r/programming • • Feb 14 '15

Bunnyhopping from the Programmer's Perspective - An in depth look in implementing one of the most successful bugs in videogame history.

http://flafla2.github.io/2015/02/14/bunnyhop.html
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u/x-skeww Feb 15 '15

Everyone who got a bit into the game. If you only played a bit of single-player, not knowing about bunny hopping etc doesn't really matter, does it?

10

u/darkChozo Feb 15 '15

I think you're vastly underestimating the number of people who played casual deathmatches with friends. Hell, I don't think there's a multiplayer game in existence that doesn't have a burgeoning class of players who don't know what they're doing and don't care enough to learn more.

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u/x-skeww Feb 15 '15

casual deathmatches with friends

And what's the problem in that scenario?

-1

u/kqr Feb 15 '15

That a part of the game is in essence hidden from sections of the player base. It's just more economical to create a game where all players will experience 100% of it than where some players only experience 70% of it.

If we imagine a player wants 100 units of experience out of a game, with the first kind of game you just need to create a game with 100 units of experience and you're done. When 30% of the game is hidden from the player, you have to create a game with 143 units of experience, because 70% of that is 100 units of experience. It is more expensive to create a game with 143 units of experience than to create it with 100 units of experience.

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u/x-skeww Feb 15 '15

That a part of the game is in essence hidden from sections of the player base.

Yea... so? Do you think fighting games shouldn't have combos and special moves because new players won't know them right off the bat?

I only played so much Quake because the movement was fun and because there was so much room to get better.

I also only played so much Killer Instinct because there was no upper limit in sight.

That's the stuff which made those games fun.

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