Platinumoxicity on 18/9/2009 at 15:35
Thief 4 can have "body awareness" but only if it has been designed with "Mirror's Edge" like quality. TDS body awareness was designed in more like "ET on Atari 2600" quality. By all means, waste time and money making a body awareness system, but let it be included in the final game only if it's better or at least as good as basic 1st person mode in every single aspect imaginable.
What they did with TDS body awareness was basically that they took a perfectly working car, took out the round wheels and replaced them with irregularly shaped wheels of different sizes and made the car 3 times as high as it used to be. Looking at someone driving one sure looks funny from a distance, but the driver sure can't get anywhere with comfort.
New Horizon on 18/9/2009 at 15:49
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There is nothing putting Thief apart from this argument because it's one directed at first person games in general, and if you had a basic grasp of how animations are implemented into a game you'd understand that there is absolutely no requirement on wrenching control away from the player while the animation plays, and that there's no need to have the camera do any movement on its own.
(
http://www.thedarkmod.com) I know well enough. Thanks. I actually did some early tests back in the day to see gauge body awareness vs classic control. Classic won, hands down. Sure, you don't "have" to drag the camera along while the animation plays, but then you're left with a host of issues and special case scenarios where you either play an animation for one action and not for another.
That being said, all first person games are not created equal. Many classic first person games
without body awareness don't have the same feeling as Thief did at all. That's why it's silly for you to be claiming some kind of ultimate knowledge when you haven't even tried Thief 1 / 2. They don't control like Quake, or Deus Ex. The controls are a lot better than that.
Ostriig on 18/9/2009 at 16:57
Quote Posted by ZylonBane
Beyond that, any visible body model should just be "along for the ride", and not be allowed a single shred of influence over player movement. If memory serves, that's how Arx Fatalis implemented it.
Which is what I've been arguing for from the start. If you're not fine with calling that "body awareness", then fine, call it "visible body" or whatever you like.
Quote Posted by New Horizon
(
http://www.thedarkmod.com) I know well enough. Thanks. I actually did some early tests back in the day to see gauge body awareness vs classic control. Classic won, hands down. Sure, you don't "have" to drag the camera along while the animation plays, but then you're left with a host of issues and special case scenarios where you either play an animation for one action and not for another.
(
http://www.mirrorsedge.com/) And still. Entirely different games, I know you've already pointed that out and I agree, but for the purpose of positioning and seeing your legs and torso, it works. Maybe Doom 3 doesn't have the proper animations framework, or maybe you didn't have the tools or know-how to properly implement this feature. This is not meant as an insult, by the way, it's just a possibility I'm asking you to consider. I take it back that you don't know anything about animations, but the point still stands that it's not necessary to lock the player in while one's running.
Also note here that what I'm suggesting would also require more than just traditionally recorded animations. Typically, whether it's the recorded positions of the mesh vertices or the recorded positions of joints in a hierarchical skeleton, the only variable they play relative to is the player position. Some of the stuff I'm talking about would require runtime calculations of joint positions relative to both player location and the position of the object you're interacting with. Have a look at the door example I've posted for Wormrat some paragraphs below.
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That being said, all first person games are not created equal. Many classic first person games
without body awareness don't have the same feeling as Thief did at all. That's why it's silly for you to be claiming some kind of ultimate knowledge when you haven't even tried Thief 1 / 2. They don't control like Quake, or Deus Ex. The controls are a lot better than that.
I've seen T2 played at Bikerdude's and I can't say anything about the control and movement jumped at me as being so different from, say, DX. But, if you want to show me otherwise, give me some examples. Describe some situations where Thief is different and could not employ a visible, animated player body, a situation where the inclusion of such a feature would prevent you from preforming an action you'd realistically expect to. Because, really, so far it's only Wormrat that has given some situational arguments to discuss.
Quote Posted by Wormrat
Here are some other examples to think about: How about crossing a room (in a straight line) full of small physics objects? If I look down, will my feet intelligently "dance" around the objects? What if I try to stop with a small object underneath each of my feet? Will I just be floating in the air?
