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what do people mean by this word when describing game mechanics?
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>>732356083
they mean it's unfun dookie doodoo dogshit
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>>732356083
>"I personally didn't like it, because uh... b-because... BECAUSE I JUST DIDN'T, OK!? GOD!!!"
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>>732356083
theyre bad at the mechanic and the game
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Only Zoomers use this word.
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>>732356083
ma clunky
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>>732356083
The game mechanics do not have a flow to them, the controls are awkward, the animations are choppy, and the rules are counterintuitive. Playing the game feels like you constantly have to brutalize it into compliance to get it to do what you want to do in it.
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>>732356083
>>732357492
It's the opposite of "ergonomic". Simple as.
Dark Souls or Elden Ring are very ergonomic, flawless control setup and very fluid feeling.
Usually, clunky designs can be remapped, I don't need a second opinion to remap controls so I can't give an example of clunkyness out of the blue.
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>>732356083
You know what it means. That the game's control feels awkward in some way. Are we just pretending to be stupid now anons
It's vague & subjective, and a game that feels awkward isn't necessarily even a bad thing, but don't pretend you can't understand what it means generally.
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>>732357745
>i can't give an exanple of clunkyness out of the blue
How about Twisted Metal for the PS1?
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When you think or know that certain aspects, mainly while making inputs, could be done better, especially when compared to older games that did it better. These are not opinions, but demonstrable facts. Cultists cope and seethe at the mere mention of the word because they know they have no rebuttal when their game finally comes up.
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>>732356083
Lack of polish and/or poorly implemented, which causes the game mechanic to feel incredibly awkward to use. For example:
>game has a mechanic where you can do a special attack from behind that deals more damage and has other effects
>because of how it's implemented, the mechanic ends up being very inconsistent
>sometimes it won't trigger when you're in the correct position
>sometimes it'll trigger when in front of the enemy
>sometimes it triggers when you're too far away
>when it triggers, you and the enemy snap together into a locked animation
That would be clunky.
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>>732358296
Also, total lack of input buffers combined with badly designed animation locks contribute to clunkiness.
>do an attack
>period where the attack ends, and looks like you should be able to dodge out of
>can't dodge
>actually there's an animation lock for a full second after the attack ends
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>>732356083
It means
>I'm trying out a game from before dual analog was standard and I'm incapable of adapting to the control layout
Or
>I'm playing classic Tomb Raider specifically and I'm too stupid for tank controls. I want Lara to be able to move like Mario.
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>>732357745
>Dark Souls or Elden Ring are very ergonomic
This was your first game
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It’s usually said when a person gets into the series with a newer game and then goes back to an older one.
EXAMPLE:
>player starts playing Metroid with Fusion/Zero Mission
>very snappy controls, aiming up and down is a simple button hold and pressing up or down
>using missiles is also just a hold-to-activate mode
>space jump timing is very forgiving, easy to chain jumps
And then
>player goes back to play Super Metroid
>game is a lot floatier, you have to build momentum up to gain speed even without the speed booster
>aiming up and down is with both shoulder buttons, which they have to get used to
>you have to press select (or whatever you bind it to in settings) to activate missile and power bomb mode and you gotta press select through the entire arsenal to return back to beam mode
>space jump timing is tighter and you gotta hold the button to even enter space jump to begin with instead of doing a normal jump
Super Metroid isn’t really that clunky at all, but the GBA games streamlined the controls to the point where a newbie going back to Super would think it’s straight up worse than what came after.
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>>732359929
Oh and I didn’t even mention the wall jumping changes. Not only is it way easier in Zero Mission (it’s easy in fusion too but it’s nerfed to oblivion), in Super you basically have to wall jump to get out of its tutorial room. You can get out of it with infinite bomb jumps too or just skip it entirely, but the former is harder than just doing the jumps.
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>>732356083
Poor and inconsistent responsiveness to the detriment of the game. Prince of Persia and Castlevania 1 may seem "clunky" but the game is designed around it, early 3D platforming on the other hand had a lot of rough edges.
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>>732356083
it means you are a dirty esl
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>>732356083
I use Clunky when the game mechanic make it difficult/impossible to perform in-game action what should be simple action.
Like:
>play a character who should easily able to jump obstacle
>you need to aim jump manually

>>732357492
>>732357745
>It's the opposite of "ergonomic"
I wouldn't use the word ergonomic for game control.
As I said above, you can have very ergonomic control and yet have a gameplay that's very restrictive.
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>>732356083
Systems and mechanics that are a product of a time before their refinements would become commonplace. Tank controls and early analog camera movements are the biggest example, GC Wind Waker in particular for the latter is awful after the Remaster
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Old Tomb Raider mechanic = clunky as hell
SE Tomb Raider mechanic = smooth as heaven

>inb4 "nooo! old good! new bad! I'm superior to you because I like obsolete game mechanic"
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>>732356083
Sluggish and unresponsive controls, typically, but the increasingly common reason is cumbersome in-game movement. It's a natural consequence of muh realism, the developers want to make sure you can see how they painstakingly animated your character turning right, so an action that would have been snappy and immediate 15 years ago now takes about three times longer for no practical benefit.
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>>732356083
Bad default keybinds and/or limited controls that don't meet modern standards. Look at Gothic as an example.
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>>732356083
>Obvious input delay beyond 50ms(This is increasingly more common as devs give more of a fuck about complicated rendering pipelines)
>FPS driven logic that fucks up consistency of outcome on performance hangs
>Deceptive animations that are either more sluggish than they appear or allow you to act faster than you would expect.
>Movement intervals don't map cleanly to analog inputs which make positioning the character feel disjointed
>Overtly bad collision which makes clipping on obstacles happen when you don't expect it
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>>732361840
Classic controls ARE better than the modern control option in the remasters though. The inputs always move Lara in precise set amounts, which means there's never any question if you're positioned right to make a jump. The game operates on a grid and the classic controls are built with that gird in mind.
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>>732356083
Some game mechanics can be annoying to play with when a remake happens.
See Persona 3 FES and its character AIs.
Basically artificial difficultly the game just from that simple mechanic alone.
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Typically it means mechanics that just don't work very well, aren't intuitive, not explained very well by the game, are difficult to learn, unresponsive, inconsistent...basically not good.

Of course, you have a bunch of niggertrarians on /v/ who will insist that it just means "thing I don't like" because they must be niggertrarian.
>>732356230
>>732356364
>>732356450
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>>732356083
Euphemism for "I'm not used to this"
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>>732356083
"Me don't like"



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