History Main / RunDontWalk

16th Dec '16 1:33:35 PM DanaO
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* In ''VideoGame/{{Thief}}'' you walk by default, because moving quickly makes a lot of racket.

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* In ''VideoGame/{{Thief}}'' you walk by default, because moving quickly makes a lot of racket. Interestingly, the first two games still subtly play this in that there's a ''third'' movement speed available just hard enough to find on the controls that players can get through the game without noticing it's there, as it's far easier to pick up "tapping" walk to move slower and more quietly. The ability to slow down further does explain why your "walk" is faster than that of {{NPC}}s. ("Run" is effectively silent on carpet or moss, "Walk" is practical for silence on wood or stone, and "Creep" is near-silent on the metal grates and plating that otherwise players tend to expend moss arrows on.)
21st Nov '16 8:45:53 AM Morgenthaler
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** VideoGame/{{Bully}} uses a similar control scheme: tilt the stick to run, ''slightly'' tilt the stick to run slower, tilt the stick while holding X on Playstation to run faster/tapping X to run ''even faster'', press R3 to go into stealth mode (crouching and Walking slowly), tap X after crouching to crouch-walk faster.

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** VideoGame/{{Bully}} * ''VideoGame/{{Bully}}'' uses a similar control scheme: tilt the stick to run, ''slightly'' tilt the stick to run slower, tilt the stick while holding X on Playstation to run faster/tapping X to run ''even faster'', press R3 to go into stealth mode (crouching and Walking slowly), tap X after crouching to crouch-walk faster.
21st Nov '16 8:45:31 AM Morgenthaler
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* In the FPS games ''VideoGame/CommandAndConquerRenegade'' and ''007 Nightfire'', the character automatically runs, and Shift must be held down to walk (presumably for stealth, but it usually didn't make much of a difference).

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* In the FPS games ''VideoGame/CommandAndConquerRenegade'' and ''007 Nightfire'', ''[[VideoGame/{{Nightfire}} 007 Nightfire]]'', the character automatically runs, and Shift must be held down to walk (presumably for stealth, but it usually didn't make much of a difference).
21st Nov '16 8:44:30 AM Morgenthaler
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** The ''Pokémon'' series has, from the beginning, had a [[SprintShoes bike item]] that can be used to travel faster, as well as access an optional bike-only area. However, the bike usually takes until well after the second PlotCoupon to get, so the third generation introduced the ability to run, which you gain earlier on. Neither the bike nor running could be done indoors (save a dungeon or three), which the fourth generation fixed. The bike has now morphed to being part of puzzles, as well, with certain areas requiring its usage.

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** The ''Pokémon'' series has, from the beginning, had a [[SprintShoes bike item]] that can be used to travel faster, as well as access an optional bike-only area. However, the bike usually takes until well after the second PlotCoupon to get, so the third generation introduced the ability to run, which you gain earlier on. Neither the bike nor running could be done indoors (save a dungeon or three), which the fourth generation fixed. The bike has now morphed to being part of puzzles, as well, with certain areas requiring its usage.



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21st Nov '16 8:23:36 AM Morgenthaler
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* In ''LittleBigAdventure 1'' (a.k.a ''Relentless''), the character would get hurt when running in a wall. This was supposed to avoid this kind of behaviour, but it was so unpopular that it was removed in the next game.

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* In ''LittleBigAdventure ''VideoGame/LittleBigAdventure 1'' (a.k.a ''Relentless''), the character would get hurt when running in a wall. This was supposed to avoid this kind of behaviour, but it was so unpopular that it was removed in the next game.
2nd Sep '16 5:18:19 AM REV6Pilot
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* ''VideoGame/PrinceOfPersia1'' was one of the earliest games to make running the default, and very slow walking (which was done by holding down the shift key). Notably, the game does have a ''reason'' for walking slowly--it enables you to get past spike traps without setting them off, and to step right on the edge of a ledge without falling off.

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* ''VideoGame/PrinceOfPersia1'' was one of the earliest games to make running the default, and very slow walking (which was done by holding down the shift key). Notably, the game does have a ''reason'' for walking slowly--it slowly: it enables you to get past [[SpikesOfDoom spike traps traps]] without setting them off, and to getting skewered, step right on the edge of a ledge without falling off.off, and trigger loose tiles so they drop without you on them.
2nd Sep '16 5:15:08 AM REV6Pilot
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* In the ''VideoGame/{{Unreal}}'' series and any games running on its engines, walking [[LedgeGravity prevents you from falling off cliffs or other sudden drops]]. It gets a bit iffy at times, however, where you can walk far enough over an edge that you're not physically standing on it but are still on its level, only to release the walk/crouch key and promptly fall off.

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* In the ''VideoGame/{{Unreal}}'' series and any games running on its engines, walking [[LedgeGravity [[EdgeGravity prevents you from falling off cliffs or other sudden drops]]. It gets a bit iffy at times, however, where you can walk far enough over an edge that you're not physically standing on it but are still on its level, only to release the walk/crouch key and promptly fall off.
2nd Sep '16 5:13:59 AM REV6Pilot
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* In the ''VideoGame/{{Unreal}}'' series and any games running on its engines, walking prevents you from falling off cliffs or other sudden drops. It gets a bit iffy at times, however, where you can walk far enough over an edge that you're not physically standing on it but are still on its level, only to release the walk/crouch key and promptly fall off.

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* In the ''VideoGame/{{Unreal}}'' series and any games running on its engines, walking [[LedgeGravity prevents you from falling off cliffs or other sudden drops.drops]]. It gets a bit iffy at times, however, where you can walk far enough over an edge that you're not physically standing on it but are still on its level, only to release the walk/crouch key and promptly fall off.
10th Aug '16 12:46:55 PM Aardvark123
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* In ''VideoGame/PlanetExplorers'', the player moves at a gentle jog by default. They can sprint for a limited time by holding down the shift key, or switch their default jog with a slow, ambling walk.
31st Mar '16 12:04:28 PM StFan
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* In ''VideoGame/{{Half-Life|1}}'' (and most of its mods and games with the same engine), it was possible to walk by holding shift, which would slow you down, and crouch by holding control, which would slow you down even further. Either option made you silent.

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* In ''VideoGame/{{Half-Life|1}}'' ''VideoGame/HalfLife1'' (and most of its mods and games with the same engine), it was possible to walk by holding shift, which would slow you down, and crouch by holding control, which would slow you down even further. Either option made you silent.



* ''VideoGame/GarrysMod'', however, has walking be of very little use outside of precision adjustments with the physics gun, which can be similarly accomplished with crouching. Indeed, in earlier versions, while a key was bound to walking by default the corresponding function didn't even ''exist'' (likely since ''VideoGame/{{Half-Life 2}}'', with which [=GMod=] shares its engine, didn't have a walk function either), and now that it does players have to bind it themselves if they want to use it.

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* ''VideoGame/GarrysMod'', however, has walking be of very little use outside of precision adjustments with the physics gun, which can be similarly accomplished with crouching. Indeed, in earlier versions, while a key was bound to walking by default the corresponding function didn't even ''exist'' (likely since ''VideoGame/{{Half-Life 2}}'', ''VideoGame/HalfLife2'', with which [=GMod=] shares its engine, didn't have a walk function either), and now that it does players have to bind it themselves if they want to use it.
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