The Importance of a "Walk" Key

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Feb 7, 2016
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Should PC games always include some kind of "walk" key modifier?
Something that can either be held or toggled to slow the rate of your character's movement speed temporarily.

I've found that I tend to miss this in many games, and I wanted to know if anyone else felt the same, or if it would just be a waste of time.
With games becoming more story driven (or at least attempting), I'm finding that many of them have moments of quiet downtime, even if only briefly, and I cannot (and I'm sorry for the use of this overused term) immerse myself in the games downtime when I'm still zipping along at full jogging speed because I made the unfortunate choice of using a mouse and keyboard.

As we all know, a keyboard is severely limited in how it can transfer movement into a game. You typically only have four major movement keys, where as a controller uses analog control allowing you to input minute changes in movement with lesser joystick angles. So when using a controller, you can dexterously input a characters actions in just about any speed you choose, which is great and then makes sense to have moments in a game where you need to briefly follow a character or observe your environment.

However, when using a keyboard, you're often forced to stop moving entirely or awkwardly bump against NPCs since you cannot control the celerity of your character, or you have to constantly stop moving in jittery patterns just to look at the environment or object up close.

A "walk" key is a solution to this. Several games have had walk modifiers, such as the Fallout/Elder Scrolls series so you can appreciate the world they built, while others have a movement modifier so you can time jumps correctly, or allow you to keep an eye out for secrets.
However, the majority of our video games don't let you use these modifiers because they don't exist. Maybe developers consider it too redundant, and I'll admit right now, maybe this concept I've been droning on about isn't exactly something anyone else cares about. But I'm a stickler for pacing, pacing that I can control. There are times where I want to take in the area of a game, to possibly feel the serene atmosphere.

There are of course games where a walk key would be useless, such as the Serious Sam games, or any shooter that keeps it's fast pace throughout it's entirety, but something like the Metro series, or Far Cry, where there's beautiful worlds to look at and tense, silent moments to take in, I just want to be able to slow down a bit.

Do any of you share this particular obsession with immersion? Is there any merit to my concerns? I'd love to know your thoughts.
 

SpiralLegacy

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This issue would easily be resolved if developers implemented a key/button that synchronizes your movement speed to that of the NPC you are walking with. Instead, we always have this awkward walk speed that is either too fast or too slow.
 

Silvanus

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I do genuinely love the inclusion of a walk key. I really do. Little immersive touches like that make a well-realised world.
 

Secondhand Revenant

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I almost never use it unless it but it would be kind of nice to have in any sort of story heavy game. Or like you said, any game with great graphics.
 
Feb 7, 2016
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Secondhand Revenant said:
I almost never use it unless it but it would be kind of nice to have in any sort of story heavy game. Or like you said, any game with great graphics.
You're absolutely right, I almost never use it as well. I'd attribute a walk key's use to maybe about 15% of my gameplay time at best, but it's still nice to have, and I can't imagine it's any difficult to implement.

I was thinking of this topic while replaying Far Cry 3 on PC, and couldn't help but feel "Man, this is a great looking game. I really wish I could walk a bit slower just to take it all in while still going towards my objective."

I've taken to just bringing up the games camera since it does slow your movement speed just a little bit. Obviously the on screen overlay for the camera is a bit intrusive, but I otherwise appreciate the ability to do so.

Again though, it's not frequent I use these things, but if it does happen that it's very easily to implement, why not do so even if it is only for 10% of gamers for 15% of their playtime? It makes that playtime that much more enjoyable for that much more people.
 

Secondhand Revenant

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DeliveryGodNoah said:
Secondhand Revenant said:
I almost never use it unless it but it would be kind of nice to have in any sort of story heavy game. Or like you said, any game with great graphics.
You're absolutely right, I almost never use it as well. I'd attribute a walk key's use to maybe about 15% of my gameplay time at best, but it's still nice to have, and I can't imagine it's any difficult to implement.

I was thinking of this topic while replaying Far Cry 3 on PC, and couldn't help but feel "Man, this is a great looking game. I really wish I could walk a bit slower just to take it all in while still going towards my objective."

I've taken to just bringing up the games camera since it does slow your movement speed just a little bit. Obviously the on screen overlay for the camera is a bit intrusive, but I otherwise appreciate the ability to do so.