No, nothing like that. If you have small,
immovable objects, then your feet would not dance around them, but step
on them. It's an application of IK starting from the fixed point that is the height level below the character's foot, continuing along the movable joint that is the knee, and ending in the other fixed point that is your character's hip node. Thus, your body, collision box, and viewpoint would remain consistent with the actual walkmesh below it, even though your feet would accurately be placed over any small volumes on the ground.
Edit: I take that back about Fallout 3, though. I took a closer look, and it does raise the character's feet to step on stuff that's below it, but it still uses preset, recorded joint positions, rather than dynamically generate them at runtime. It's still perfectly doable, but F3 doesn't have it.
Now, if your ground objects are movable, the standard collision box will knock them over anyway, regardless of whether you have visible legs or not.
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Will my virtual arms knock things over when I spin the view around? If so--consider how fast I can rotate the camera. I could send a candlestick through a window with a single mouse flick.
No, hold on a sec. I've mentioned this before - I'm not arguing for
any changes to control or collision. Your arms, if included, would not have any additional collision. Remember that your already existing bounding model is constructed to mimic the proportions of a player body anyhow.
Again, it's what ZylonBane has rephrased a few posts up - the "visible body model should just be "along for the ride", and not be allowed a single shred of influence over player movement".
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What about crouching, crawling, and climbing? The ladder issue has been addressed, but I think if you take these ideas to their logical extreme, you run into all sorts of sticky realism issues where it's not clear how you could properly animate a human being and still give the player the freedom he might expect. This is why I brought up more complicated types of movement like object interactions.
There could be situations where an animation would have to be interrupted, but I expect they would be rare. You could solve them by either having an "aborted" animation to play, or by letting the animation play with a generic fixed point that would fit it.
Let's consider the door opening example. The start point is the door knob, the end point is the character's shoulder, and we have two segments in between, arm and forearm, connected by the elbow joint. Now, in order to open the door, with regards to animation, you have to turn the doorknob and then give it a slight push. The prerequisites are that you are in range. The calculations behind the animation are: place the hand object on the doorknob, which puts the wrist joint (start point) in position, then calculate the required position of the elbow joint as such to accommodate the restrictions of the elbow's bend capabilities and the given position of the shoulder (the end point, which is given by the character's position). Then, simply play a rotation of the hand element, a slight push, and return the arm off-screen. It sounds more complicated than it is.
Now, what if the player pulls back right in that, say, one second that the animation is playing? Well, if he pulls back a little, and is still in range, all that needs be adjusted is the elbow position. If he pulls back a lot, out of range, then, admittedly, you'd either have cut to the return animation and let the door open on its own (having been activated), or play the animation with the last start point (wrist/knob) recorded that was still in range. Same as if you were bunny-hopping around the door. But how often would/should that happen?
Bottom line, you'd probably be able to do anything you'd realistically expect to be able to, and situations where the gameplay could not be accurately served by the body animations would be rare.
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It sounds like what you're saying is, if you somehow manage to code a "smart" virtual body that never gets in the way of anything you're doing, wouldn't that look cool and be pretty great? I suppose it would, but that's a little farfetched.
That's where I disagree, I just don't think it's that farfetched. I think it's well within the reach of devs today, and doable within the time and financial constraints that fit such an, admittedly,
not first-priority feature.
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Not quite. Moving the arm is just moving the view, which is a trival mouse nudge. To move your legs, you have to do a little side-shuffle, which is not only silly, but actual changes your position. Very tricky for limited or fixed positioning (ledges, pillars, tunnels, ladders, ropes).
I'll concede that point. In the event that your foot should obstruct exactly a (small) point of interest, it would require you to move off it. But I think that would likely be a very rare occurrence.
theBlackman on 18/9/2009 at 17:35
Quote Posted by Bakerman
theBlackman - as Jah said, I was talking about my own game when I said that, sorry for the confusion.[...]
Apologies for misinterpretation. Good luck with your "own game" when it's up and running.
