History Main / RagdollPhysics

11th Jun '18 12:09:49 AM Kadorhal
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* The [[TrokeMaker very first game]] to feature realistic, real-time physics was ''VideoGame/JurassicParkTrespasser'' - in fact, it was more realistic than most today's games (e.g. you could pick up objects with your physical hand) and applied even more extensively (the dinosaurs were all animated ''entirely'' via ragdoll physics rather than the more standard keyframe animation other games use), but this resulted in rather clunky and unwieldy controls, and dinos that, when their bodies weren't compressing in on themselves, moved like they had alcohol for blood.

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* The [[TrokeMaker [[TropeMaker very first game]] to feature realistic, real-time physics was ''VideoGame/JurassicParkTrespasser'' - in fact, it was more realistic than most today's games (e.g. you could pick up objects with your physical hand) and applied even more extensively (the dinosaurs were all animated ''entirely'' via ragdoll physics rather than the more standard keyframe animation other games use), but this resulted in rather clunky and unwieldy controls, and dinos that, when their bodies weren't compressing in on themselves, moved like they had alcohol for blood.
10th Jun '18 11:05:55 PM Kadorhal
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* In a first for the Zelda series, ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild The Legend of Zelda: Breath of the Wild]]'' uses ragdoll physics. Not only does Link go limp upon death or after a hard hit, enemies also do so.

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* In a first for the Zelda ''[[Franchise/TheLegendOfZelda Zelda]]'' series, ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild The Legend of Zelda: Breath of the Wild]]'' ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' uses ragdoll physics. Not only does Link go limp upon death or after a hard hit, enemies also do so.



* ''VideoGame/AlphaPrime'' uses weird RagdollPhysics in which many enemies will, when killed, flop down in a ''sitting'' position, and won't budge even if repeatedly hit with a hammer.

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* ''VideoGame/AlphaPrime'' uses weird RagdollPhysics ragdoll physics in which many enemies will, when killed, flop down in a ''sitting'' position, and won't budge even if repeatedly hit with a hammer.



** The Gravity Gun also gets temporarily powered up at one point, allowing you to lift and throw nearly anything, including ''enemy soldiers'' (However that means instant death to them).

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** The Gravity Gun also gets temporarily powered up at one point, allowing you to lift and throw nearly anything, including ''enemy soldiers'' (However that means ''corpses'' (and technically living soldiers, but grabbing them with it is an instant death to them).kill).



*** Whenever somebody creates a comedic {{machinima}} using ''VideoGame/GarrysMod'', expect there to be wacky ragdoll flailing for no reason other than [[RuleOfFunny because it's funny to watch.]] Notable examples include ''Fanfic/HalfLifeFullLifeConsequences'' and Machinima/TheGmodIdiotBox.

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*** Whenever somebody creates a comedic {{machinima}} using ''VideoGame/GarrysMod'', expect there to be wacky ragdoll flailing for no reason other than [[RuleOfFunny because it's funny to watch.]] Notable examples include ''Fanfic/HalfLifeFullLifeConsequences'' and Machinima/TheGmodIdiotBox.''Machinima/TheGmodIdiotBox''.



* The very first game to feature realistic, real-time physics was ''VideoGame/JurassicParkTrespasser'' - in fact, it was more realistic than most today's games (e.g. you could pick up objects with your physical hand), but this resulted in rather clunky and unwieldy controls.

to:

* The [[TrokeMaker very first game game]] to feature realistic, real-time physics was ''VideoGame/JurassicParkTrespasser'' - in fact, it was more realistic than most today's games (e.g. you could pick up objects with your physical hand), hand) and applied even more extensively (the dinosaurs were all animated ''entirely'' via ragdoll physics rather than the more standard keyframe animation other games use), but this resulted in rather clunky and unwieldy controls.controls, and dinos that, when their bodies weren't compressing in on themselves, moved like they had alcohol for blood.



* ''VideoGame/{{Doom}} 3'' also features these. In combination with the comparably bulky build of the characters and enemies, and the fact that for some reason ragdoll elbows do not fold at all, it not rarely results in comical corpse positions. It's not immediately noticeable due to EverythingFades, though.
* Happens when you use the Telekinesis Plasmid in ''VideoGame/{{BioShock|1}}'' on corpses-Whether splicer or Big Daddy.

