Crouch and Prone
Most Videogame protagonists spend most of their time standing tall on two feet. It's faster and more mobile but many videogames allow you to change your stance to fit the circumstances. The most common is a crouch option, closely followed by the ability to go prone. The effects are usually some combination of the following:
- Less Visible: Crouching gives you a smaller profile and potentially drops you down below where most enemies will be aiming. In multiplayer games that use headshots the drop-shot (suddenly crouching on when fired upon) can result in the shots going over your head, at the risk of turning shots aimed at the torso into headshots. Prone makes your front profile as small as possible at the cost of most of that profile being your head.
- More Concealment: The waist high wall that only protected your legs when standing will cover all but your head when crouching, and even long grass will hide you when prone.
- Better Accuracy: Being able to brace yourself means that you will have better control of recoil and able to shoot more accurately. Sniping especially will be more accurate when prone, and often Sniper Scope Sway will be reduced.
- Slower and Quieter: Crouching can often be used as an alternative to the walk button, slowing you down and allowing you to control your movements more accurately, as well as reducing the noise of your footsteps. Prone is even slower, even quieter but usually makes it more difficult to turn, and often has restrictions on where it can be done, since you need enough room to stretch your legs out.
- Fit Through Small Spaces: Finally, crouching allows you to fit into the strangely large air vents that seem common to most games. A more realistically sized vent or other small tunnel might require going prone.
Most realistic First Person Shooters
include crouching and prone these days, typically only the more arcade titles keep you standing at all times. Platformers and Third-Person action adventures usually include crouching with its slower movement and ability to fit through tight gaps.
- Dungeons & Dragons 3rd edition provides a +2 bonus to accuracy on melee attacks against crouching or kneeling characters, while ranged attacks suffer a -2 penalty under the same conditions. Attacks made against prone characters have double the bonus/penalty (+4 to melee, -4 to ranged), in addition to melee attacks made by prone characters receiving a -4 penalty. (A prone character cannot use bows or slings, but there is no penalty on attacks with ranged weapons which can be used in that position, such as crossbows.)
- Call of Duty games feature this. In the earlier games when the Stand-crouch-prone trope was new to video games, it even included an icon on your HUD to show you which stance you were currently in. Later games make sniper rifles (and eventually, all weapons) easier to aim at long distances when crouched or prone.
- Half-Life games make heavy use of crouching, since Gordon Freeman is constantly using air vents and tunnels, though how low the camera goes seems to indicate he's actually going prone instead. They also introduced the concept of "crouch-jumping", which involves holding the crouch button while jumping in order to tuck your legs in so you can clear slightly higher ledges — a standard of all of Valve's games.
- By Extension, the offshoot games Counter-Strike also allow crouching and crouch-jumping. Day Of Defeat added falling prone (that's how you use some weapons' bipods, for one) and crawling.
- Games using the Gears of War style cover mechanic will typically have the characters automatically crouch behind the waist high walls and then stand up to take shots.
- The Metal Gear series included these actions in various games. As a Stealth-Based Game making use of cover, staying quiet and infiltrating through vents are all aided through crouching and crawling.
- In the Tomb Raider games from III onwards its possible to make Lara crouch and crawl and many gamers have used this to appreciate the games graphics from a new angle.
- Metroid allows Samus to crouch, but she can't do so while moving. To move through smaller areas you have to pick up the morph ball ability (which allows her to morph into a ball).
- Old shareware game Capture the Flag: your team members can balance stealth and speed by choosing to crawl, walk slowly or run.
- Crouching in The Elder Scrolls V: Skyrim enters you into sneak mode, and leveling this can eventually make you able to stay invisible even in plain sight, as long as you're still crouching.
- Stealth game Death To Spies allows crouching or crawling along the ground, which reduce your visibility to enemies and are quieter than walking, but in the first game there is also a separate sneaking stance which lets you move without making any noise. The second game removes the sneaking stance, replacing it by making crouched walking silent.
- Covert Action tactical part uses crouching to hide from guards behind medium-height objects (like a desk or chair).
- X-COM: Troopers can crouch to increase their accuracy. This also slightly reduces their chances of getting hit and can be done in mid-air with flying Power Armour.
- The new XCOM: Enemy Unknown has soldiers crouch if they're next to half-cover, but as the name implies, half-cover is not as good as full cover, in which the soldier stands. They have the option to use their move to "Hunker Down", giving them the benefits of full cover even in half cover while also preventing Critical Hits, but also lowering their line of sight.
