Game Cameras Prone to Problems?
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?
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.
Wow, I can remember when I used to be a newsie for GU... ...back in 1999
This is the first mention of them I've heard since I left. Sad
please if a game developer is reading this one missed point about 3rd person cameras and a wish list for me is the following...
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.
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 person is that you have less peripheral vision, you can't see what's around your character.
Stealth games are a lot less frustrating in third person. Some people like the challenge and immersion of playing the game in first person but I like being able to see what's happening around my character.
One critical area which wasn't mentioned is the problems involved with having a camera which affects your controls. For example, consider Onimusha, or Resident Evil, where pressing "up" makes your character run forward, vs. say Mario Sunshine where "up" makes your character run away from the camera.
:), and the second can have major problems.
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.
This has to be the most retarded Slashdot article, ever. Of all time, even.
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.
I'm about ready to kill PoP after forking out $50 + tax for a game that keeps changing views inappropriately. And because character movement is relative to the 3rd person perspective, changing angles affects how you end up directing the character. I'm sure one of the other views (fixed perspective from far above) was included simply because the dynamic 3rd-person view was so tempermental...and it's a poor substitute.
As the article states the 3rd person soft is the most popular of camera angles in games today. Though I am pretty sure I saw an article yesterday that said First Person view was the most desirable. Don't ask me why the conflict, I just read the articles.
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.
You can lose something that is loose, so tighten the loose item so you don't lose it.
Just because you left somewhere doesn't mean you have to talk down on them.
Lame.
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.
Looks like things are done differently these days.
If you haven't been in for a while, you wouldn't know - feel free to hold grudges if you want, however.
"As the article states the 3rd person soft is the most popular of camera angles in games today. Though I am pretty sure I saw an article yesterday that said First Person view was the most desirable. Don't ask me why the conflict, I just read the articles."
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 games.
I think it's quite clear the best thing that can be done for all third person games is to provide a first-person mode for navigating crowded areas (and for shooting), and preferably a way of controlling the camera as well - although this is not to say that camera AI and selective transparency are useless, they are never going to replace a human hand on the controls, and should just be there to ease the job and keep the game flowing.
However, given the within-game advertising and the tendency of designers to oversimplify the controls where possible, to enhance the kiddy-appeal if nothing else, I don't see third-person-only games leaving the market any time soon.
I read the section where they say that there are no problems with FP cameras, completely missing the common complaint that they're very difficult to use in jumping puzzles. Then I saw the complaints about the article here and didn't bother reading any more.
Rob
Quit talking trash about my EyeToy!
Try this. You play me in a lightsaber battle in Jedi Knight. You in first person, me in 3rd. Watch how much you get owned because I have more information on my surroundings.
The article's got an update to the same effect. Were you the guy who emailed them?
I disagree entirely. First off, 1st person is not an option at all for some people. These people, myself included, get nauseous in just a few minutes time looking at first person perspectives.
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.
I still have more fans than freaks. WTF is wrong with you people?
You get nausea every time you open you eyes? Poor you... :)
When you are moving forwards you don't need to avoid obstacles behind you. And a half-decent FPS player can run in a straight line whilst looking around fast enough to navigate and keep an eye out to make sure no-one is chasing them. It's harder to do that on a console, but that's why console FPSs are more likely to have radar, autoaim, etc.
Anyway, I was only suggesting that first person should always be an option, in some situations third person just doesn't cut it. I've never played a third person game (beat-em-ups/racers excluded) where the camera angle wasn't a problem at some point. If you truly hate it you don't have to push that button.
The article says that Super Mario 64 is widely pointed-at as a near-perfect example of a game camera. I have to disagree.
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, it's the control method closest to "fixed" camera games, back in the days before 3D engines, where there was never any confusion about what press will do what because the camera couldn't move.
I call this the "direct" method of 3D control, because if the player wants to go "up" (really forward) on the screen, he presses up on the stick, and ditto the other directions, with no mental translations or opportunities for dyslexia to get left and right mixed up.
The other, scheme for "soft" 3rd person cameras, used in the likes of Resident Evil, I liken to the old arcade game Asteroids: you have rotate left and right controls, and you have a "thrust" control. Few people remember it these days, but it took some players a bit of adjusting to get used to that.
I think both cameras have their places (though the Asteroids-like scheme is rarely used well except in vehicular games). I seem to be alone, actually, in liking Mario Sunshine's system, which devotes one entire analog stick to the camera. I'd make terrifying jumps in those infamous Void levels and maneuver the camera on the fly to keep everything in perspective, making my friends gasp in amazement (when they weren't being motion sick).
But then again I tend to get good scores in Robotron: 2084. Maneuvering dual joysticks at once seems to come natural for me. I'm probably an exception, and not the rule, in this area.
The root of the problem is console and console conversion games. Not a troll, hear me out. As the article suggests, the key problems with camera angles in games are all control related - unpredictable controls, and camera angles that don't show you the most useful view at the time.
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 complete freedom with the camera, because of their poor resourcing. Developers have done great things in terms of optimisation, but they haven't been able to allow end users to fully control the camera (Sands of Time for instance) because they may go over a scene with too many polygons, and then get framerate problems. PC gamers tend to have to optimise the system themselves, choosing the right resolution and quality so this is not an issue (unless you don't know how to change your graphics settings).
Secondly, controls. With no decent analog control available for consoles until very recently, it just wouldn't make sense to allow the player to control the game. So the developers have had to "decide" algorithmically what the best angle is for the player to use. Oddly enough, that method sucks. Not a problem for PC gamers, they've always had mice, and therefore 100% control over the camera (until the recent glut of console ports from cheap publishers). Of course there are now mice for PS/2 and X-Box... but how can you use a mouse on the couch?
I am government man, come from the government. The government has sent me. -- G.I.R.
Anytime I see first person in another context. this includes movie/television screens and vido games (games are the worst).
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.
I still have more fans than freaks. WTF is wrong with you people?
Psi-Ops had a very nicely arranged camera. Not perfect, but definitely up there on the scale.
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.
That's part of it.
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...
A couple of reader letters and a whole second page on problems and solutions have gone up to the article, have a look!
The previous game I worked on required a free roaming camera, and what I found was that players DON'T want anything fancy. Don't try to second guess what they want, because what they want is for the camera to NOT swing around while they're moving forward. Minimisation of changes in the yaw of the line of sight is far more important than the designer setting up some 'cinematic' looking swoops as far as our players were concerned. If the player ran in a direction not parallel to the line of sight, you could slowly turn the camera towards the player's direction to minimize the need for manual control without inducing complaints though. The camera did a few raycasts to try and predict when an obstacle would obscure the player (like approaching a corner) and react, but again not making sudden shifts was key to keeping people happy.
Our current game places the camera on rails and thus avoids many problems of the "3d soft" scheme. But now the fact that the avatar isn't always standing at the center of the screen coupled with the fact the designers sometimes want overhead views and sometimes want more horizontal views introduces a totally different (but much easier to fix) set of problems. Control is always camera relative, but sometimes you want "away" on the joystick to make the player run parallel to the line of sight even though this takes the player towards the center of the screen due to perspective (corridors demand this), yet other times "away" on the controller needs to mean the player's movement on screen is straight towards the top of the screen (so their x-coordinate onscreen remains constant).
I really liked the camera in Mario Sunshine until Pinna Park. The combination of the cages, invisible Wall, real wall, and the jumping was a enough to make me want to smash my Cube and everything associated with it. That single expirience is probably the reason that Mario sunshine is the only game that I haven't played more than once.
Nope this is the worst article ever. UML Poetry? wtf?