Game Cameras Prone to Problems? 52
Moryath writes "Ever wonder how to quantify a game's camera, or why some videogame genres tend towards problems while others never see it mentioned? Glide Underground has some basic attempted quantification up in their Weekly Musings column for this week - they break possible game camera views down to six categories, and go over which are the most likely to have issues." Are there obvious steps that can be taken to improve some game cameras?
Re:Huh? (Score:2)
Yeah, no kidding. I thought it was going to be a discussion on what works and doesn't work with what they call the "3rd person (soft)" camera, because that's the one with the most problems, in my experience.
Instead, we get descriptions of different camera types. Thanks for explaining first person view for me, genius.
Did you bother to read the article? (Score:2)
There's a section - with big red letters - titled "How They Screw Up" at the end.
I don't see how defining terms before getting to that point is bad.
Re:Did you bother to read the article? (Score:2)
Yes, I read that part. It doesn't say anything insightful. The main thrust of it is that "3rd person (soft)" has problems with the camera getting stuck or swinging around wildly. Wow.
Sorry to insult an article you submitted (on a website that you run?) but sorry, it was lame.
Wrong! (Score:1)
Agh, good ol' Oni (Score:2)
Sometimes it would 'see through' the wall(when standing with your back towards it) and you would unwillingly get valuable information of how many enemies were in the next room.
There's an update up (Score:2)
Glide Underground (Score:1)
Re:Glide Underground (Score:3, Interesting)
Re:Glide Underground (Score:2)
You haven't been paying attention then. (Score:2)
Just because you left somewhere doesn't mean you have to talk down on them.
Re:You haven't been paying attention then. (Score:2)
And how long ago? (Score:2)
If you haven't been in for a while, you wouldn't know - feel free to hold grudges if you want, however.
Re:And how long ago? (Score:2)
All joking aside, though, I take it that you at least somewhat remember who this is. I've got a few ideas for the site if the guys have any interest in hearing the
missed point/ camera wish list (Score:4, Interesting)
when you change areas, or "zone" (MMOs) or anything that would require the screen going all black or all white or requiring a CD load (time where player usually releases all controls) PLEASE PLEASE PLEASE place the camera in a position so pushing UP would not move the character out of the zone/change areas again/require an additional CD load time.
too many times have i played games where UP entered the building and then got in the building and UP exited the building. so annoying.
Re:missed point/ camera wish list (Score:3, Insightful)
Of course, the best solution is to take a page from Naughty Dog's playbook and pretty much do away with load times entirely. [jakanddaxterlegend.com]
Re:missed point/ camera wish list (Score:1)
When you force the player to stop fighting for a cut scene, then the enemies MUST also stop fighting. This was especially bad with the Pelenor Fields section of Lord of the Rings Return of the King on PS2, where the cut scene is played every few minutes and directs the player where to go next. The number of character deaths there in single player were countless. A lot of them caused by health loss during a cut-scene.
Re:missed point/ camera wish list (Score:2)
Re:missed point/ camera wish list (Score:2)
Although you have to worry about off screen enemy hits, the camera angles like that really lend itself to a better atmosphere for the game.
Yeah. (Score:2)
The other half is the dyslexic switchover - you can be running forward no problem, and want to attack "left" relative to your forward motion, but you push left and he goes right because of the camera switchover...
Disagree (Score:2)
FPS/Side View cameras have very little of this; by their very nature, they tend to give all the information available in a scene.
I disagree, I've played a couple games that let you switch between first and third person perspectives (Theif III, The Suffering) and both were less frustrating in third person mode. The problem with first p
Re:Disagree (Score:1)
Even though the higher angles can reveal more around the player doesn
Re:Disagree (Score:2)
Control affected by camera (Score:4, Insightful)
The first style of control can be done very well (although Resident Evil is obviously NOT an example of this
The big problems with the second one come from poor automatic camera controls; if the camera swings wildly or suddenly, your character suddenly starts running off in a different direction. Mario64 suffered from this a great deal; you'd be running along a beam, and the camera would pan around you. In order to stay on the beam, you'd have to continuously and slowly rotate the stick to counter the camera movement. Of course you may argue that the designer did this intentionally to make "walking along a beam" more challenging. There are plenty of examples of similar platform games where similar problems impede game enjoyment.
The original 3D Spiderman game for the Dreamcast and PS1, and the Spiderman: The Movie game both tried to overcome this problem in a novel way; if you were pressing a direction, and the camera moved, spidy would just keep going in whatever direction he was going; the axes the controls operated on would not change until the button was released.
The problems here is that there are situations where you'd, say, climb up a wall pressing up, have the camera swing around to a below-view, then try and run away from something. You'd go from "up" to "down", but since the camera had changed, your character would stop moving forward for a moment, then keep on going. The worst areas where were spidy got up near a corner. You'd press in a direction, he'd move onto a new surface that you didn't want him to, the camera would swing around 90 degrees to show the new surface, you'd press a different direction, and spidy would move in what felt like some random direction, usually onto another surface, swinging the camera around again. It felt very clumsy, and I recall being extremely frustrated with that game on several occasions.
Re:Control affected by camera (Score:4, Interesting)
I've played games where the stick direction was the direction of movement on screen relative to the camera. I remember thinking as the camera slowly panned and my thumb adjusted the angle of the stick, how odd such a compensation was, but how natural it felt. Now if the camera would have just snapped to a different angle I couldn't have delt with it.
Phantasy Star Online wasn't too bad when it came to player controlled cameras. A quick flick of the left trigger would re-center the camera behind the charater's back. It became so natural feeling (perhaps because of how often I had to do it) that when I was playing another game later with a poor computer controlled camera I kept finding myself pulling the trigger trying to fix it.