- Oddly enough - despite being WWII-set tactical First Person Shooters - in the original Brothers in Arms games you could crouch, but not prone. Hell's Highway added the ability to go prone.
- Team Fortress 2 - Crouching slows you down, but it grants you more cover. Besides the aforementioned crouch-jumping, crouching in midair also makes Rocket Jumping more efficient. However, unlike most other Source Engine games, it won't improve your accuracy.
- Minecraft has a "sneak" function, which prevents the player from falling off the edges of blocks, stops you from sliding back down ladders and vines, and won't trample crops down (so you can get that damn pig off your lawn). In multiplayer it also prevents other players from seeing your name through walls. It used to make your character crouch slightly, but this was purely cosmetic as it has no effect on your hitbox or low-doorway clearance.
- In the first System Shock game, you could not only crouch and go prone, but could also lean from side to side to facilitate shooting around corners.
- Left 4 Dead makes crouching give you better accuracy and allows teammates to shoot over your head during an intense shootout against a horde of zombies, though you will move slower while crouching.
- S.T.A.L.K.E.R. lets the player crouch, but instead of a prone stance it uses a somewhat silly-looking lower crouch. Crouching effectively reduces the recoil of your weapon and allows you to aim more accurately when not using the gun's sights.
- In Fallout 3, crouching initiates "stealth mode", giving you a visibility notification and making it easier to sneak and pickpocket. Your firing accuracy also improves.
- Bethesda lifted this mechanic wholesale from their previous game, The Elder Scrolls IV: Oblivion. All of the above, plus attacks that break stealth get a damage multiplier. Throughout the series, simply crouching to activate stealth mode lets the player hide in shadows or even in plain sight with sufficient skill levels, while standing up in the same spot would draw enemy aggro like a beacon.
- Fallout: New Vegas expands on this, greatly reducing how much your gun moves about when crouching, allowing for more accurate shots. In 3, the only gun that did this was the sniper rifle and its variants.
- Fallout Tactics uses the positions in much the same way that X-COM does. It's quite difficult to see enemies lying prone behind even fairly small obstructions.
- All Halo FPSs allow the player to crouch. Apart from decreasing the player's profile, it makes one not register on enemy motion tracker when moving. From Halo: Reach onward, crouching also causes reticle bloom to reset more quickly (which isn't technically an increase in accuracy, but an increase in the rate at which one may fire accurately) and reduces recoil.
- The first Mass Effect game allowed one to crouch, but this was scrapped in the sequel, only allowing Shepard and co. to crouch when behind cover.
- Perfect Dark allows the player to crouch (which improves accuracy when using ranged weapons, as well as crawling through tight spaces) but only enemies can lie prone.
- In Rage, crouching reduces the noise you make and makes your hitbox smaller while slowing you. Stealth can be useful but only in very choice circumstances, otherwise you'll only be crouching to lower your hitbox, which is very useful in most firefights.
- The ARMA series has the standard standing, crouching, and prone; you can also lean to the side while standing or crouching (trying to lean while when you're prone causes you to roll over to the side). III ups the complexity of this by giving a slightly lower and higher version of each stance: for standing and crouching they're just moved to a slightly difference position and you go back to the standard form whenever you move, but the two stances done from prone position are sitting (which you can move around in, albeit you look like a dog with worms) and laying with the gun against the ground (which prevents any movement).
- In MechWarrior Living Legends, crouching in the battlemechs requires one to remain stationary, but once crouched the mech can aim further up, useful for attacking enemy aircraft. Mechwarrior 4 allowed one to crouch, but it had no benefit aside from marginally smaller hitboxes.
- Crouching in Wasteland 2 adds 10% to the chance of ranged attacks hitting and subtracts 20% from the hit chance enemy attacks, at the expense of two Action Points to crouch down and two to get back up before you can move again.
- Rainbow Six and Ghost Recon featured this, allowing you to crouch or go prone for various benefits, but each also had some drawbacks. Crouching is quieter than walking upright and allows you slightly better accuracy, but it's also slower, even when sprinting, and your reticule blooms further from a crouch-walk than regular walking. Prone takes this to the extreme, with even quieter but slower movement and even better accuracy when not moving in return for worse reticule bloom when moving (requiring more time to brace before you can get that accuracy bonus), on top of no longer having the full 360 degrees of turning unless you use the movement buttons to realign your lower body. The former series' Vegas spinoffs took out going prone entirely, while later Ghost Recon games have somewhat expanded on it, in particular Future Soldier having its adaptive camo short out when attempting to walk upright, but staying up if the player moves in a crouch or prone.