Examining a Game Character's Physical Presence 29
GameSetWatch is running a feature about the evolution of game characters' physical presence. In many games, you can look down and not see your feet, or pass right through other players or NPCs. Other games rely on a believable model that can animate and collide with its surroundings. Tom Cross examines some of those scenarios, and also games that raise the bar for having a physical presence, such as the new Alone in the Dark.
"Edward Carnby's body is a distinct factor in everything that the player does. Your inventory is carried inside Carnby's leather jacket. To use, drop, or combine items, you must open it wide and look down at your own chest. The healing mechanic, too, reinforces the oft-forgotten fact that you have a body. To heal yourself, you must look at the parts of your body (arms, leg, chest) that are wounded, and then spray them with first-aid liquid. Likewise, when you equip an item, Edward reaches for it, palming it and then switching back to the stock third or first person view."
Haptics? (Score:4, Insightful)
In RL you can feel where your kit is, and know by touch how to pull it out. Ditto for assessing wounds. The compromise of not needing to look in games is actually more realistic than looking at a virtual body.
Same problem with driving/flying games. You don't have the tactile feedback of the Gs of turns and climbs and descents, so the game has to compromise "realism" in another way to make the overall faked-realism effect work best.
Obligatory question (Score:3, Insightful)