
On Movement
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restricting where units can move. In either case, the restrictions can
sometimes feel arbitrary to players even though they are necessary to
maintain a sense of realism of where and how quickly units can and
cannot move across a battleeld.
e designer should talk to the programmers about what ap-
proach will work best in the game being designed. In games where
only one unit is moving at a time and there are no signicant ob-
stacles to dodge, a straight line between two points might be best.
If terrain features do have an eect on movement, then another ap-
proach might work better. Creating a simple electronic pro