The material world is governed by the laws of physics, with our real-world experiences dictated by millions of physical interactions working in tandem. Similarly, in the simulated world of video games, a strong physics system can make or break a video game experience.
No matter how fantastical or realistic a game can be, the translation of real-world physics into a simulation is a major part of game development today, with programmers going to great lengths to ensure an immersive experience for all.
Ironically, physics can actually disconnect the player from an experience completely, with the opposite being true in portraying a believable, constructed world. When it all comes together, players looking to break the game’s inner systems become a game in itself.
So let’s take a look at some of the good, the bad, and the downright strange uses of physics in video games today.
Truly, it all boils down to the engine of a game that can enhance the physics used in the game, allowing realistic gravity, collision and other real-world phenomena to come to life. Valve’s Source engine is a good example of this, opening up the doors for incredible experiences.
Half-Life 2 is definitely the main showcase of this innovative engine, with Gordon Freeman’s adventures accentuated further by the myriad of physics-based shenanigans the player is able to pull off. From solving puzzles to playing around with the Gravity Gun, those are the moments that stand out when gamers look back on the Half-Life 2 experience.
The Legend of Zelda: Breath of the Wild was another major surprise when it eschewed the classic Zelda formula by introducing a robust physics-based array of abilities, one that allows Link to fill an object with potential energy or manipulate magnetic objects. Five years after the game’s release, players are still finding out new ways to interact with this version of Hyrule.
With a good physics system and a world that accommodates its mechanics, a game can open up a world of possibilities especially when it comes to playing the game in unorthodox ways that the developers have not accounted for.
On the flip side, gamers are also used to “the jank”, when a game’s physics system completely breaks down. This makes even playing the game a chore, with the unreactive objects and environment taking a player out of the game’s experience.
The Saints Row reboot is the perfect example of this, where the world’s driving mechanics are hampered by this lack of realistic physics. Cars can careen off the road from a minor bump and offroad driving feels less like a wallow in the mire than a bumpy road.
The degradation of physics systems can be highly apparent between sequels within a video game series. For example, Just Cause 2 allowed players to take advantage of its sandbox to really create their own action movie sequences.
Just Cause 3 fell flat somewhat, as the driving sequences and the loss of a couple of movement options keep players flying high in the sky. This can make it feel like it is out of the player’s hands as they dodge enemy fire and explosions.
A testament to the creativity of game developers around the world, there are some games that make the battle against a game’s physics system the entire challenge. The fun is instead centred around the perceived jank, making for wholly unique experiences.
Totally Reliable Delivery Service comes to mind, with this delivery-focused open-world game making it a fun-filled challenge to waddle the player character to send packages, all while their in-game avatar is prone to ragdolling at even the slightest breeze.
The Goat Simulator trilogy and Human: Fall Flat also make full use of these systems to make the player laugh as they play. The inherent humour that comes from a perfectly executed physics system is one aspect that indie game developers have made full use of in the past decade or so.
All in all, a perfect physics-based game may not be inherently fun nor can a game be fully fantastical without any physics-based basis. It all boils down to the design of the game, and how it can make full use of the system, for better or for worse.