Again though, it's not frequent I use these things, but if it does happen that it's very easily to implement, why not do so even if it is only for 10% of gamers for 15% of their playtime? It makes that playtime that much more enjoyable for that much more people.
It also seems like such a minor addition to have. For how small it is, it definitely seems worth it for some immersion for players. Or to spend time looking at all the pretty graphics they worked hard on.
 

lacktheknack

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I say do what Splinter Cell did - mouse-wheel to change speed. That mechanic was great.
 

sageoftruth

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lacktheknack said:
I say do what Splinter Cell did - mouse-wheel to change speed. That mechanic was great.
I had mixed feelings about it. It made sneaking super easy, since I could just set the speed and then focus entirely on guiding Sam to his target, but it also made things awkward when I suddenly had to change from sneaking to running, since rolling the wheel and then moving takes more inputs than just pushing a thumbstick a few centimeters further than usual. It's possible I just never got used to doing it in high-pressure moments like when I suddenly had to run for my life.
 
Feb 7, 2016
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sageoftruth said:
lacktheknack said:
I say do what Splinter Cell did - mouse-wheel to change speed. That mechanic was great.
I had mixed feelings about it. It made sneaking super easy, since I could just set the speed and then focus entirely on guiding Sam to his target, but it also made things awkward when I suddenly had to change from sneaking to running, since rolling the wheel and then moving takes more inputs than just pushing a thumbstick a few centimeters further than usual. It's possible I just never got used to doing it in high-pressure moments like when I suddenly had to run for my life.
That's what my fear was when this method was recommended; Switching between slow and fast movement speed quickly enough. Perhaps when pressing a sprint key it could reset the movement speed back to a default walk speed?
 
Feb 7, 2016
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Ezekiel said:
DeliveryGodNoah said:
That's what my fear was when this method was recommended; Switching between slow and fast movement speed quickly enough. Perhaps when pressing a sprint key it could reset the movement speed back to a default walk speed?
But then you're wasting the mouse wheel for actions that can already be done with the keys.
What's wasting the mouse wheel? You lost me a little bit. You mean the slow/fast movement modifier other people suggested, or the sprint key?

Also, what isn't wasting the mouse wheel that can be done with the keys?
 

lacktheknack

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sageoftruth said:
lacktheknack said:
I say do what Splinter Cell did - mouse-wheel to change speed. That mechanic was great.
I had mixed feelings about it. It made sneaking super easy, since I could just set the speed and then focus entirely on guiding Sam to his target, but it also made things awkward when I suddenly had to change from sneaking to running, since rolling the wheel and then moving takes more inputs than just pushing a thumbstick a few centimeters further than usual. It's possible I just never got used to doing it in high-pressure moments like when I suddenly had to run for my life.
I didn't have this problem at all - when I was seen, PANIC MOUSE WHEEL UP RUN and I never had a problem.

Ezekiel said:
Also, with the Splinter Cell method, you have to put a type of speedometer on the screen, and you may scroll too far or not enough.
Again, wasn't a problem in Splinter Cell - there were six speeds, I think, and since most mouse wheels click slightly as you spin them (usually one click per two scrolled lines of text), it was easy to keep track of how fast you would move at any moment.
 

Tayh

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lacktheknack said:
I say do what Splinter Cell did - mouse-wheel to change speed. That mechanic was great.
The first Sniper Elite did the same, and it worked great.
 

mad825

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Corey Schaff said:
With some mouses, the scroll button can also be pressed. So you have the scroll for incremental speed, while clicking the scroll button will toggle max/min speeds.
I'd have to question when did you get this mouse without a middle mouse button and for how much. A mouse not without 3 buttons is a standard that's been around for more than a decade...Unless we're talking about Apple's macintosh.


sageoftruth said:
I had mixed feelings about it. It made sneaking super easy, since I could just set the speed and then focus entirely on guiding Sam to his target
Okay then, just for you, you must also hold a spinning plate whilst sneaking when playing Splinter Cell. Wanting for bad controls in any game leaves you in the minority.


but it also made things awkward when I suddenly had to change from sneaking to running, since rolling the wheel and then moving takes more inputs than just pushing a thumbstick a few centimeters further than usual. It's possible I just never got used to doing it in high-pressure moments like when I suddenly had to run for my life.
I'm sure the extra effort made you exhausted. Fat, lazy people have a scroll lock/unlock on their mouse.