Irridium said:
Treblaine said:
Irridium said:
The biggest immersion killer to me is when first person games don't let you see your damn feet.
I don't care how immersive your story is, how amazing and atmospheric it is, its all fucking pointless if I can just look down and realise I'm just a floating camera with .
Nothing rips me out of immersion more...
Well I see it the other way, there are worse things than seeing no feet, like looking down and seeing feet that
just don't move right.
See the standard FPS controls it is easy to get the camera to move around smoothly and naturally as if it were a real point-of-view. But trying to stick a body underneath that that moves properly has been notoriously difficult in the past, the legs can seem to just skitter around like a zombie moon-walking on ice.
I'd rather see no feet than feet that can't interact well with the ground.
This isn't a problem with 3rd person games as the camera is not fixed to wherever the head is, but can just hover behind the avatar.
I personally don't mind if the feet aren't implemented perfectly, I just want to be able to see them. At least then I can see that I'm controlling a character, and not a floating camera with arms.
Yes, it is hard to implement well, the only game I can think of that did it
really well is Halo 3.
But still, it should be mandatory for games that require lots of precise jumping. I can't judge a good jump
if I can't see where my feet are positioned!
I ran into that problem many times in Half Life 2.
Aww but then it looks weird with ledge-edging. You know, how you can run along a ledge that only protrudes an inch away from a wall, your feet would actually be pressing against thin air.
Also remember Half Life 2 came out in 2004... same years as Halo 2 and subsequent episodes have just been upgrades.
Lacking a body is a very effective way of making a First-person perspective much more fluid to control. Trust me, adding in a full body to interact with everything would make the game much more clunky to control and THAT can ruin immersion just as much. Like in Crysis, can't just pick something up, have to reach out, grab. It can get really annoying.
And I remember playing Halo 3 and other FPS games 'with feet' and I never found the feet position much help with jumping as a foot may in fact be over the edge of a cliff and you won't fall. Many third person perspective games do this as well (in a round about way) I've seen slow mo video of Tomb Raider if you press the jump button even while Lara has a foot well beyond the cliff edge she can jump even though pushing against thin air! Many platforming games allow this to allow for more freedom for the player to make errors.
I wish games could implement a jumping system that was used in classic Tomb Raider games. You run towards a ledge and just before you reach the ledge you Hold-Down the jump button/key. When the game detects running + held down jump + ledge then it automatically has you jump at just the moment you reach the ledge. It worked perfectly for tomb raider games.
The problem is most people didn't read the manual, and thought they had to tap jump at just the right moment to jump a gap and so so many frustratedly abandoned the game after only a short play as the game "doesn't register my jump commands".
In fact without jump controls like that and the edge-air-jump feature, even third person games are just as hard to control as 1st person games.
The thing is, if you are jumping a gap in real life, do you look down at your feet to make sure of your position? No, even by the feel of your legs you can wait to feel till you're over the ledge, you'll be falling by then. Jumps are times by anticipation and timing.
Sure the car thing Valve could have made it just like modern racing games where you see your hands on the wheel and all, but that can make getting in and out of the vehicle a slow automated process. I mean ever played GTA game where you can just take SOOO LOOONG to get into a car while police are shooting from all sides?