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* ''VideoGame/{{Doom}} 3'' also features these. In combination with the comparably bulky build of the characters and enemies, and the fact that for some reason ragdoll elbows do not fold at all, it not rarely often results in comical corpse positions. It's not immediately noticeable due to EverythingFades, the fact that almost every corpse [[EverythingFades starts fading away almost before they even hit the ground]], though.
* Happens when you use the Telekinesis Plasmid in ''VideoGame/{{BioShock|1}}'' on corpses-Whether corpses - whether splicer or Big Daddy.



** Similarly, ''Truck Dismount'' and ''Stairs Dismount'' are all about just how much damage you can do to a poor human figure by making it fall down a bunch of stairs or crashing a truck against a barrier. Notable in that the figure falls and writhes a little slowly for RagdollPhysics, but the game ''highlights in red'' the parts that are being currently damaged. Of course, the games are extremely fun.

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** Similarly, ''Truck Dismount'' and ''Stairs Dismount'' are all about just how much damage you can do to a poor human figure by making it fall down a bunch of stairs or crashing a truck against a barrier. Notable in that the figure falls and writhes a little slowly for RagdollPhysics, ragdoll physics, but the game ''highlights in red'' the parts that are being currently damaged. Of course, the games are extremely fun.



** This was pretty amusingly implemented in the early games, where you could send enemies flying 50ft with some of the more powerful weapons. Even 47's trademark dual silverballer .45s were enough to make someone go cartwheeling backwards, and if you were accurate enough to repeatedly land hits on them whilst they were midair it could make for some truly amazing death flights. This was somewhat important for the gameplay; if you used the silenced ballers to shoot an enemy, for instance, it could propel them into the line of sight of their comrades, ruining your chance for the top stealth ratings.
** In fact, [[VideoGame/HitmanCodename47 the first "Hitman" game]] is the first successful game ever to use RagdollPhysics (the first one to actually use it was ''VideoGame/JurassicParkTrespasser'' mentioned previously). As part of the learning process, the earlier games were known to have somewhat extreme physics however (such as an Elephant Gun being able to cause a mook to soar up in the air and over a 10ft wall, if done at the right angle).

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** This was pretty amusingly implemented in the early games, where you could send enemies flying 50ft 50 feet with some of the more powerful weapons. Even 47's trademark dual silverballer ."Silverballer" .45s were enough to make someone go cartwheeling backwards, and if you were accurate enough to repeatedly land hits on them whilst they were midair it could make for some truly amazing death flights. This was somewhat important for the gameplay; if you used the silenced ballers Ballers to shoot an enemy, for instance, it could propel them into the line of sight of their comrades, ruining your chance for the top stealth ratings.
** In fact, [[VideoGame/HitmanCodename47 the first "Hitman" game]] is the first successful game ever to use RagdollPhysics ragdoll physics (the first one to actually use it was ''VideoGame/JurassicParkTrespasser'' ''Jurassic Park: Trespasser'' mentioned previously). As part of the learning process, the earlier games were known to have somewhat extreme physics however (such as an Elephant Gun being able to cause a mook to soar up in the air and over a 10ft ten-foot wall, if done at the right angle).



* Oddly enough, the ''{{Transformers}} Armada'' game for the Playstation 2 saw heavy use of this mechanic. Seeing a giant battle-robot flop limply down a hill spoils the atmosphere a little.
* The ragdoll physics in ''VideoGame/GearsOfWar'' were so ludicrous (heavily armored soldiers and giant supertough alien bugs turn into wobbly blobs of chewy flesh as soon as they hit CriticalExistenceFailure) that a Japanese artist felt compelled to [[http://danbooru.donmai.us/post/show/327702/ make a comic about it]].

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* Oddly enough, the ''{{Transformers}} Armada'' ''Anime/TransformersArmada'' game for the Playstation 2 saw heavy use of this mechanic. Seeing a giant battle-robot flop limply down a hill spoils the atmosphere a little.
* The ragdoll physics in ''VideoGame/GearsOfWar'' were so ludicrous (heavily armored soldiers and giant supertough alien bugs turn into wobbly blobs of chewy flesh as soon as they hit CriticalExistenceFailure) that a Japanese artist felt compelled to [[http://danbooru.donmai.us/post/show/327702/ us/post/show/327702 make a comic about it]].



