{"id":7383,"date":"2023-03-13T22:07:00","date_gmt":"2023-03-14T05:07:00","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=7383"},"modified":"2023-03-16T11:04:16","modified_gmt":"2023-03-16T18:04:16","slug":"deus-ex-ladders","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/7383","title":{"rendered":"Deus Ex: Ladders"},"content":{"rendered":"<p>Let&#8217;s talk about this game&#8217;s treatment of ladders because I&#8217;ve been dealing with them a lot lately. They&#8217;re kind of a fascinating snapshot of a moment in the history of the medium. The whole idea of a ladder here is that it&#8217;s a segment of wall, usually with its own special texture, that keeps you from falling when you&#8217;re touching it and which lets you move freely up or down, or really in whatever direction you&#8217;re facing. Note what this lacks that nearly any 3D game containing ladders would have nowadays: any notion of &#8220;locking on&#8221; to the ladder and constraining your movement to it until you do something to explicitly let go. That and the complete 3D freedom of movement mean that if you&#8217;re not completely square with the wall, you can easily go veering off to the side and fall. It&#8217;s especially easy to slip up this way when parts of the ladder are in darkness, which they very often are in this game&#8217;s eternal nighttime. And then there&#8217;s the perilous matter of mounting ladders from the top, a skill I still haven&#8217;t mastered. Do it wrong and you simply fall the full height of the thing. There&#8217;s a factoid (made famous by a <em>Gravity Falls<\/em> quotation) that having a ladder in your house is more likely to result in injury than having a gun in your house. While I don&#8217;t think my deaths from ladders in this game outnumber by deaths from guns, I&#8217;m not entirely sure of it. <\/p>\n<p>Why does the game do it this way? Well, in part it&#8217;s because best practices for handling ladders weren&#8217;t well-established yet when it was made. Indeed, they&#8217;re not consistently followed even in games released long afterward; I&#8217;m told that <em>GTA5<\/em> (2008) has notoriously dodgy ladders. They&#8217;re simply a nontrivial thing to get right. Moreover, though, this is a game in the design lineage of <em>System Shock<\/em>, which had similar issues. And in <em>System Shock<\/em>, it was the result of a design philosophy. Although it didn&#8217;t really wind up this way, part of the initial idea behind <em>System Shock<\/em> was to be &#8220;<em>Sonic the Hedgehog<\/em> in 3D&#8221; (at a time when <em>Sonic<\/em> itself wasn&#8217;t), a game of flowing kineticism produced by simulated physics as a coherent unit, with special cases and special interactions kept to a minimum. The idea of a ladder as a sort of short-range gravity-nullification field fit into that design philosophy perfectly. <em>Deus Ex<\/em> is even less of a <em>Sonic<\/em>-like than <em>System Shock<\/em> ever was: the stealth mechanics mean you spend more time crouching and waiting than running and jumping. But the physics remain.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Let&#8217;s talk about this game&#8217;s treatment of ladders because I&#8217;ve been dealing with them a lot lately. They&#8217;re kind of a fascinating snapshot of a moment in the history of the medium. The whole idea of a ladder here is that it&#8217;s a segment of wall, usually with its own special texture, that keeps you [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[395,107],"class_list":["post-7383","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-deus-ex","tag-system-shock"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7383","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=7383"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7383\/revisions"}],"predecessor-version":[{"id":7389,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/7383\/revisions\/7389"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=7383"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=7383"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=7383"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}