Re:Control affected by camera (Score:2)
I played most of Oni, besides looking though walls the moving camera was fine for me. I prefer games such as Alice though, wher
Re:Control affected by camera (Score:2)
Unfortunately, doing a good soft third person cam
Re: Super Mario Sunshine (Score:1)
Re:Control affected by camera (Score:1)
I strongly prefer camera-relative movement to player-relative because you always know exactly which way your character is going to run when you press "up." If the camera moves a little as you're doing it, you n
Re:Control affected by camera (Score:2)
Interetingly, the Sonic Adventure games did the opposite. The camera would go wild, and in order to proceed, you had to trust the system and just keep pushing up. Anything else and you typically fell to your death.
Understanding this makes the games much easier, and it is the basic reason I never shove this game in front
I prefer the 3rd person soft, 1 vs 2 player issues (Score:3, Insightful)
Being a player of PC games (Diablo II, Neverwinter Nights) and PS2 games (Baldur's Gate Dark Alliance (1 & 2), Champions of Norrath, Lord of the Rings) I have experienced the 3rd person cameras and their issues.
On the PS2 the Lord of the Rings Return of the King game seems to have the most difficulty when switching to multi-player. The camera angles for single player were great. It adjusts for the terrain and keeps the important stuff on the screen. Once you go into multiplayer though, it is a different story. For some reason, less of the screen is visible with multiplayer. I would have thought more (or even the same) would be visible as the additional character takes up some real estate. Many of the angles prevent you from seeing paths (the run out of the Paths of the Dead) and traps (tiny spiders in Shelob's Lair) as well as some enemies. The lack of control of the camera does not help. The testers needed to test more with multiplayer to identify these issues and do something like expand the real estate seen in multiplayer.
The Baldur's Gate and Champions games on the other hand require you to manipulate the camera. This is fine for me, but not great for my kids as they have not figured out the fine art of directing the character with the left hand while turning the camera with the right hand.
Neverwinter Nights also has full control of the camera, with 3 different 3rd person view points built in. If I remember correctly, you can download a hak that allows for an almost first person view, that is particularly liked with the jiggle hak. These controls are pretty good and you can turn on the feature to have obstructing objects (2nd floors) automatically disappear when they obstruct your view. There are times when you can accidentally turn the camera so you can't see the battle that you are in, which can be quite deadly. Some module writers also force the camera view on you which I find frustrating. I set up my system the way I like it, don't change my settings.
Diablo II has the 3rd person hard camera. They did a good job to prevent most obstructions, but there are places where you can't see. NWN has spoiled me and I try to turn the camera in Diablo II.
All in all the cameras I have seen are pretty good, though there are others that need some work. Bionicle forces the camera to point a particular direction, Harry Potter SS and CoS have no camera controls, Harry Potter PoA has controls, but they are not as responsive as the Baldur's gate ones.
Re:I prefer the 3rd person soft, 1 vs 2 player iss (Score:1, Interesting)
Lots of games are based around some kind of character the makers are trying to promote, like Mario, Spiderman, Lara Croft...
A first person camera means that this animated advert isn't on the screen all the time, and so it's not an option for many modern g
Re:I prefer the 3rd person soft, 1 vs 2 player iss (Score:2)
Secondly- first person is much HARDER to move around in. You can't accurately see your sides or rear. Without that view, how can you avoid things behind you/to your sides?
Really, I don't see anything good first person brings to either controls or game fun at all.
Re:I prefer the 3rd person soft, 1 vs 2 player iss (Score:2)
I have no problem with choice. But at the same time, I think every game should have a 3rd person option. And I'd rather have a polished 3rd than a crappy 3rd and a crappy 1st.
Bleh (Score:2)
Rob
Someone had the same thought - they emailed. (Score:3, Informative)
Re:Someone had the same thought - they emailed. (Score:2)
Rob
Re:Bleh (Score:2)
Hey... (Score:1)
Controls locked to cameras (Score:2)
Someone else here has already pointed to what happens when the camera decides to pan when crossing a narrow beam. Since the controls are tied to the camera, you have to match the direction you're pressing to the camera's motion so Mario doesn't end up falling to oblivion.
But I don't think that having the controls relative to the camera viewpoint is necessarily a bad thing. In fact, i
The cause is quite obvious (Score:2)
The consoles are getting better, but initially, there are two problems that caused developers to *have* to make bad decisions with regards to camera.
Firstly, resources. Console games haven't always been able to afford complet
Re:The cause is quite obvious (Score:2)
But consoles don't necessarily have to have crappy cameras. In fact, I find it easier to control third-person games on my Xbox controller, over a PC mouse/keyboard. (Try GTA 3 on both, and se which is better.)
A game with a *great* camera- Psi-Ops. Great camera, awesome game.
Very true. (Score:2)
As far as Sands of Time, there were spots the camera wasn't bad, and there were spots it was. A lot of times a bit of preplanning with the camera was all it took.
Re:Very true. (Score:2)
Of course, third person camera is really better for combat against multiple opponents, whereas first person camera is better for interacting with your environment. So third person is better suited to console games, which tend to be simpler, faster, with more twitch action than in a PC game.
Re:The cause is quite obvious (Score:3, Insightful)
You couldn't be more off here on what the problem is. With the exception of a couple of gaming genres (only forced first-person perspective games, really), gamers don't want full freedom of the camera. It doesn't make the games any more fun, it just serves as a frustrating distraction to the core gameplay. Unless I purchased a game about using a camera (whether welded to a gun or not
Re:The cause is quite obvious (Score:2)
When you consider that consoles don't generally use the complete analog freedom of mouselook control, camera control woul
I've dealt with these issues a bit. (Score:1)