by bryt » Sat Apr 09, 2011 2:00 pm
i should probably outline reasons for my views on the third person feature. please mind that I actually really love the idea of having a third-person camera system in the game, especially for the stunting... but my arguments mostly center around the amount of work in would entail, or the technical issues.
note that i'm not really against the idea of having third/first-person mixed in the game because i think by having them both you can get away with fudging the accuracy of the visual feedback and people will forgive you more in such case. but by choosing strictly one or the other, i think the camera work and animations need to be tweaked much more in order to satisfy their overall purpose.
Warning!!! Wall of text:
CAMERA DYNAMICS:
every game i've ever played that had a third-person camera system can be grouped neatly into two categories; crappy, and passable. note that there really isn't any such thing as a "great" third-person camera, since they all have their faults and many of those faults are view subjectively by different gamers. in the case of bad camera systems, most of the time their main weakness is being too simple combined with too stupid. Having a camera that is always focused on your character dead center, with no control smoothing/dampening, and no collision testing or surface shading features, etc.
The passable camera systems i've seen have always managed one thing really well, the player focus. However managing player focus always seems to work against player-self awareness. So you might see your objective, but you cant see where you are standing and whether you are about to fall off a ledge. The best examples of games that did this right might be Uncharted, Vanquish, Dead Space, Batman: Arkham... , etc. These are all recent games for a reason, since I don't think developers really understood third-person mechanics very well before this gen. It's worth noting that each of these games have camera systems that could mostly be interchangeable. They all need aiming support (which is why I excluding other good games that don't), but they all also offer the ability to see yourself from any angle and get an idea of how you fit in your environment.
In these examples, the camera has two distinct modes that the player can use freely at any time. I'll call them exploration, and aiming modes. In each example the aiming mode is tight like a firstperson game, the camera moves up to at least as close as the upper torso... and aiming sensitivity goes lower to allow more precise shooting. In exploration mode each game has its own variety of implementations but the general rule seems to be easy/quick looking with low precision, and user contextual anticipation (Vanquish does this really well). The dynamics of the camera in exploration modes are too complicated to really summarize here.
I have no problem with the camera in the aiming mode, thats easy enough to emulate. But the exploration mode sounds like a nightmare *to create* for a stunt based game. And in order for the third-person camera to feel functionally worth it I think you really need both camera modes.
ANIMATIONS:
with a FPS camera the player's arms/weapon can be made to do whatever we wish in the v-model while performing exotic stunts. this means that if we want to enable people to shoot each other while doing cartwheels, then there really isn't any reason why we cannot support this visually. just have the v-model show the player's shots going off, and have the full body animation do a detached cartwheel and spam animate his weapon going off and pointing in the general direction of his aim. the arm need not show accurate aiming in this case, it just needs to give other players enough feedback to know he's shooting in their direction.
however if we rely only on third-person animations, somehow we have to make the cartwheel look functional when the player shoots his weapon. this would probably mean all sorts of crazy blending and maths that calculate the blend weights along the cartwheel or some other voodoo magic. or, it will look like ass and thats all we get... ass.
if we use a mixture of third/first-person modes then nobody really cares if the third-person animation lacks accuracy. if you care, go first-person and everything will look tight. if you like the third-person enough to look past the minor lack of polish, then fine. everybody wins. which includes the animators since they only have to worry about making the v-model anims accurate, while having a little bit of creative license with the full body stuffs. the cartwheel is just a hypothetical, or course.... but this argument can be applied just about every action the game may support.
If we plan on putting a "good" third person camera in the game, then I would advise to treat it like a major feature that should be prototyped early. The technical end alone is enough to scare me off; and then we have to figure how to support it with animations. The way I see it, its either going to be crappy, or its going to be wishful thinking that I cant be bothered with.