VOGONS


First post, by Kerr Avon

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A trivial complaint, I know, but why is it that now, in 2019, not only do we still not have jet-packs, robot butlers, or holidays on the Moon, but in third person video games your character still keeps on moving their legs when up against a solid wall, even though they're not moving anywhere? In the majority of third person games, if you move your character up to a wall, and continue to hold down the control to move forward, then for some reason the character's legs run on the spot. Since games nowadays mostly aim to appear realistic, you'd have thought that this behaviour would be extinct by now.

I'm currently playing Control (PS4, released on Tuesday), and it's supposedly a high-production value AAA title. The environments have lots of varied and detailed contents, most of them movable and destructible, so detail obviously was a concern of the designers. So why didn't someone think "You know, since we're not writing this game for the 48k Spectrum or Commodore 64, we can probably spare enough RAM for a few lines of code to check if her (the protagonist, Jessie) way is blocked, and then if it is blocked, to stop the motion of her legs".

I mean, even back in 2001, Conker's Bad Fur Day on the 4MB Nintendo 64 stopped moving Conker's legs when he wasn't getting anywhere.

Mind you, why would a marketing division allow a game to be called 'Control' anyway? It's so generic that googling for anything to do with the name will be a tedious exercise in sorting through the countless non-related pages google will find. And you'd expect the marketing people to insist on a more memorable name.

That's my weekly complaining-because-I'm-supposed-to-be-typing-up-my-weekly-work-report-and-it's-so-boring-that-anything-else-is-a-welcome-distraction topic done. When robot butlers do become a reality, then I'll get one that can type reports.

Reply 1 of 4, by DracoNihil

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Unreal 1/UnrealTournament 1999 tried to avoid this but ended up triggering another bug. When I was making my coopgame fixes I ended up accidentally solving "running into walls" by tying the animation speed to your groundspeed and changing the way it determines when to do the animation by basing it on your Acceleration and not your Velocity. (This made it so you'd stop running in place in areas of low friction)

Developers are lazy, why else do you think these games use up abysmal amounts of memory and CPU usage? Plus all the really painfully obvious bugs that just never get fixed, I imagine these companies don't even have actual QA teams anymore.

“I am the dragon without a name…”
― Κυνικός Δράκων

Reply 2 of 4, by jmarsh

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They spent all that money on motion capture, having the protagonist stand stationary would be a waste.

Reply 3 of 4, by leileilol

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half-life's solution was to turn the bone controllers around so it looks like you're walking across parallel to the wall slowwwly, should be the same for all derivatives.

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long live PCem

Reply 4 of 4, by Kerr Avon

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leileilol wrote:

half-life's solution was to turn the bone controllers around so it looks like you're walking across parallel to the wall slowwwly, should be the same for all derivatives.

Sorry, but I don't follow you. I didn't even know Half-Life had a third person view, and what are 'bone controllers', please? How does making it look like the character is looking "like [he/she is] walking across parallel to the wall slowwwly" look good? Why not just stop the legs from moving and use a 'standing still' pose for the character?

DracoNihil wrote:

Unreal 1/UnrealTournament 1999 tried to avoid this but ended up triggering another bug. When I was making my coopgame fixes I ended up accidentally solving "running into walls" by tying the animation speed to your groundspeed and changing the way it determines when to do the animation by basing it on your Acceleration and not your Velocity. (This made it so you'd stop running in place in areas of low friction)

I didn't know that Unreal Tournament had a third person view, either. Your method is clever, though.

Developers are lazy, why else do you think these games use up abysmal amounts of memory and CPU usage? Plus all the really painfully obvious bugs that just never get fixed, I imagine these companies don't even have actual QA teams anymore.

Yes. But if you run a games company, then why spend time and effort optimising your games, testing them for bugs, or adding features such as onscreen 'sound' indicators so that deaf people will know if there are foot-steps coming from the left of the player or an explosion behind the player, or even trying to balance the level of the games' difficulty across the general game-play and the boss battles, and so on, when you know the public will rush out to buy the game (and indeed pre-order the games months in advance even though the gamers at that point no nothing for definite about the game) regardless of it's faults?

If the public will buy bugged/sloppy/inconvenient/flawed/etc games then why bother putting more work into the games when you know it will net you few extra sales?

We gamers get what we deserve, because we accept what we get. Few other industries could get away with treating their customers so badly.