews with developers note that this trope exists to avoid a few other tropes, such as Insurmountable Waist-Height Fence or Border Patrol as water is a more "logical" method than a fence or invisible wall. Additionally it removes the need for extra assets taking up inventory slots that don't get used a lot. Sometimes, an item that allows one to swim will be presented - usually to keep the player from going places they shouldn't be able to yet. If the character has the ability to breathe water, then Water Is Air. If they don't but can stay underwater indefinitely anyway, then they have Super Not-Drowning Skills. Important: If your drowning skills come with an Oxygen Meter, they're not Super. Only Super Drowning Skills go on the Super Drowning Skills page. Compare Insurmountable Waist-Height Fence. Contrast Olympic Swimmer. Examples of Super Drowning Skills include:
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