{"id":1549,"date":"2021-09-05T00:17:25","date_gmt":"2021-09-05T00:17:25","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2021\/?page_id=1549"},"modified":"2021-11-18T16:01:26","modified_gmt":"2021-11-18T16:01:26","slug":"brainstorm-controls-camera-game-feel","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2021\/brainstorm-controls-camera-game-feel\/","title":{"rendered":"Brainstorm: controls, camera, game feel"},"content":{"rendered":"<p>You may already picture your project following familiar genre conventions (side scroller, 3rd person platformer&#8230;).<br \/>\nLet&#8217;s question all of our preconceptions and think about the controls that serve your project best.<br \/>\nThis is a guided team discussion.<\/p>\n<h2>First person vs 3rd person<\/h2>\n<p>What are the implications of choosing a first person perspective vs a 3rd person view?<\/p>\n<p><iframe loading=\"lazy\" title=\"Thirty Flights of Loving - Full Walkthrough\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/d0dCRb8PEeY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<p><iframe loading=\"lazy\" title=\"THE GRAVEYARD | FULL GAME | ALL ENDINGS (NO COMMENTARY)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/wctIiiFsQxY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>3rd person is not only for &#8220;3rd person shooter POV&#8221;, includes a lot of different perspectives and cameras (top down, side scrolling, fixed cameras)<\/p>\n<p><iframe loading=\"lazy\" title=\"Kentucky Route Zero \/\/ Full Playthrough of All Episodes + Interludes - No Commentary Walkthrough\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/xW-TQAy4tC8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<ul>\n<li>Prominent avatar (which you have to model and animate) vs blank slate<\/li>\n<li>Controlling a character vs &#8220;being&#8221; a character<\/li>\n<li>In 3rd person you stare at your character a lot (Tomb Rider and WoW male players using female avatars, customizing your character feels more relevant, would Fortnite&#8217;s economy of accessory and dances even work in 1st person?)<\/li>\n<li>You can use the avatar to visualize information without UI (limping animation, equipment, the scarf-jump in Journey below)<\/li>\n<li>More vs less situational awareness (having less awareness can be more effective for horror\/mystery)<\/li>\n<li>In 3rd person you know where your character feet are, making platforming easier<\/li>\n<li>3rd person allows for predefined camera angles, frame composition, and cinematic techniques<\/li>\n<li>First person works better for shooting (weapons) and shooting (camera) gameplays<\/li>\n<li>3rd person works with a simple camera, 1st person cameras conflict with human cognition (peripheral vision etc) often requiring adjustments in perspective and sizing: doors and room have to be bigger to look &#8220;right&#8221;, body parts may need weird distortions<\/li>\n<\/ul>\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\">\n<p lang=\"en\" dir=\"ltr\">Firewatch animation in third person reveals a nightmare human carbuncle. <a href=\"https:\/\/t.co\/lqVyH84xP8\">pic.twitter.com\/lqVyH84xP8<\/a><\/p>\n<p>&mdash; Olly Moss (@ollymoss) <a href=\"https:\/\/twitter.com\/ollymoss\/status\/697926382861492224?ref_src=twsrc%5Etfw\">February 11, 2016<\/a><\/p><\/blockquote>\n<p><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script><\/p>\n<h2>Camera Perspective<\/h2>\n<p>If 3rd person what are the implications and affordances of different camera perspectives such as: top down, isometric, side view, cinematic camera, 3rd person shooter etc&#8230;<\/p>\n<h3><strong>3rd person shooter POV<\/strong><\/h3>\n<p><iframe loading=\"lazy\" title=\"Like Roots In The Soil \/\/ walkthrough\" src=\"https:\/\/player.vimeo.com\/video\/230957233?dnt=1&amp;app_id=122963&amp;h=a6130e9c68\" width=\"840\" height=\"473\" frameborder=\"0\" allow=\"autoplay; fullscreen; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Journey - Gameplay \/ Playthrough (No Commentary)\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/bkL94nKSd2M?start=2969&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<ul>\n<li>The player usually needs to control the camera (extra control better suited for double analog controller or keyboard + mouse combo)<\/li>\n<li>Camera needs smoothing or it may feel nauseating<\/li>\n<li>The player can get in the way of the camera, targeting\/shooting may require a different camera mode, the camera can clip into walls and the environment&#8230;<\/li>\n<li>For driving and flying controls give a good sense of the orientation