Ostriig on 18/9/2009 at 18:49
Quote Posted by Wormrat
I understand the Fallout 3 example, but yes, I meant movable objects. In most games it doesn't matter that you kick everything around like a child, but I'm trying to think of how this will be handled in future games where you need to be careful with your environment. In real life, it's not hard to be careful where you step. In a game, you either need intelligent "dancing feet" animations (which is probably quite possible--I think the way the character responds to handholds in
Assassin's Creed is pretty impressive) or the model should just pass right through the objects. Is floating over the objects on inviso-legs better or worse? I hope the answer is not "force the player to blunder into the scenery." That would only highlight the problem of simulating something without giving the player precise control over it.
I'm sorry, I still don't follow you here. If the objects are immovable but have collision, you step on them. If they're movable, then they get kicked out of the way by your character's collision element anyhow, in current games with no visible feet, too. If the next generation of games will put more emphasis on stuff being knocked over by a moving player, then devs will need to design cleaner rooms or debris without effects, and that will be the case regardless of whether you can see your legs or not, because the collision box is present.
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I know you said you don't want to add any extra collision to the arms, but if all these changes are purely cosmetic, how can they really add to "gameplay?" "It tells me where I'm standing" is still the only thing anyone has offered, and even then your location is still a midpoint between two visible feet (i.e. you can stand with one foot planted off the side of a cliff).
Mirror's Edge had to make the player snap onto balance beams to deal with this, and it's my one major complaint about movement in that game.
Yes, that's a good point there. I think it would be a fair amount of work to get the foot's that off the walkmesh to be positioned naturally back onto the walkmesh. For my part, though, even if this sort of thing wasn't accounted for, I'd still rather have the occasional situation where I've got a foot in mid-air rather than have no feet at all. But this is a matter of personal preference, and I wouldn't argue with you if you thought otherwise.
As for gameplay benefits, there's the one with knowing where you're standing, yes, and I mentioned earlier that another minor bonus might be using your body as the lightgem if you opted for a minimal HUD. Maybe I misspoke when I said "massive improvement", but between that and the added "realism", I still hold it's a worthwhile pursuit.
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Back to arms: even for cosmetic reasons, inviso-arms make sense when you consider object handling.
Before we go on, let me just state that when I popped into the thread declaring that "every game should have body awareness", I was referring to looking down and seeing the rest of yourself, I hadn't thought of visible arms when handling stuff. Then arms did get mentioned and I decided that's probably also doable, though I'll agree it's much harder altogether.
Now, yeah, if you wanted to be able to reach in through the bars with a visible arm and grab an object, that would take some pretty smart coding. And, yeah, I can see having to extract object from narrow spaces as a more common occurrence, so it would be a must. In fact, a general consideration, code-wise, would have to be given to other collision objects around the one you're trying to interact with.
However, if you're also referring to moving the candlestick inside the cage, I'll say that's not doable (not reasonably, anyway), but that I also don't think it should be. If I want to move the item from one end of the cage to another, why not just pull it out and then place it in the other end? That's why when I asked New Horizon for examples I mentioned they should be actions he'd "realistically" expect to be able to perform, and I don't think that a limitation of this sort would genuinely affect gameplay or level design.
New Horizon on 18/9/2009 at 22:59
What it comes down to in the end is gameplay vs. realism. Sometimes realism is more important, sometimes not. In the case of a body system for TDM, we chose gameplay over realism...although I have to say, body awareness is no more realistic than a traditional 1st person system. I'm a proponent of the less is more school of thought.
jtr7 on 18/9/2009 at 23:48
Since moving the candle through the cage in real life would have most people using both hands, trading back and forth whenever one is more efficient than the other, I would gladly do without body awareness, and just have the candle guided through the cage. Freedom of movement, increased movement, smoother movement--thrown away for appearances??!
Increased environmental interaction with body awareness means more and more animations. Can't they see how much it will consume development and playtesting time? Unbelievable.:tsktsk:
The arguments for body awareness and 3rd-person are not realistic (except for how each individual perceives these is a real experience in their brain for them), do not account for real-world technical aspects,
logistics, and ramifications. They are shallow and...
dishonest. The desire to cripple a potentially great game for something superficial, difficult to implement, and test...is
inexcusable.
