Totk – Parry Everything
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Ahh, horse. Strong, graceful, the picture of elegance. Truly one of nature’s most majestic creatures, and a favorite mainstay of the that one medium I like a whole lot. Welcome to ‘Video Games Vs.’ where I analyze the dumbest stuff in video games I can think of which inexplicably follows a pattern of being almost consistently jank and bizarre. And there is no creature in the interactive medium’s menagerie more jank and bizarre than the horse, and riding animals in general. Let’s get right into it.
Simulating a Living Creature
When adding a feature to your game, you always have to ask yourself what it is you’re spending your resources on and why. What’s the goal of having a horse in your game? Does it enable combat? Is it merely for making the player go faster? Are horses just cool? Or, does it need to be immersive, and make the player feel like they really own a companion animal? The goal of the later comes up a lot in small ways, such that it separates the concept of riding animals from, say, a dune buggy. One is a tool, the other is a living thing. In a lot of games, horses are not meant to be mere vehicles.
With this consideration, it makes a lot of sense that often, in games, the movement of horses is not nearly so smooth or precision as the movement of your main playable character. Many games are concerned with just this sort of behavior. For example, the recent Zelda: Tears of The Kingdom, and it’s predecessor Breath of The Wild features horses that do not map perfectly to the player’s control stick, the way link does. The horse does not go slow on a slight tilt of the control, nor does it gallop at a full tilt. Rather, Link must gently heel the sides of the horse, much like a rider does to a real horse, to encourage it to pick up speed. In Tears of The Kingdom, there are several ‘levels’ of speed which the player accesses through a set of states that the ‘kick’ button rotates to, and holding back on the control stick encourages the horse to slow down.
Besides that, these horses do not start out friendly to Link. They’re wild, and must be tamed. They may back and panic before they are tamed. The method to calm them is to simply press a button, yet still the player must be attentive to, and respond to the horse’s needs. These things do not facilitate the gameplay of movement, combat, or puzzle-solving which otherwise dominates Zelda‘s play space. Their purpose to give the illusion of life to these horses – temperamental, disobedient, and willful life. On the flip side, the illusion of life can also be a boon to movement gameplay. The Zelda horses, if set on their course, can follow paths and avoid obstacles automatically, as though the horse has a will of its own, allowing the player to occupy themselves with other activity. In this way, the horse is not an extension of the player, but rather a partner.
Zelda has long toyed with this sort of behavior.
However, as I alluded, these considerations can also be obstacles to gameplay. Particularly in early Zelda games, the horse Epona would often get stuck on strange geometry. She’d whinny and complain, and at times refuse to move if one attempted to guide her over large tree routes, cliffs, or rough terrain. Zelda horses can never be commanded to jump, for another instances. Epona and her descendants will only jump if approaching certain obstacles like fences. With such loose rules, divorced from player controls, they are prone to errors and discrepancies, like Epona getting stuck on a gate, because she did not approach it at quite the precise angle.
These sorts of bizarre terrain interactions are terribly common for video game mounts. Agro from Shadow of The Colossus is a lovable and friendly free-thinking horse. However, his AI is sensitive to shifts in terrain, and sometimes can get a little mixed up. Elder Scrolls V: Skyrim is infamous for the ‘Skyrim Horse’. These otherwordly creatures are capable of scaling near-vertical inclines, and if you were around in Skyrim’s heyday you were no doubt subject to one or two horse-terrain interactions that were so bizarre as to totally shatter the fiction and immersion of the game, at least once or twice. It is, admittedly, rather funny.
Charming.
When The Horse Is Only Decorative
There is an inverse to this, where horses are not considered as companions in gameplay, or even as vehicles. It is customary in MMORPGS to collect lots of mounts, and usually, the mount is merely a visual flare. It increases your move speed, and nothing else. No new mechanics are imparted, nor does the mount behave in any way like a living thing outside of its animations. Perhaps the mount even allows you to ‘fly’, but generally the ‘flight’ is just a repurposed swimming mechanic, again with the animations switched out. The horse in this instance appears with a button press, and disappears just as easily. In Final Fantasy XIV, presumably to counteract this sense of one’s chocobo riding...