of the avatar<\/li>\n<li>The character&#8217;s faces aren&#8217;t seen clearly &#8211; possibly requiring portrait or different camera modes for dialogues<\/li>\n<li>The perspective can frame distant locations stimulating the player&#8217;s curiosity<\/li>\n<\/ul>\n<h3><strong>Top down bird view<\/strong><\/h3>\n<p><iframe loading=\"lazy\" title=\"Disco Elysium The Final Cut - Full Game Part 1 (No Commentary)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/gRTe4yXooGQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"10 Beautiful Postcards \u2013 How to Find the Postcards - #1 Subbasement Zone\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/6p9EtbeDv2Y?list=PLVmtuLJzFWVu_dmxcQJOVA3BMStIrs7zS\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"A Short Hike - Full Playthrough \/ Longplay \/ Walkthrough (no commentary)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/p6UDqtlmJpk?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<ul>\n<li>Clear sense of direction, harder to get lost<\/li>\n<li>player doesn&#8217;t need to manage the camera,<\/li>\n<li>The character&#8217;s faces aren&#8217;t seen clearly &#8211; con: possibly requiring portraits or different camera modes for dialogues &#8211;\u00a0pro: so you don&#8217;t have to animate them.<\/li>\n<li>Works well for 2d and tile based scenarios<\/li>\n<li>Can support multiplayer without split screen<\/li>\n<li>If fully top down you may have to create a lot of roofs and uninteresting parts of the scenario<\/li>\n<li>Better short range awareness (you see around the corner) bad long range awareness (you don&#8217;t see a mountain at distance)<\/li>\n<li>Things can&#8217;t be seen from close by so you don&#8217;t have to model small details<\/li>\n<li>Things can&#8217;t be seen from close by so you may need different modes to visualize small objects (inventory, overlay etc)<\/li>\n<\/ul>\n<h3>Side view<\/h3>\n<p><iframe loading=\"lazy\" title=\"Machinarium PC Longplay - Full Walkthrough [720p 60FPS]\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/xXfdRvtFTd0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>&nbsp;<\/p>\n<p>A good compromise between side and top view<\/p>\n<p><iframe loading=\"lazy\" title=\"Knights and Bikes Walkthrough Part 1 No Commentary\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/6FQAbC_mgOs?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<ul>\n<li>Good for characters, vistas, and building facades<\/li>\n<li>Good for 2d graphics and if 3D things have to look good only from one side<\/li>\n<li>The foundation of several genres: platformers, beat &#8217;em ups, point and click adventures, visual novels&#8230;<\/li>\n<li>If 2d without a 3rd dimension like NITW it can limit the exploration possibilities, everything is arranged in one dimension<\/li>\n<li>Can easily adopt visual conventions from animation, comics, film<\/li>\n<\/ul>\n<h3>Interface<\/h3>\n<p>A particular kind of first person in which the game is presented through a graphic user interface. Has been used a lot (maybe overused) in recent narrative games<\/p>\n<p><iframe loading=\"lazy\" title=\"Akemi Plays: Digital: A Love Story [No Commentary]\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/h4nMgx7oXnY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"BURY ME, MY LOVE Full Playthrough\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/sdtoDfV7FNg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Her Story - Complete Walkthrough [No Commentary | PC]\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/OFLsj1IfAB0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<ul>\n<li>fully &#8220;immersive&#8221; as it blends with the hardware and the player&#8217;s physical situation<\/li>\n<li>appropriate for contemporary stories about social media and digital technologies<\/li>\n<li>economic: you can offload a lot to the player&#8217;s imagination, text and interfaces are cheap<\/li>\n<li>can be visually limiting<\/li>\n<li>the gameplay can be hard to read from an image or short video<\/li>\n<\/ul>\n<h3>Hybrid \/ Unconventional<\/h3>\n<p>If your game doesn&#8217;t require character exploration and movement it may make sense to consider a non standard POV.<\/p>\n<p><iframe loading=\"lazy\" title=\"[Playthrough] Papers, Please [No Commentary] [1440p]\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/TDD5OOAcTUg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>I don&#8217;t usually show my games as an example but<\/p>\n<p><iframe loading=\"lazy\" title=\"Unmanned Short Playthrough\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/qTsP0SpWdCk?start=2&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"I AM DEAD | Gameplay Walkthrough\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/RvcOYP47xT0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"FLATGAME Annual 2016: and i made sure to hold your head sideways (Browser)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/2kGVxWdARBA?