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* Franchise/SlyCooper's default movement speed is "sneak", but it's relatively fast. The run button makes him more detectable to the [[TheGuardsMustBeCrazy guards]].

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* Franchise/SlyCooper's ''VideoGame/SlyCooper'' The titular character's default movement speed is "sneak", but it's relatively fast. The run button makes him more detectable to the [[TheGuardsMustBeCrazy guards]].


** ''VideoGame/PokemonRanger 2'' has lampshaded this by the fact that one of the teachers [[spoiler:and villian]] hates the fact that the protagonist runs all the time.

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** ''VideoGame/PokemonRanger 2'' ''VideoGame/PokemonRanger: Shadows of Almia'' has lampshaded this by the fact that one of the teachers [[spoiler:and villian]] hates the fact that the protagonist runs all the time.


* In the ''Franchise/MetalGear'' series, it being a stealth game and all, occassionally it was rather annoying if you hit the analog stick just a tad too hard so the sneaking turned into a short run or made Snake/Raiden do a roll all of a sudden. this is especially annoying when a guard happens to be close (which is the only reason making you sneak in the first place) and is suddenly alarmed by your louder movement. Dang it. In VideoGame/MetalGearSolid3 this was fixed by making it so that the D-Pad would make you sneak instead.

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* In the ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series, it being a stealth game and all, occassionally it was rather annoying if you hit the analog stick just a tad too hard so the sneaking turned into a short run or made Snake/Raiden do a roll all of a sudden. this is especially annoying when a guard happens to be close (which is the only reason making you sneak in the first place) and is suddenly alarmed by your louder movement. Dang it. In VideoGame/MetalGearSolid3 this was fixed by making it so that the D-Pad would make you sneak instead.


* Some early ''Franchise/FinalFantasy'' games had the passive Dash ability that allowed the part to run instead of walking. The remakes on the other hand offer this ability as a menu option. This sometimes stacks with the ingame ability, allowing the party to move even faster.
* The ''VideoGame/FinalFantasyIV'' remake for the Nintendo DS allows the player to toggle between run and walk; walk is set as default with run applied with a held button, but the options can be switched in the menu to make run the default and walk triggered by the button. Given the unrealistically slow pace of the walking animation in comparison to the ground being covered (to the degree that it looks almost like moonwalking attempts), it's better to run everywhere, not simply to progress faster, but also to look less stupid while doing so.
* [[LampshadeHanging Lampshaded]] in ''VideoGame/FinalFantasyVII'', where Barret will complain about having to run up the stairs of a skyscrape. Cloud, on the other hand, won't even break a sweat.

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* ''Franchise/FinalFantasy''
**
Some early ''Franchise/FinalFantasy'' games had the passive Dash ability that allowed the part to run instead of walking. The remakes on the other hand offer this ability as a menu option. This sometimes stacks with the ingame in-game ability, allowing the party to move even faster.
* ** The ''VideoGame/FinalFantasyIV'' remake for the Nintendo DS allows the player to toggle between run and walk; walk is set as default with run applied with a held button, but the options can be switched in the menu to make run the default and walk triggered by the button. Given the unrealistically slow pace of the walking animation in comparison to the ground being covered (to the degree that it looks almost like moonwalking attempts), it's better to run everywhere, not simply to progress faster, but also to look less stupid while doing so.
* ** ''VideoGame/FinalFantasyVI'' allowed faster movement if any member of the active party was equipped with the Sprint Shoes accessory. Remakes of the game let a player run without the Shoes equipped by holding down a button. Holding down "run" with the Shoes equipped makes the player move even faster than normal running.
**
[[LampshadeHanging Lampshaded]] in ''VideoGame/FinalFantasyVII'', where Barret will complain about having to run up the stairs of a skyscrape. Cloud, on the other hand, won't even break a sweat.


* In the ''InazumaEleven'' games, you hold B to run and release it to walk, although the options conveniently include a setting to reverse this so you run by default and hold B to walk.

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* In the ''InazumaEleven'' ''VideoGame/InazumaEleven'' games, you hold B to run and release it to walk, although the options conveniently include a setting to reverse this so you run by default and hold B to walk.