* ''VideoGame/MaxPayne2'' featured a number of pseudo-cutscenes which revolved around the camera zooming in on someone you'd just shot so that you could watch the RagdollPhysics in action. Often the bad guys who triggered this event would be set up so that they ran at you across a plank high up between buildings or something, to make for truly epic slow-motion plummeting.
* One very recent innovation, and arguably one of the most important in animating characters during death or physical interaction, is Euphoria. A spinoff from the Endorphin animation engine, Euphoria is essentially ragdoll physics mixed with various behavioral animations that allow the characters to freely move themselves. This means that they'll try to protect their head when falling, tumble down steps instead of simply sliding down, potentially grab objects and hold on to avoid falling, clutch at wounds, and realistically stumble, fall, and catch themselves when injured. The only games to use this so far have been ''VideoGame/TheForceUnleashed'' and its sequel, ''VideoGame/GrandTheftAutoIV'' and its sequel, ''VideoGame/RedDeadRedemption'', ''VideoGame/MaxPayne3'', and a football game called ''VideoGame/Backbreaker''. Noticeably, only one of these is not a third-person action game and all but two are third-person shooters from Rockstar.

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* ''VideoGame/MaxPayne2'' ''VideoGame/MaxPayne 2'' featured a number of pseudo-cutscenes which revolved around the camera zooming in on someone you'd just shot so that you could watch the RagdollPhysics physics in action. Often the bad guys who triggered this event would be set up so that they ran at you across a plank high up between buildings or something, to make for truly epic slow-motion plummeting.
* One very recent more modern innovation, and arguably one of the most important in animating characters during death or physical interaction, is Euphoria. A spinoff from the Endorphin animation engine, Euphoria is essentially ragdoll physics mixed with various behavioral animations that allow the characters to freely move themselves. This means that they'll try to protect their head when falling, tumble down steps instead of simply sliding down, potentially grab objects and hold on to avoid falling, clutch at wounds, and realistically stumble, fall, and catch themselves when injured. The only games to use this so far have been ''VideoGame/TheForceUnleashed'' and its sequel, ''VideoGame/GrandTheftAutoIV'' and its sequel, ''VideoGame/RedDeadRedemption'', ''VideoGame/MaxPayne3'', ''Max Payne 3'', and a football game called ''VideoGame/Backbreaker''.''Backbreaker''. Noticeably, only one of these is not a third-person action game and all but two are third-person shooters from Rockstar.
4th Jun '18 10:08:56 AM REV6Pilot
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* ''VideoGame/TeamFortress2'' uses ragdoll physics both to normality and to hilarity. Backstab a sniper? He's either on the floor in front of you or half-way across the map. Recent updates to the game have partially averted this, however - backstabs and headshots now trigger specific death animations, with the corpse only ragdolling once they hit the ground.

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* ''VideoGame/TeamFortress2'' uses ragdoll physics both to normality and to hilarity. Backstab a sniper? He's either on the floor in front of you or half-way across the map. Recent updates to the game have partially averted downplayed this, however - backstabs and headshots now trigger specific death animations, with the corpse only ragdolling once they hit the ground.



* The ''VideoGame/CommandAndConquerRenegade'' FanRemake uses the Unreal engine, but does not have player gibs. Most deaths by traditional bullet weapons have varied death animations, such as clutching the stomach and falling over, or the victim looking like they just took an invisible clothesline mid-stride. Fire [[ManOnFire does what you might expect]], while Tiberium weapons behave a bit like HollywoodAcid. Explosives, however, will cheerfully launch a ragdoll thirty feet into the air with a particularly powerful blast. A shot from the mobile artillery gun can punt dead infantry clear to the skybox.

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* The ''VideoGame/CommandAndConquerRenegade'' FanRemake uses the Unreal engine, but does not have player gibs. Most deaths by traditional bullet weapons have varied death animations, such as the victim clutching the their stomach and falling over, or the victim looking like they just took an invisible clothesline mid-stride. Fire [[ManOnFire does what you might expect]], while Tiberium weapons behave a bit like HollywoodAcid. Explosives, however, will cheerfully launch a ragdoll thirty feet into the air with a particularly powerful blast. A shot from the mobile artillery gun can punt dead infantry clear to the skybox.
31st Jan '18 8:12:17 AM Cryoclaste
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* The ragdoll physics in ''GearsOfWar'' were so ludicrous (heavily armored soldiers and giant supertough alien bugs turn into wobbly blobs of chewy flesh as soon as they hit CriticalExistenceFailure) that a Japanese artist felt compelled to [[http://danbooru.donmai.us/post/show/327702/ make a comic about it]].

to:

* The ragdoll physics in ''GearsOfWar'' ''VideoGame/GearsOfWar'' were so ludicrous (heavily armored soldiers and giant supertough alien bugs turn into wobbly blobs of chewy flesh as soon as they hit CriticalExistenceFailure) that a Japanese artist felt compelled to [[http://danbooru.donmai.us/post/show/327702/ make a comic about it]].
13th Jan '18 10:49:13 PM iwantedtoaddsomething
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* ''N'' is free 2D game that enjoys ragdolling the player whenever they die.