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Genesis Noir | Complete Gameplay Walkthrough - Full Game | No Commentary\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/TB4ZQ2IQT4o?start=6598&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<ul>\n<li>Can make a game look unique at first sight<\/li>\n<li>May enable non-conventional gameplays<\/li>\n<li>Can support scenes happening at very different times and spatial scales (narration through vignettes and ellipses)<\/li>\n<li>Different views and interfaces mean more systems to program (Genesis Noir)<\/li>\n<li>Can confuse and alienate less adventurous players<\/li>\n<li>Experimental means that, like an experiment, it can fail. &#8211; i.e. not be a good idea<\/li>\n<\/ul>\n<h2>Controls and game feel<\/h2>\n<p>The control system is generally related to the camera view, we won&#8217;t go through all the possible control systems but rather think about controls in more expressive terms.<\/p>\n<p>Enter <strong>Game Feel:<\/strong> Coined by <a href=\"http:\/\/www.game-feel.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Steve Swink<\/a> (<a href=\"http:\/\/www.gamasutra.com\/view\/feature\/130734\/game_feel_the_secret_ingredient.php?print=1\" target=\"_blank\" rel=\"noopener noreferrer\">article summary here<\/a>) used more or less ambiguously since then to refer to the &#8220;tactile&#8221; quality of control systems in spatial games. Basically how the game responds to the input.<\/p>\n<p>The main idea is: a game should feel engaging to play even after the plot, points, level design, music, and graphics are removed.<\/p>\n<p><iframe loading=\"lazy\" title=\"Secrets of Game Feel and Juice\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/216_5nu4aVQ?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>What is your emotional target and how can the control system support it?<br \/>\nHow can you describe and implement the game &#8220;feel&#8221; of your project?<br \/>\nHow does the control system relate to the theme and vibe of the game in the example below?<\/p>\n<p><iframe loading=\"lazy\" title=\"Dys4ia | Playthrough, no commentary\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/jpU6jZUq06A?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Night In The Woods - Full Game Walkthrough Gameplay &amp; Ending (No Commentary Playthrough Longplay)\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/KAurdQwlreY?start=6901&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Cardiac - A Surreal Unnerving Dream\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/P546IW8RdYw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><iframe loading=\"lazy\" title=\"Flower | Full Game Playthrough | No Commentary [PS4 60FPS]\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/ubmUJcwor3k?start=1138&#038;feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><strong>To wrap up:<\/strong> write down a statement summarizing your conclusions and why you are choosing a particular view and control system.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>You may already picture your project following familiar genre conventions (side scroller, 3rd person platformer&#8230;). Let&#8217;s question all of our preconceptions and think about the controls that serve your project best. This is a guided team discussion. First person vs 3rd person What are the implications of choosing a first person perspective vs a 3rd &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2021\/brainstorm-controls-camera-game-feel\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Brainstorm: controls, camera, game feel&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":25,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1549","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1549","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/comments?post=1549"}],"version-history":[{"count":7,"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1549\/revisions"}],"predecessor-version":[{"id":1556,"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1549\/revisions\/1556"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/media?parent=1549"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}