* All the characters in ''VideoGame/TeamFortress2'' run by default, although moving while crouched could be considered walking. Interestingly, since the characters have different running speeds (for example, the Heavy is about half the speed of a Scout), they can be broadly identified from their movement speed. Not a big deal generally, but it means that only newcomers to the MasterOfDisguise Spy class will ever dress as a Scout. The mysterious gentleman slows himself down automatically for other diguises, but becomes a rather slothful (and quickly dead) Scout.
* ''VideoGame/Left4Dead'' has you always running unless you held down the walk or couch button. You otherwise move slower if you were hurting.

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* All the characters in ''VideoGame/TeamFortress2'' run by default, although moving while crouched could be considered walking. Interestingly, since the characters have different running speeds (for example, the Heavy is about half the speed of a Scout), they can be broadly identified from their movement speed. Not a big deal generally, but it means that only newcomers to the MasterOfDisguise Spy class will ever dress as a Scout. The mysterious gentleman slows himself down automatically for other diguises, but becomes a rather slothful (and quickly dead) killed) Scout.
* ''VideoGame/Left4Dead'' has you always running unless you held hold down the walk or couch button. You otherwise move slower if you were hurting.the worse off your health is - at one hit point all movement is at walking speed.



* In ''Videogame/PlanetSide 1'', soldiers would jog (or walk quickly with a weapon drawn) by default - sprinting required a [[SprintMeter dedicated implant]] - which would cause them to show up on sensors. Crouch-walking and walking would make them invisible to motion sensors. In the sequel, players move at a fast walk and have infinite sprint, but the only way to remain invisible to motion sensors is to crouch-walk as there isn't a walk button.

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* In ''Videogame/PlanetSide 1'', soldiers would jog (or walk quickly with a weapon drawn) by default - sprinting required requires a [[SprintMeter dedicated implant]] - -, which would cause them to show up on sensors. Crouch-walking and sensors, while walking would and crouch-walking make them invisible to motion sensors. In the sequel, players move at a fast walk and have infinite sprint, but the only way to remain invisible to motion sensors is to crouch-walk crouch-walk, as there isn't a walk "slow walk" button.



* Averted by the ''[[VideoGame/{{STALKER}} STALKER]]'' titles. The default speed is walking or a light jog if you're not carrying much weight. Sprinting depletes your stamina bar quickly.

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* Averted by the ''[[VideoGame/{{STALKER}} STALKER]]'' ''VideoGame/{{STALKER}}'' titles. The default speed is walking or a light jog if you're not carrying much weight. jog. Sprinting depletes your stamina bar quickly.SprintMeter quickly, while walking is more silent, though not as silent as crouch-walking and requires the walk key to remain pressed. The same walk key can be held while crouching to go into an even lower crouch (not quite prone) that brings no tangible benefits.



* In ''VideoGame/{{Starbound}}'', the player character can initially only walk, up until the graduation ceremony. After that, they have good reason to run as fast as they can, and never stop.

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* In ''VideoGame/{{Starbound}}'', the player character can initially only walk, up until the graduation ceremony. After that, [[DoomedHometown they have good reason to run as fast as they can, can]], and they never stop.
stop even after escaping.


* Despite using the same engine as ''Half-Life'', walking is actually useful in ''VideoGame/{{Counter-Strike}}'' since most players run all over the place Quake-style, sneaking can get you an advantage since you can hear them coming but they don't hear you (they might even accuse you of camping if you don't make noise).

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* Despite using the same engine as ''Half-Life'', walking is actually useful in ''VideoGame/{{Counter-Strike}}'' ''VideoGame/CounterStrike'' since most players run all over the place Quake-style, sneaking can get you an advantage since you can hear them coming but they don't hear you (they might even accuse you of camping if you don't make noise).



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* In ''VideoGame/{{Starbound}}'', the player character can initially only walk, up until the graduation ceremony. After that, they have good reason to run as fast as they can, and never stop.


* ''VideoGame/EvolutionWorlds'' has this



* ''Golden Sun'' franchise

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* ''Golden Sun'' franchisefranchise:


* 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.)


** 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.


* 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).


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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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* 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.


* ''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.

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