GAME MECHANICS HOARD

FREE MOVEMENT

Unrestricted analog movement through space — no grid, no nodes, no movement points — where position is continuous and the player steers directly.

It is the invisible default of action games, but as a design choice it's sharpest where genres cross: Baldur's Gate 3 moves freely out of combat but meters movement inside it, tactics hybrids like Mario + Rabbids keep free repositioning within a radius before committing, and real-time-with-pause RPGs let free movement coexist with tactical orders. Designers choose free movement to make space feel physical rather than abstract — dodging by inches, taking cover behind geometry rather than in a cover 'slot' — and because it lets level geometry itself carry difficulty without discrete rules. The cost is legibility: with continuous position, players can't easily reason about exact ranges and reachability the way a grid allows. Key decisions: whether combat abilities measure true distance or fudge generously (strict measurement in free space breeds pixel-perfect frustration), how pathfinding handles party members the player isn't steering, and whether any subsystem (building, combat) snaps back to a grid for clarity. Pitfall: free movement with grid-era rules bolted on — opportunity attacks and exact-range abilities imported from tabletop become fiddly when a centimeter of analog drift changes outcomes the player can't perceive.

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