The Evolution of Digital Motion

For years, many of the benchmarks for exceptional movement in 3D gaming have remained largely unchanged: Mirror's Edge, Titanfall 2, Dishonored 2, and Doom Eternal. These titles set a high bar, offering players a sense of empowerment through mastery—whether it was wall-running onto a mech or executing a precise tactical maneuver in ARMA 3. These games provided a clear "power fantasy" that rewarded those willing to learn the intricacies of their control schemes.


However, a shift has occurred. Recent titles are increasingly focused on the granular, mundane aspects of physical movement—actions that would have been considered tedious during the 90s era of Quake. Developers are now finding genuine engagement in tasks like walking steadily, scaling cliff faces, or navigating uneven terrain without losing balance.


From Power Fantasies to Physics Challenges

Titles like Baby Steps exemplify this trend. By breaking down the fundamental act of walking into a complex series of inputs, the game turns basic locomotion into the primary challenge. As designer Gabe Cuzillo noted at GDC 2026, the goal is often to create ambiguity in movement, forcing players to puzzle over how to navigate the geometry of the world.


This movement-first philosophy is defining many of this year's most notable releases:

  • Cairn: Transforms mountain climbing into a tactical puzzle involving navigation and resource management.
  • Control Resonant: Blends superhero agility with shifting gravity mechanics.
  • Vholume: Offers profound depth hidden beneath its seemingly minimalist parkour surface.
  • Big Walk: Turns the simple act of traveling from point A to point B into a challenging, cooperative journey.

The Reaction Against Simplified Controls

This surge in experimentation with movement may be a response to the trends of the 2000s and 2010s. During that period, the rise of massive, multiplatform blockbusters often led to a homogenization of controls. To ensure accessibility for millions, many developers streamlined interactions—stripping away friction and "sanding off the edges" of platforming mechanics, as seen in series like Uncharted or Assassin's Creed.


In those games, movement was often trivialized; players could traverse rooftops or cliffs with minimal input, as interaction was restricted only to specific, pre-determined paths. Today’s surge in interest for titles like Cairn or Big Walk suggests that the industry is moving away from this design philosophy.


The Future of "Boring" Movement

There is something subversive and compelling about developers asking fundamental questions: What does it actually take to place one foot in front of the other? How does body weight affect a climber’s position on a rock face?


«These are more interesting questions to ask than I ever thought they could be. There may be a whole universe of games inside those limitations.»

By treating movement as a deliberate, tactile, and often difficult process rather than a mere means to an end, developers are uncovering new layers of challenge. Perhaps the next frontier in gaming is even more granular—an intense simulator centered on the mechanics of breathing or the concentration required to perform mundane daily tasks. If current trends are any indication, players are more than ready for this level of dedication to the craft of digital motion.