{"id":98863,"date":"2019-08-20T22:25:00","date_gmt":"2019-08-20T22:25:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/349175"},"modified":"2019-08-20T22:25:00","modified_gmt":"2019-08-20T22:25:00","slug":"dont-miss-designing-spider-man-2s-classic-web-swinging-mechanic","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/08\/20\/dont-miss-designing-spider-man-2s-classic-web-swinging-mechanic\/","title":{"rendered":"Don&#8217;t Miss: Designing Spider-Man 2&#8217;s classic web-swinging mechanic"},"content":{"rendered":"<p>In this GDC 2019&nbsp;classic game mechanic postmortem, veteran dev Jamie Fristrom&nbsp;breaks down how the&nbsp;widely acclaimed web-swinging mechanics in Treyarch&#8217;s 2004 game&nbsp;<em>Spider-Man 2<\/em>&nbsp;were designed and implemented.<\/p>\n<p>Fristrom&nbsp;served as technical director and designer on the game, and in his in-depth talk he walked through the process and compared it to similar systems in games like&nbsp;<em>Bionic Commando&nbsp;<\/em>and Insomniac&#8217;s recently-released hit&nbsp;<em>Marvel&#8217;s Spider-Man<\/em>.<\/p>\n<p>It was an illuminating talk that offered some interesting perspective on how designers can design traversal systems for open-world games and the ways in which such systems can give players meaningful feedback about where they&#8217;re going and how they&#8217;re progressing in the game. If you missed seeing it at GDC, no worries &#8212; you can now <a href=\"https:\/\/www.youtube.com\/watch?v=5T1hnau158M\">watch it for free over on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>&nbsp;and its accompanying&nbsp;<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>&nbsp;offers numerous other free videos, audio recordings, and slides from many of the recent&nbsp;<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC&nbsp;already have full access to GDC Vault, and interested parties can apply for the individual subscription via&nbsp;<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the&nbsp;<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can&nbsp;<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2019&nbsp;classic game mechanic postmortem, veteran dev Jamie Fristrom&nbsp;breaks down how the&nbsp;widely acclaimed web-swinging mechanics in Treyarch&#8217;s 2004 game&nbsp;Spider-Man 2&nbsp;were designed and implemented. Fristrom&nbsp;served as technical director and designer on the game, and in his in-depth talk he walked through the process and compared it to similar systems in games like&nbsp;Bionic Commando&nbsp;and Insomniac&#8217;s [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":98864,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-98863","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/98863","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=98863"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/98863\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/98864"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=98863"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=98863"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=98863"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}