I continue to pace about with my bullhorn, protesting the boring shallowness, and this hatred of
more than half of what
makes the games. Leave unimaginative realism out of the unique escapist fantasy. You guys do realize that adding more realism creates a desire for
more realism, don't you? The closer it gets to real, things look more and more irritatingly incorrect. It will never be good enough. When you go to a play in a theatre, do you criticize the lack of realism? Or do you have an imagination that happily fills in the blanks and give in to the experience, immersing yourself, creating a powerful experience?
Inline Image:
http://i70.photobucket.com/albums/i106/jtr7/OAF_Arrow.gifIt should concern us that we have among us those who cannot distinguish their feelings from the facts
that exist without their input or observation. When I speak of
Thief lore, I
know I'm filling in the blanks, and when even the strictest canon is dismissed by them as irrelevant, they think their boring-ass views are superior. They can believe what they want for themselves, but complaining about more than half of what
Thief is...is asking for backlash, and bewilderment of why these forums have this peanut gallery of anti-Thief hecklers as fans in thin disguise. I refrain from calling these guys trolls even though they share many traits, because they are also contributing to the community in ways I'm very grateful for.
Damn, this popcorn's stale.
The difference between the ridiculousness of my above pseudo-frothing rants and the counter-arguers, is that
I know I'm being ridiculous in my delivery of the truth, and the arguers
don't even know how ridiculous
they are in their over-simplifications, and complaints regarding several fundamentals they wish to cut and replace with
absolutely non-
Thief elements--approaching a GTA style medieval game without the "A" for "Auto"--unless it's closer to "Automated." Handicapped by choice (giving them the benefit of the doubt), they continually act as if they really believe what they wish to see is simple to create and won't harm anything.
GO
DARK MOD TEAM!!
Ostriig on 19/9/2009 at 00:27
Quote Posted by New Horizon
What it comes down to in the end is gameplay vs. realism. Sometimes realism is more important, sometimes not. In the case of a body system for TDM, we chose gameplay over realism...although I have to say, body awareness is no more realistic than a traditional 1st person system. I'm a proponent of the less is more school of thought.
Fair enough, I wasn't trying to in any way downplay the effort that has gone into TDM or its quality. It's a piece of work that I'm also interested in. I still see at least some degree of body awareness as a worthwhile pursuit and an improvement over the classic floating camera, but if that's your preference, I don't think I have any other argument to pitch it to you aside from those I've already gone over.
Bakerman on 19/9/2009 at 01:12
Platinumoxicity - I basically agree.
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Many classic first person games without body awareness don't have the same feeling as Thief did at all.
How much was this due to leaning, mantling, and the slight feeling of weight that the Thief controls had? In DX, for example, I feel extremely rigid because all the character's actions happen so darn
fast, including starting and stopping. Thief's physics were a little more sedate.
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Will my virtual arms knock things over when I spin the view around? If so--consider how fast I can rotate the camera. I could send a candlestick through a window with a single mouse flick.
I would consider that a fair consequence of being a careless taffer and swinging your arms around like you're on a fairground ride. Now, I would be perfectly happy if the actual collision and control remained the same, as Ostriig is suggesting - but a visible body could be used to enhance your interaction with the environment, like in this example.
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To move your legs (which block considerably more of the view), you have to do a clumsy side-shuffle, which is not only silly, but actually changes your position.
There are solutions - how 'bout if you're looking at your own foot, the engine realises this and the foot does a little step backwards or similar, so you can see that piece of floor you
really have to see?
theBlackman - no worries, thanks!
I wouldn't even bother, because that character obviously has supernatural mind powers. I really love the degree of freedom you have there, rotating the object on all axes - and that's certainly possible to animate. But reaching extreme distances through bars that would barely accommodate an arm anyway is a little far-fetched.
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if all these changes are purely cosmetic, how can they really add to "gameplay?" "It tells me where I'm standing" is still the only thing anyone has offered
It's more immersive? That was all I wanted to suggest :p
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What it comes down to in the end is gameplay vs. realism. Sometimes realism is more important, sometimes not. In the case of a body system for TDM, we chose gameplay over realism...although I have to say, body awareness is no more realistic than a traditional 1st person system. I'm a proponent of the less is more school of thought.
