>>30456When i say I want the movement to feel swift and responsive I mean I want the movement - well this can be applied to any games control system for anything - to feel able to handle multple different actions, and stay reasonable to the game world.
In more detail, swiftness refers to the movement systems ability to quickly provide respond to the players inputs to allow for actions to be done quickly and allow for multple actions, like interactions, bringing out a tool, aiming, or canceling certain actions into other movement choices. Responsitivity refers to the games ability to adjust certain actions in a way that makes them not exist as active detriments to the gameplay experience. The former is easier to implement. just provide the player with more and generally decent options to control their character, the ladder is a lot harder to get right.
Unesponsiveness for a game like fallout 3 would mean lack of actual acceleration because the player cant actually choose to move within a broad range of speeds, only 3 static ones which is running, walking, and running unholstered. you cant make small adjustments to how you move, and enemies dont do this either meaning even the tiniest amounts of motion can and will displace a desired target far away from their original location in a fraction of a second. this problem isnt as obvious in fo3 since you cant even aim to begin with(though with snipers this becomes obvious to any new players who didnt realize this) but in a game like new vegas this problem is unavoidable and makes ranged combat almost as awful as melee. When a games movement is responsive you can make small adjustments(see ds3 and ds1s movement to ds2s snap point turning problem), you can expect to accurataley predict where your character can land, you can expect the things around you to move in a way that feels both believable and non invase to what you'd expect. Like an unusually delayed swing compared to a normal one in a game elden ring that managed to piss off a shitload of players.