this post was submitted on 04 May 2025
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Something being there because it's there is not really a reason to sink Dev time and resources into it.
Most games with a sprint involve decision making. Usually something like a timer or stamina system with some mechanical implication for depleting it. E.g. if I travel faster now I won't be prepared for combat later. This balances player concerns about moving fast when feeling safe or fleeing, while making it interesting by punishing reckless use.
Most worthwhile game mechanics are like this. Sometimes things are just there for play, like jumping in MMOs which largely just allows playful social expression in an otherwise extremely limited media. Emotes in multiplayer games serve a similar purpose despite having no obvious mechanical link.
One case for a sprint without mechanical trade offs is player movement control. Less relevant on games with a controller input but sometimes there. Usual practice to to have a run/walk toggle button though, and just build the world scale so running feels good in almost all circumstances and turn it on by default.