I would argue that body awareness is far and away more realistic. Because in real life, where things are absolutely realistic, I can see myself. QED. But I do appreciate the divide - gameplay vs. realism is something I'm struggling with a lot, and in this case realism won out - though I do believe you can have both if you do it right. We'll see how that goes :p.
jtr7 - we're on the right track, you're starting to make sense. Please continue to do so.
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I know I'm being ridiculous in my delivery of the truth
I just quoted that because there seems to be some sort of irony there that I can't be bothered figuring out.
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Freedom of movement, increased movement, smoother movement--thrown away for appearances??!
Yes, increased movement would probably need to be thrown away in ridiculous cases like the TDM candlestick. I don't see that as a huge disadvantage, though. And who said anything abour free or smooth movement? Your personal misconceptions seem to be clouding your arguments. Body awareness does not need to affect the controls or smoothness of movement - of course, in some cases it absolutely should, but you seem to be of the opinion that any form of body awareness will automatically reduce your silky-smooth Garrett footsteps to jerky, clog-wearing square dances.
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Increased environmental interaction with body awareness means more and more animations. Can't they see how much it will consume development and playtesting time? Unbelievable.
Or, like Ostriig said, they could use IK, which could actually reduce the number of animations. But I don't think the number of extra animations is too huge an amount for a professional studio. (Maybe if they mocapped them it would help, silly EM :p.)
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do not account for real-world technical aspects, logistics, and ramifications
Ahem. Please see the rest of the thread for details in this area.
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You guys do realize that adding more realism creates a desire for more realism, don't you?
Yes, but I trust that EM will know where to stop in that regard. And um... what's the problem with that? I desire for Crysis to have better graphics so it would actually look photorealistic, but that doesn't stop me enjoying its current graphical prowess.
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When you go to a play in a theatre, do you criticize the lack of realism? Or do you have an imagination that happily fills in the blanks and give in to the experience, immersing yourself, creating a powerful experience?
I appreciate the acting, the music, where appropriate, and the efforts that the stage and costume designers have gont to to evoke the feeling of the setting within the constraints of the real world. Obviously I wouldn't expect a play to take me to 17th century Venice so I could be properly immersed - but I don't think that body awareness is quite as much of a demand as that.
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It should concern us that we have among us those who cannot distinguish their feelings from the facts that exist without their input or observation.
Yes.
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approaching a GTA style medieval game without the "A" for "Auto"--unless it's closer to "Automated."
Very funny, captain. Nice try, but how does wanting a visible body translate to wanting Grand Thief Automated?
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they continually act as if they really believe what they wish to see is simple to create and won't harm anything.
If I've ever said it would be simple, I apologise - I should have known better, since I'm strugging with it myself. But I don't believe this is simple, merely doable. I also don't believe that the impact it has on other aspects of development will ruin the game in any way.
Sorry if I sound condescending or sarcastic in replying, but I take offense at your rhetoric and general attitude. I can believe you're just being hyperbolic because you feel strongly about this, but I'd still appreciate being talked to like you talk to everyone else.
jtr7 on 19/9/2009 at 01:31
Body-awareness is the gateway drug, leading to 3rd-person, leading to action-hero animations, automated movements, leading to... leading to... more and more of a departure, and it doesn't take too many steps for the game to become something else entirely. We already have an unfortunate division with T3 going too far into the Medieval Action genre, instead of staying true to the heart and soul. Like a half-sibling, part of the family, quite a decent fellow, but different enough for people to know at least one parent was not shared with the other siblings. The division will get worse, and I will find myself smiling in spite of my better self when the T4 fans mock the T3 fans for its outdated clunkiness.:(
Blindness is the manfools.
Tide of Masses, rise and fall!
Third-Person flood, drain the gall!
Consletards, dam break all!
Body-awareness, trip and sprawl!
Profits earned, bilked them all!
Call the brave, call the true:
Bringsie forth world anew!