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* ''N'' ''VideoGame/{{N}}'' is a free 2D game that enjoys ragdolling the player whenever they die.
24th Oct '17 11:52:41 AM Saber15
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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', destroying a [[HumongousMecha battlemech]]'s legs will cause them to ragdoll, but still leave them in control of the mech's torso and weaponry. More often than not, the legged mech will crumple face-first into the ground, but they will sometimes fall into a good position, i.e. propped up against a wall, where they can continue to fire. Amusingly, you can still fire your JumpJetPack while ragdolled, leading to legged mechs twirling through the air uncontrollably as they attempt to chase down the jerk that shot their legs off.

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* In ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', destroying a [[HumongousMecha battlemech]]'s legs will cause them to ragdoll, but still leave them in control of the mech's torso and weaponry. More often than not, the legged mech will crumple face-first into the ground, but they will sometimes fall into a good position, i.e. propped up against a wall, where they can continue to fire. Amusingly, you can still fire your JumpJetPack while ragdolled, leading to legged mechs twirling through the air uncontrollably as they attempt to chase down the jerk that shot their legs off. Killing PoweredArmor players as they're using their jetpack causes them spin end over end with the pack still firing, causing their limbs to splay out due to the centrifugal acceleration.
6th Sep '17 10:44:53 AM DanteVin
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** Valve's Source engine always uses [[WreakingHavok Havok]] physics, and pretty much every game they've made (''VideoGame/TeamFortress2, VideoGame/Left4Dead'', and ''VideoGame/HalfLife) shows you just how every kill falls.

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** Valve's Source engine always uses [[WreakingHavok Havok]] physics, and pretty much every game they've made (''VideoGame/TeamFortress2, VideoGame/Left4Dead'', and ''VideoGame/HalfLife) ''VideoGame/HalfLife'') shows you just how every kill falls.
5th Aug '17 5:09:58 AM Nevermore2002
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* ''VideoGame/TitanQuest'' has some pretty good special effects. Do enough damage and monsters will start flying. Kill a skeleton and its bones will spill all around the room.
20th May '17 3:09:48 PM nombretomado
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* Done to the extreme in ''[[VampireTheMasqueradeBloodlines Vampire: The Masqurade - Bloodlines]]'': hitting your enemies with melee attacks causes them to go flying and land sprawled out. This led to the awesome sight of slashing a vampire with a katana and watching him go spiralling sideways out a window, breaking it, and plunging three stories.

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* Done to the extreme in ''[[VampireTheMasqueradeBloodlines Vampire: The Masqurade - Bloodlines]]'': ''VideoGame/VampireTheMasqueradeBloodlines'': hitting your enemies with melee attacks causes them to go flying and land sprawled out. This led to the awesome sight of slashing a vampire with a katana and watching him go spiralling sideways out a window, breaking it, and plunging three stories.
2nd Apr '17 9:38:35 AM nombretomado
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* ''{{Painkiller}}'' uses ragdoll physics heavily - enemies' bodies will fly in any direction, depending on how and where they're hit (if they don't [[LudicrousGibs gib]] that is) and tumble to the ground, dropping their weapons. Also barrels, urns, chests and other objects will roll around, break on sufficiently hard impact and promptly explode (or break) if something else explodes within a certain distance of them. ''Their'' gibs also obey the same laws. Then of course there's the famous stakegun which fires large wooden stakes which can not only impale enemies in spectacular ways, but will also ''pin them to walls'' leaving their bodies to helplessly dangle.

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* ''{{Painkiller}}'' ''VideoGame/{{Painkiller}}'' uses ragdoll physics heavily - enemies' bodies will fly in any direction, depending on how and where they're hit (if they don't [[LudicrousGibs gib]] that is) and tumble to the ground, dropping their weapons. Also barrels, urns, chests and other objects will roll around, break on sufficiently hard impact and promptly explode (or break) if something else explodes within a certain distance of them. ''Their'' gibs also obey the same laws. Then of course there's the famous stakegun which fires large wooden stakes which can not only impale enemies in spectacular ways, but will also ''pin them to walls'' leaving their bodies to helplessly dangle.
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